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Old 05-23-2013, 05:56 PM   #1
ericthered
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Default [OCC]: Space Merchant

Its 50 years after civilization on earth was bombed into a second stone age by an alien race. Star ships scattered to the eight corners of the wind, carrying the remnants of humanity to safety. The signs of war have subsided, and it is now time to reconnect humanity. Governments would do this with massive delegations. You plan do this by scrimping from planet to planet, trading both goods and technology while building the first interstellar map of new Humanity.


Character Submissions:

Bog Standard Human
125 points

Characters should have a functional number of disadvantages.
Negative wealth is not allowed without a good argument.
The ship is owned by an NPC, so don't worry about that.
Equipment should be transparent. Think safe tech.
Tech level is technically safe tech 10. some 11 and 12 will be introduced.

Play will be focused on exploring and social interaction. You can expect one dramatic hookup per world visited. Combat is possible but rare: fleeing will be more important.

NOTE: stat normalization is in effect. 12 is a good score. ST (and peices) are half cost.
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Last edited by ericthered; 05-23-2013 at 06:17 PM.
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Old 05-23-2013, 06:10 PM   #2
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Default Re: [OCC]: Space Merchant

What's the TL?
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Old 05-23-2013, 06:17 PM   #3
ericthered
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Default Re: [OCC]: Space Merchant

Quote:
Originally Posted by crretin View Post
What's the TL?
Call it safe-tech TL 10. But lots of different techs will be thrown in there with it. Lots has been lost in the flight from earth.
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Old 05-23-2013, 06:19 PM   #4
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Default Re: [OCC]: Space Merchant

Alright cool, I think I'm going to play as the cook.
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Old 05-23-2013, 08:18 PM   #5
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Default Re: [OCC]: Space Merchant

Alex “The Wretch” Mason
ST 9 [-10]
DX 11 [20]
IQ 12 [40]
HT 12 [20]
Advantages
Pitiable [5]
Outdoorsman 1 [10]
Disadvantages
Hunchback [-5]
Skinny [-5]
Hideous [-16]
Light sleeper [-5]
Code of honor [-5]
Skills
A cooking IQ+3 15 [12]
E Camoflouge IQ+3+1 16 [8]
E Scrounging per+3 15 [8]
H Naturalist IQ+2+1 15 [12]
A Navigation TL 0 land IQ+3+1 16 [12]
A Hiking HT+2 14 [8]
H Detect lies per +0 12 [4]
A Intimidation Will+1 13 [4]
E First aid TL 10 IQ+1 13 [2]
A climbing DX+0 11 [2]
A fast talk IQ+1 13 [2]
A stealth DX+0 11 [2]
A Mercheant IQ+0 12 [2]
E Panhandling IQ+1 13 [2]
A Survival (forest) per+1 13 [4]
E spear DX+0 11 [2]

Alright, this guy was abandoned on an alien planet at the age of 6. For most of his life, it was spent being a mix between an intergalactic drifter, hitchhiker, cook and survival expert for hire.

Edit: I switched out engineer for detect lies and intimidate, since that would actually make more sense for the character that I'm trying to make.

Last edited by crretin; 05-26-2013 at 04:16 PM.
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Old 05-24-2013, 09:24 AM   #6
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Default Re: [OCC]: Space Merchant

I think I'd like to play as a ship's mechanic or apprentice trader. Hopefully this doesn't die off like most of Eric's games seem to. No cybertech or biotech, right?
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Old 05-24-2013, 12:24 PM   #7
DarkForce
 
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Default Re: [OCC]: Space Merchant

I would love to play in this. What do you mean by Safe tech? and is there a navigator yet? I would not mind doing that, or a security specialist.

ANd by bog standard do you mean "toilet Standard" or "box standard"? as in an unrefined back water person, or a cookie Cutter person. Liek this person is clearly the cook, or navigator, or pilot?

Last edited by DarkForce; 05-24-2013 at 12:28 PM.
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Old 05-24-2013, 04:01 PM   #8
Talosian
 
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Default Re: [OCC]: Space Merchant

Looking at building a pilot (he kind of runs into the navigator niche too...). Are we using hyperspace? (If so, Navigation (Hyperspace) becomes necessary.)

Currently thinking that he is a former combat pilot, so he's got all the skills he needs to fly or fight with most ships.

What kind of weaponry is standard? (Doesn't matter if we'll use it much, I just need to know whether he needs Guns or Beam Weapons.)
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Old 05-26-2013, 02:25 AM   #9
ericthered
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Default Re: [OCC]: Space Merchant

Quote:
Originally Posted by samd6 View Post
I think I'd like to play as a ship's mechanic or apprentice trader. Hopefully this doesn't die off like most of Eric's games seem to. No cybertech or biotech, right?
I'm trying to fix that this time. Sorry about previous games. Cyber or Bio tech skills are legal, appropriate, and potentially useful, (human bio-engineering is not) but almost all applications are not. Nothing built into the character.

Quote:
Originally Posted by crretin View Post
Alex “The Wretch” Mason
...
Alright, this guy was abandoned on an alien planet at the age of 6. For most of his life, it was spent being a mix between an intergalactic drifter, hitchhiker, cook and survival expert for hire.

Edit: I switched out engineer for detect lies and intimidate, since that would actually make more sense for the character that I'm trying to make.
mostly good:
I need a way to ensure he gets off on every planet. You could have him trading recipes across the stars, swapping ways to make hydroponic gruel taste like anything else.
He should probably have an actual 'survival' skill.
The character can be better optimized in general. Thats just an observation though.
His story works best if he's been on the same world as every one else, but in a different place. Most worlds he could survive on are inhabited, but they are far from full.

Quote:
Originally Posted by dchsknight View Post
I would love to play in this. What do you mean by Safe tech? and is there a navigator yet? I would not mind doing that, or a security specialist.

ANd by bog standard do you mean "toilet Standard" or "box standard"? as in an unrefined back water person, or a cookie Cutter person. Liek this person is clearly the cook, or navigator, or pilot?
Quote:
In a safetech setting, it’s
possible to develop technologies that
drastically alter human nature or
replace humans with machines.
However, all such technologies are
avoided or suppressed, usually
through social controls. This is most
often for ethical reasons, or because of
past wars or disasters that involved
the technology.


Bog standard means no aliens, genetically modified humans, or cyborgs. Normal, if exceptional homo sapiens.

A navigator would be great, particularly if combined with another role like cartographer or mechanic for star drive. A security specialist is also workable.


Quote:
Originally Posted by Talosian View Post
Looking at building a pilot (he kind of runs into the navigator niche too...). Are we using hyperspace? (If so, Navigation (Hyperspace) becomes necessary.)

Currently thinking that he is a former combat pilot, so he's got all the skills he needs to fly or fight with most ships.

What kind of weaponry is standard? (Doesn't matter if we'll use it much, I just need to know whether he needs Guns or Beam Weapons.)
We are not using Hyperspace. You do need Navigation (interstellar), and warp piloting and normal piloting are two separate skills, though they default to each other at -3. Fighting occurs with both.

Former combat pilot is a good background. A pilot is good, but I once again need a reason for him to come 'ashore' on every planet.

Beam Weapons are used in ship to ship combat. Guns and beams are used on the ground.
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Old 05-26-2013, 04:45 PM   #10
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Default Re: [OCC]: Space Merchant

Alright I took code of honor proffesional and light sleeper, so that I can gain ranks in Mercheant, spear, panhandling and survival forest. He does have a way of getting off planet, what he does is use mercheant to strike a deal with the captain of a spaceship. A symbiotic relationship where he uses his cooking skills and his survival expertise to the benefit of the crew and he in turn gets shelter, transport and the benifet of a group.
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