kurff
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BorderFleet Chronicles GM
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Post by kurff on May 27, 2008 13:09:37 GMT -5
Just want to clarify this. So you want us to roll up pc's with no chance to survive? It's part of the story line they'll end up like Ben and Roy becoming something akin to legends. Nobody ever called Roy Fokker "Cannon Fodder". A little tought to get into but really shows RP potental.
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Post by Renekin Skywalker on May 27, 2008 14:04:10 GMT -5
Yeah, I'm gonna not express a desire to be a part of this story. It would be one thing for an adventure with a fixed beginning and ending. Another to send him out just to die. I have Starcraft and other such games for that.
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kurff
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BorderFleet Chronicles GM
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Post by kurff on May 27, 2008 16:50:14 GMT -5
Yeah, I'm gonna not express a desire to be a part of this story. It would be one thing for an adventure with a fixed beginning and ending. Another to send him out just to die. I have Starcraft and other such games for that. Thats an option I didn't think of. PC's could control up to the before the point they enage in that final battle... Let me think about that concept.
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Post by Renekin Skywalker on May 27, 2008 18:39:20 GMT -5
I believe you've missed the mark. I'm trying to say that a doomsday scenario = no fun.
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kurff
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BorderFleet Chronicles GM
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Post by kurff on May 27, 2008 19:30:35 GMT -5
Realy? I always thought they were good once in awhile. Just becaus a character dies. if done properly can make a good story. The fall of the western Roman Empire was one such time.
Great history means great sacrifice. But I'm as flexable as I can be creative.
Should the PC's be among the remenants of the borderfleet forces that somehow survive it would allow me to get the realistic, non-scripted battle I need. Even the western empire had survivors.
Okay I can work it as a Non-Doomsday. A small group goes into hiding after the battle and works like Rangers in the Lord of the Ring. Not quite the exact idea, but covers all the details.
would that be playable?
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Post by dakota on May 29, 2008 4:56:29 GMT -5
It's better than suicidal
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Dome
Resident
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Post by Dome on May 29, 2008 7:51:36 GMT -5
That def sounds better. Because of real life and utter laziness, it can take me 3 months to get a character done to the point where I like it and I feel I can play it, to do that knowing for sure he is going to die would just suck :-)
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kurff
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BorderFleet Chronicles GM
Posts: 3,049
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Post by kurff on May 29, 2008 11:57:48 GMT -5
Okay, Then it's settled..
I'll do the historical as non-suicidal and use the heroes from that in the adventure that follows. You still get to participate in the big fight...you'll just live through it. (One hell of a story to tell)
Setting and scale after the fall of the main battle we will discuss. I'm thinking the team may help in the restoration of a new Tirol. similar to the series 'Andromeda'. As I said we can sort what you'd like once the section is up.
OCC's and skills: I have couple of changes to make to the VF pilot and Destroid OCC's to make them Bio-roid pilot based OCC's but that should be about it. The info in the Border description should have what need to pick your Genetic lines and start a basic character.
So when you guys will start as Level 2 and we will RM's skill list in his game to keep some consistency. Keep in mind the Border Fleet allows better educated clones and troops than the ones in southern cross to reflect that more OCC's are available.
You can get Bioroid Mechanics (as VF only with Bioroids), Bioroid Electronics (As Mecha electronics) basic mechanics, Basic electronics and Field Armorer.
Bioroid Mechanics and Electronics requires basic Mechanics and Electronics respectively.
I'll allow the following OCC's: (more will be added/changed) -Combat Bioroid Pilot (As VF pilot only with Bioroids) Picks types of bioroids in place of VF and pilots Hovercraft-including hover sled in place of Jet.
-Military specialist (Starts Pilot Bioroid PA)
-Freedom Fighter Mercenary Restricted to Sabra and Fenerous lines mostly, OCC will remain unchanged. Humans aren't the only ones who ride Hogs! Those with Pilot hover cycle will be given the choice of Perytonian Hovercyles to start with they wish. can learn to pilot Bioroids with other skills as they often go with out them. Some even learn to use Non-Masters mecha such as VF and such so alien power can be acquired later in the game.
-Nomad Scout Will allow them to learn Bioroid in place of Cyclone or VF. They to will have the Mercenary/Freedom Fighter option of Hover cycles if they can pilot them. as well as learning Alien Mecha.
-Field scientists and communications engineers are largely going to be other races such as Bearmen, Garudians and Perytonians recruits and allies. These races are allowable.
However will start at lower rank and will be treated as conscripts, hence sent into dangerous situations first and often given more dangerous assignments.
Most officers less concern over there well-fare or survivability of Gunja-Din. PC's will be the exceptional favored allies.
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Post by dakota on May 31, 2008 4:12:23 GMT -5
I'm out. I barely know RT, and haven't got a clue wtf a Bioriod is
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kurff
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BorderFleet Chronicles GM
Posts: 3,049
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Post by kurff on Jun 3, 2008 18:53:23 GMT -5
Bioroidsa are Robotech Master Mecha. A human fleet folding in and getting lost is acceptable. Use the original Robotech or Sentinals book, I'll go with what you have.
No previous knowledge of Robotech masters needed you can get in with a human character that is lost/misjumped. RDF would be a good choice since they haven't met with the master directly yet.
I'm cool with that option. The enemy I have in mind would allow for another optiion as well.
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Post by Marcethus on Jun 8, 2008 1:44:32 GMT -5
Sounds interesting I will have to look through my books and see what jumps out at me.
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kurff
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BorderFleet Chronicles GM
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Post by kurff on Jun 10, 2008 15:20:13 GMT -5
Added 2 races that may be used...once I finish them.
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Post by Marcethus on Jun 10, 2008 19:07:33 GMT -5
What races?
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kurff
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BorderFleet Chronicles GM
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Post by kurff on Jun 11, 2008 12:45:34 GMT -5
Generic human stats, but they look different.
Dylarians Role: Combat Engineering Support Leader: Dylarian Council Common Traits: Loyal, Sinister Preferred Genetic lines to work with: Mandou and Sabra Least Preferred Genetic lines to work with: none Biography:
System: Dylar Primary Government: Dylar Protectorate (currently with Mandou) Status of world: Conquered by the Invid, but presently liberated World Conditions: Higher than normal Radiation levels (3 times that of earth.), Vegitation and all animals are impervious to radiation of most types.
The Dylar System was targeted by Invid early in the war. The Mandou and Fenerous defended it until they could evacuate. The Dylar would later produce Mandou Warships and the infamous Mandou and Fenerous Power Armour came from this world.
Dylarians are experts in engineering and sciences pertaining to energy control and generation. They appear as humans with pale glowing eyes that vary from Light orange-red to a deep red or orange and have a light redish to "radioactive" black skin. They live up to 400 years of age typical.
Racial Trait: Impervious to Radiation Unusual Diet (Radiation): must be exposed to some sort of radiation for 3 hours per day. OCC’s: (Equal to an RDF) Dylarians can be Field Scientists, Communications Engineer, Electrical Engineer, Mechanical Engineer and Mercenary/Freedom Fighter.
Telsalites Role: Bioroid Combat pilots Leader: Telsa Council (presently in hiding on Telsa Prime) Common Traits: eager, restless Preferred Genetic lines to work with: Volsung and Orca Least Preferred Genetic lines to work with: none Biography:
Telsa Prime Primary Goverment: Tribal Council Status of world: Active World Conditions: Stormy, Lightening filled. All vegetation and animals are Impervious to natural/non-MDC electricity.
History/Notes: This people sereve as Bioroid pilots to learn mecha. Once serving there time they return home and defend there planet. Little is known of there social customs save they gather in clans determined by there professions and there strict military codes.
Recently many have shown a skill at taking over Invid and other alien mecha that is not occupied.
Telsa lites appear as a human sized and shaped field of cohesive baby-Blue to white-blue energy that moves about in a set pattern. This pattern is unique to each Telsalite and used as means of identifying them. Underneath this layer is smooth,hairless human like body.
Racial Traits: Partial Energy beings: They require a suit or energy transmitting screen to contain there electrical field. These power suits can be operated by the Telsa-Prime via mental contact. The three types of suits are: light Common (human sized), medium armoured combat (7 feet, lightly weaponed and armoured), and heavy assault suit (equal to HK Bioroid, only with energy weapons on the wrist.) With out them they would project undirected bolts of lightening and drain electrical systems or batteries randomly when off there world.
Diet (Energy): they can feed on electricity and static from wind friction in storms. There suits are designed with a 2 week supply of energy to feed on.
OCC’s: Electrical Engineer, Mercenary/Freedom Fighter, any Military or mecha Pilot.
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kurff
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BorderFleet Chronicles GM
Posts: 3,049
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Post by kurff on Jun 12, 2008 17:00:08 GMT -5
So can I have an offical poll of who's in and who's not?
I have one possible...
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