Arkbound is a SciFi RPG I'm going to playtest in a PbP. All are welcome to try and carve out a better life than the one they have on the slum decks.
For nearly all of humanity The Tempest was the apocalypse. It burnt our homeworlds and left a toxic hell.
For those of us living off-world, it was the ascension. Captains turned their cargo decks into slums and The Arks grew into drifting cities. Officers became nobility and the crew peasants.
Fifty years later I rule an Ark twenty miles long with fifty-thousand Arkbound and I’d trade it all for a breath of clean air.
- Cpt. Juara Banks, "Letters for the Lost Home".
You could look like this!
And live here!
And maybe get a chance to go and salvage for the last daffodil in existence here.
You're probably taking orders from one of these bastards.
The game will be an early playtest of the system and all are welcome to come and play. Go to the game doc
here to roll up your character.
CharactersEgon Rhoane (Grog)
Toughness 3, Precision 2, Vigour 3, Guile 4.
SMG (Short, 1d6, Rapid 3), Combat fists (1d6+1). Camo Suit (Add an additional complication to hit you when you have concealment), Visor (No Complications in Dark/Smoke).
Leoben Wallace (Kilnaga)
Toughness 3, Precision 3, Vigor 3, Guile 3
Light Armour (Armour 1), Suppressed SMG (Short, 1d6, Rapid 3, No Comp for Rapid Fire), Knife (1d6), Dataprobe (Scan objects), EarCom.
Kantol Molsk (Sir Fabulous)
Toughness 3, Precision 4, Vigour 2, Guile 3
Scoped-Jetburst-Bolt Rifle: Long, 1d6+1, Add Comp unless stationary, +1 damage and no Comp at Long), Light Armour (Armour 1).
"Desolate" Ibram Abnett (jdarksun)
Toughness 3, Precision 4, Vigor 3, Guile 2
Fusion-Ion Pistol (Short, 1d6, Penetration 3), Light Armor (Armour 1), Sawblade (1d6+1).
Posts
:?
If, for whatever reason, the time you decide to run it changes/you move it to PbP instead of G+, I'd totally be interested. The setting looks like a boatload of fun (an arkload of fun?).
- Terence McKenna
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- Terence McKenna
Beer Run from Hell
An exhaust leak filled the slum deck now called “Smoke-Hole” with toxic fumes for the last two years. Those that refused to leave their homes were sealed in and presumed dead.
The leak has been repaired and the deck is open for salvage. In particular there are rumours of a booze-den whose owner claimed to possess the last few bottles of several homeworld spirits. They would have fetched a good price before the Tempest, but now they are priceless artifacts.
If you want to turn down this salvage opportunity you can go and wait for the mess-wells to start pumping gruel for your next meal and see how long it takes for another job to come along.
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I'll go with 3 or 4 players so anyone interested roll up your character and post them here.
All I need is their Name, Abilities, Gear, one-sentence-description and a picture.
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It'll take me a bit to find a decent picture though, as I have 0 artistic talent. >_>
- Terence McKenna
Character looks good to me!
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- Terence McKenna
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- Terence McKenna
Of course, this probably won't come up in your game.
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Egon Rhoane
Career: Scavenger/ Scoundrel
Toughness: 3
Precision: 2
Vigour: 3
Guile: 4
Equipment:
Visor
SMG- Short, 1d6, Rapid 3
Bodymod- Combat fists
Armour mod - Camo
Though he's a slummer and a cut-throat, Egon can agree with the preachers on one thing. Everything can be broken- machines, men, even whole galaxies. That's why he doesn't rely on much beyond his own two hands when he's getting paid to break things.
How I Roll
- I use the honour system, so roll your own dice. Just post the roll you made and I'll trust you, but you'll need to trust me in return. The key thing to remember here is that we can still make failure interesting, so just go with what you roll. Even if you die I'll let you take the next NPC that comes along (which will be very soon). Sure, it's not your precious snowflake of a character but it could be something you could never make as a standard character.
- I lean towards "let's make a game with interesting choices" over "let's write a collaborative story with big descriptions". As such I'd like to see a priority given to doing stuff rather than fluffing around for too long.
- If you declare an action and think you know the roll required (let's say you're shooting a guy) then go ahead and make the roll. The caveat is there may be complications you don't know about, so fully expect the chance that I'll say you failed when you think you succeeded and vice versa.
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Name: Kantol Molsk
Careers: Drifter/Scout
Toughness: 3
Precision: 4
Vigour: 2
Guile: 3
Equipment:
Scoped (2V) Jetburst (3V) Bolt Rifle (Scout): Long, 1d6+1 Damage. Add Complication unless stationary. (+1 damage at Long Range) (No complications for firing at Long Range)
Light Armour (Drifter)
Background: Kantol has been part of one gang or another for the past 30 years. He has managed to survive this brutal life for so long mostly due to his reluctance to be in the thick of things.
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Fixed. I bought a camo upgrade for it, then decided against it, but forgot to take it off. I doesn't actually exist.
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One more player and we can start getting things underway.
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In preparation for your salvage trip you've managed to procure a very outdated deck plan of Smoke-Hole. It might not be very accurate any more, but it's something.
There are two ways into the deck. The main access elevator will lead to room 43 and a second "unofficial" entrance involves crawling down a waste-chute to an unspecified location.
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1. Rolling for career: 1d6 5, Drifter (Ion Pistol).
2. Soldier (Light Armor).
Additional equipment:
Fusion (3V) (mod to Ion Pistol)
Sawblade (2V)
"Desolate" Ibram Abnett
Toughness 3, Precision 4, Vigor 3, Guile 2
Fusion Ion Pistol, Light Armor, Sawblade.
A military officer before the The Tempest, Colonel Abnett was used to leading his troops from the front line - sword in one hand, pistol in the other. Deserters and cowards in his regiment had a disturbing habit of showing up dead from damage inflicted by an ion weapon at close range.
Transitioning to mercenary work after The Tempest didn't change things much. He still prefers to be in the thick of things, and he tends towards authority positions when he can. The nickname came later, after a string of jobs where he was the last man standing amidst rather significant property damage.
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(Have fun!)
Meanwhile...
More Rules Stuff
- As previously mentioned, we don't need no stinkin die rollers. Just roll some dice and tell me what you got. Still include the die roll (2d6+3, or whatever) so I can make sure the modifier was right. I'll trust no fudging and you trust me to make the game fun even when you get crushed by a robot on page 1.
- If you know the roll that your action calls for, go for it. You don't need to wait for me to ask for the roll. The obvious situation is attacking, which will call for 2d6 + Precision (shooting) or Vigour (Melee). Complications are listed in the Combat section of the doc and will increase the target number (which always starts at 10) by 1 each. Roll damage in the same post as the attack, even if you don't think you've hit.
- To keep the pace brisk I'll move the group along if one person suggests a direction and another person seconds it. Sure, it's only 50% of the vote but it'll keep things moving.
- The map will be used to give you a basic idea of your location but it is not a battlemat. I'm not interested in tracking exact locations and distances, so saying something like "I try to stay within Long range of the sentient bee swarm" is good enough for me.
First post to follow.
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Arkbound - Beer Run from Hell
A treasure of this value is rare indeed. A rumoured stash of homeworld liquor would have huge demand in the slum decks of the Ark Genesis. White-Spirit distilled from fermented protein-gruel and tank-slime is an unpleasantly metallic tipple, so something made from crops grown under a sun would taste like heaven.
Six enforcers, low-level but highly armed officers, flank the access shaft to Smoke Hole. They are closely monitoring any salvagers that descend to the abandoned deck. None have gone down this shaft so far, but that is more likely to be because of a rumoured back-door shaft held by a local slum-gang and mayhem-enthusiasts "ALL CAPS". Whichever shaft you decide to use chances are somebody's going to be waiting at the surface to take their share of the loot.
The Officer's Shaft will lead to room 43.
ALL CAPS' Shaft will lead to an unspecified location.
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"I dislike the prospect of having to hand over a split of the find to the officers, but with the ALL CAPS we risk them just jumping us and taking it all for themselves. The officers' rank forces them to have at least some good faith in their business dealings."
Or it should at any rate, he thought.
- Terence McKenna
"On your return any fuel will be handed over for the Ark. Any other salvage is yours. If you don't come back this way you'd better be dead or we'll make sure you are when we next see you."
The officer lowers his arm and waves towards the elevator with his gun.
The descent is loud and barely lit. You feel the heat rising as you descend closer to an engine. The air smells of lead and damp. As the elevator grinds to a halt the temperature is uncomfortably humid and the air slightly stings your eyes.
Emerging into a room around 30 by 30 feet (room 43) you're met with piles of broken crates and filthy mattresses. There are broken bottles on the ground and a few candles burnt out and discarded. The lights seem to be working down here, at least, and flickering fluorescent tubes show two exits from this room. There is graffiti on the walls showing monstrous figures with imposing names beneath. "Rusty" the four-armed, orange, bear-like thing. "Blas Bug", a hooded, red eyed fiend and "Moonrock", a reptilian hulk with sinister, gaping jaws.
A closed hatch to the north has a small window, showing a long corridor at least fifty meters long.
A hatch to the east is ajar and seems to lead to a large open hold filled with abandoned market stalls.
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"An abandoned market may have something worth salvaging. The people here may have left something behind when they were clearing out this deck of the ship."
- Terence McKenna
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"Taking the north hallway may be the safer option at this point, but I still think checking out this old market leaves us a better chance to find some decent salvage."
- Terence McKenna
Is searching based off an ability score, or does it use Rule X, or does it not require a roll?
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(For searching I tell you what's in the room and if you want to investigate anything specific just ask. You won't miss anything because of a bad roll and I always assume a degree of passive searching to be going on. There's no need for "pixel-bitching", don't worry).
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- Terence McKenna
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