July 2011


First, have a network upgrade that drops customers’ phones on a regular basis so they have to go get their SIM cards reprogrammed or have the phone refresh the towers it’s looking for. Second, a month later, when the same issue recurs frequently — dropped calls, calls that don’t connect — inform the customer that “according to your contract, we’re not responsible for dropped calls in a building”. You know…like my house. Three, don’t bother to even try to find a way to satisfy the customer other than “buy a new phone…”

So I’m locked into a contract for this? Answer? No. I already made arrangements to go to Virgin Mobile. If I’m going to get crap service, I only want to pay $25 for it.

I’m going Browncoat on just about everything I can, these days — politics, economics, publishing, and my phone…it’s my money and vote they want. Time to earn it.

Here’s a character I put together for a Savage Worlds campaign that I’m hoping might continue to fly…it was my first time playing SW and I found the mechanics a bit curious and the initiative bolted on (a legacy from Deadlands, I understand…) The name was ripped off from a quip on Red Eye a few years back — the name just stuck, for some reason. Without further ado:

Trapp Sommers is the son of former Colonel, now Congressman, Stone Sommers of Cape May, New Jersey. He was born on 9 September, 1900 in Moab, Utah — where the family was living at the time. As a boy, his family lived in the El Paso region of Texas and near Nogales, Arizona, where his father was a United States Army officer fighting Mexican gangsters and the occasional Apache miscreant.

His father was an American advisor to the British government in 1914, working with Herbert Hoover on his efforts to evacuate Americans from Europe after the start of hostilities. Trapp was scheduled to attend Princeton in 1917 but instead lit out to France, where he lied about his age to join the Lafayette Escadrille unit of aviators, fighting the Germans. When the American flyers were rolled into the 103rd Aero Squadron of the US Army, where he was commissioned a 1st lieutenant.

Lt. Sommers was part of the US AAC airship training mission to England from 1918-1920, before returning to the United States. He served as a flight officer out of Lakehurst, New Jersey and attended Princeton in his spare time, until his decommissioning in 1922. He studied the law and graduated in the bottom half of his class from Princeton in 1924. He never took the bar exam, instead choosing to become a contract pilot for Pan Am from 1925-28, scouting new flight routes for the airline. He bought a Sikorsky S-38 flying boat in early 1929 after being accepted into the Explorer’s Club and has been working as a contract pilot for various African and South American expeditions, as well as continuing to map new routes for Pan Am and TWA.

Trapp is a brash and manly fellow, known for acting impulsively, but underneath it all he has a heart of gold, always trying to help the “little guy” (and gain some fame and fortune in the process.) His wealth comes from a Mexican gold mine he discovered and invested in in 1928, and several major archeological finds (some call it “tomb raiding”) have provided him with a very comfortable lifestyle, despite the Depression. He often works with US Army Intelligence. (I picture him as looking quite a bit like Clark Gable.)

ATTRIBUTES & SKILLS: 

AGILITY d8, Boating d4, Driving d6, Fighting d6, Piloting d8, Shooting d6, Throwing d4

SMARTS d6, Notice d4, Repair d4, Streetwise d4, Survival d4

SPIRIT d8, Guts d6, Persuasion d6

STRENGTH d6

VIGOR d6

Pace: 6”   Parry: 4   Toughness: 4 (5)   Charisma: 0

Languages: English, French, Spanish

Hindrances: Heroic

Advantages: Ace: +2 vehicles tests; Command: +1 to overcome shaken in followers; 1 Contact/adventure session; Rich: 3x starting

Weapons: S&W M1917 .45 Revolver 2d6+1 damage; Thompson M1928A1 .45 2d6+1 dam AUTO

Vehicle: Sikorsky S-38 Seaplane (seats 10 passengers)

 

A little something for the lady players…

Female Armor Sucks (sorry, no embed for WordPress…)

Kel-Tec is a small firearms company in florida that does excellent polymer handguns that are cheap, small, and very light. (Also, others have described their products as being the Saabs of the gun world — you either get the best gun you’ll ever own, or a nightmare that goes back to the company repeatedly….my experience has been exclusively the first.) Now they’re building a bullpup, 14-shot 12-gauge shotgun that features two side by side tube magazines. Finish off one mag, you flip a small switch at the front of the feed area under the gun to the next one. Recoil is manageable and with a foregrip on the pump, it’s very controllable.

KEL-TEC KSG 12 GAUGE SHOTGUN

PM: 0   S/R: 2   AMMO: 14   DC: H   CLOS: 0-9 LONG: 25-40   CON: n/a   JAM: 98+   DR: -2   RL: 5

GM Information: When swapping one mag to the other, the character must make a EF5 DEX test to switch to the new 7-round magazine.

« Previous Page