Roleplaying Games


In Mongoose’s 2nd edition of the Babylon 5 Role Playing Game, the designers added an interesting mechanic which my players found fun to use:  influence.  Since the B5 universe involves intrigue and politics, the players are assumed to have to wrangle, call in favors, etc. to find out information or influence people they do not have direct contact with.

The character has a certain number of influence points in various fields — military (their own or other), society, media, political organizations, or criminal ones.  This is added to 2d6 and any modifiers to beat a set DC.    You can use influence to gain access to equipment and resources, or to pressure groups to aid you in some way.  This latter bit is particularly fun:  say your an agent from the Earth Intelligence Agencyon assignment in the field and you have to find out who is the Narn agent in charge in your location is, and get him to give you information on a group you’re after.  You tap your Earthgov influence of 12, roll 2d6 (7):  the difficulty to get this information is not hard, but the exerting the influence through the Narn government might be.  The difficulty to get aid from Earthgov is 10 — easily passed.  EIA pressures the Narn government for the contact — DC12, since you are are going a step further from your initial contact, you take a 5 penalty on the original roll…and still pass the test.  The Narn AIC is alerted to your presence and need for aid.  He has the information you need.  Now if say, you had needed the Narn to get information from the group, itself, and the GM had set that difficulty at 10, the cumulative penalties (two steps from your EIA contacts) would have provided a 7:  the Narn does not have what you want, but does have some of the information you need to point you in the right direction.

We liked this mechanic, so I ported it over to my Cortex games:  Battlestar Galactica and Serenity.  Here, your test roll would be Intelligence+Influence (Bureaucracy, Politics, Business, whatever…)  If you have Contacts that are applicable, add that die (this is “Friends in High/Low Places” in Serenity, or “…in Strange Places” in BSG.  Political Pull might also be applicable…  Set the initial difficulty, with a step up the difficulty ladder per faction you must go through (another route to go would be to add a die step difficulty per faction…)  So if your trader in Serenity needs to get hold of a smuggler working for the 14K Triad for get access to his supplier of X, he would tap his own contacts — say the Brotherhood of the White Chrysanthemum.

He rolls his Int d8, Influence d6 and Friends of d4 for a 7+3+3: 13.  Tapping his friend in the BWC is an Easy (3), who talks to a frienemy in the 14K (Average, 7), who talks to the smuggler (Hard, 11), who does give you the name of the purveyor of X…you needed a Formidable, 15 to get his assistance and failed.  What you don’t know — the smuggler does want competition and informed his supplier you were coming…and that he should dispatch you with haste.

This mechanic would be easily replicated in most game systems.  In the Decipher Star Trek game, a Negotiate or Investigate test might start with tapping Starfleet agents on a world, have them talk to Romulans, then to whatever group/faction they needed to talk to.  Set the initial TN, then add +2 for each step the request goes through (with possible additions for interaction stance, etc.)  Or have the degree of success moderate how many groups can be influenced in a chain.

For Hollow Earth Expedition, you would use the Bureaucracy or Streetwise skill (plus whatever bonuses for Ally, Contact, Mentor, or Fame) to make these remote influence tests:  each step away from your Ally/Contact/Mentor would be a step up the difficulty ladder.  (Say your connections to the Council of German Jewry give you a Easy task of asking your friends in the CGJ to contact their people in Berlin about the disposition of a friendly agent.  That Average to get information from Germany.  But say you need them to get a message to the agent, who is currently under surveillance by the Gestapo…that might be Tough, as the CGJ needs to go to a Jewish sympathizer in the polizei to get past the SS.

It’s an interesting mechanic, and one that my players seemed to find a lot of fun.

2009 Moto Guzzi V7 Cafe Classic

This is a modern retro version of the original V7 of the 1970s, updated with modern technology.  Using the same 750cc mill as the Nevada or the Breva, the V7 is not exactly a racing bike.  The engine produces between 48 and 50hp, depending on the tuning, gives 41 ft-lbs. of torque to the 410 lbs. dry weight of the bike.  The gearing is steep and the bike will reach speeds of 120 mph if pushed to it’s limit, but it is happiest popping around town.

Where the V7 Cafe shines is reliability, maneuverability, and drop-dead sexy styling.  The 750cc engine has been around a while and all the kinks are worked out.  The shaft drive means less maintenance for the rider, and stable — if not spectacular — power delivery.  The flywheel, the shaft drive all pull the center of gravity low on the V7 Cafe, making it supremely maneuverable and easy to handle.

PM: 0   RED: 3   CRUS: 55   MAX: 120   RNG: 180   FCE: 0   STR: 1   COST: $9500

They cruise the Black in Firefly and drive one of my players nuts for the physics of how they move — the skyscraper-like Tohoku-class cruiser.  They aren’t written up in any of the material for the RPG, so I took a crack at it.

Tohoku was laid down two months before the Unification War.  The vessel was to represent the height of Alliance technology, and was slated to be completed in 2510.  However, the war effort, coupled with cost-overruns, led to a seven-year construction cycle – two years late, the vessel was launched in January 2512 to great fanfare, and became a symbol of the might of the new Alliance government.  However, there were plenty of critics that cite the ship as an example of the bad economic policies and hubris of the Alliance government.

She completed her trial runs in August 2512 and was certified mission ready.  Alliance Space Force records, however, reveal several issues with the vessel: she is slow, un-maneuverable to the point of dangerous, and has strange flight characteristics due to asymmetrical mass balance.  Her offensive capabilities are staggeringly impressive, but she is lightly armored and has several weak spots that could be exploited by a well-armed opponent.  The Parliamentary investigation into the project found the vessel a major boondoggle, but the Ministry of Defense buried and classified the report.  as a result, six more of these monsters were on the slips by 2513 and IAV Dortminder and Magellan began seeing service by 2517.

Her first commander is the famous CPT Kerr, formerly of IAV Hood.  His logs show him to be unimpressed with the ship as a combat vehicle, but she is an excellent force projection platform.  Among the amenities is a state-of-the-art medical center, an artificial intelligence system that allows the vessel to operate with only 10% of her standard crew, construction facilities for repairing vessels or building civilian infrastructure, and is wonderfully comfortable to live on.

A comparison of scale for the various Alliance warships…  (I believe this image was created by Lynn Blackson, but I am not sure where I found itI will gladly remove it or credit the artist.)

Class:  Tohoku     Type: Heavy Cruiser     Length: 1800′     Beam:  2100′     Draught/Height: 2500′     Tonnage: 8.5m mtns.     Crew: 5,000     Passengers: up to 100,000     Fuel:  1 million tons (5000 hours)     Complexity: Very High     Cost: classified (est. 2.5 billion credits/ship)     Maintenance Costs/Year:  classified (est. c. 42 million/year)

ATTRIBUTES:

Agility: d2     Strength: d12+d6     Vitality: d8     Alertness: d8     Intelligence: d8     Willpower: d10

Initiative: d2+d8     Life Points: 28     Speed: 1 (3 full burn)     Armor: 2W, 4S

TRAITS:  Allure [d4], Engineering Construction Facilities [d4], Intimidatin’ Presence [d4], Memorable [d4]

QUIRKS:  Pulls to positive Z-axis

SKILLS:  Athletics [d4], Heavy Weapons [d4], Knowledge [d4], Mechanical Engineering [d4], Medical Expertise [d4], Perception [d4], Pilot [d4]

ARMAMENT:

Missile Systems — 210 long-range 200 lb missiles (d8W spacecraft-scale, x1.5 range), 200 long-range 500 lb. missiles (d10W spacecraft-scale), 200 2000lb. bombs (d12W spacecraft-scale), 12 nuclear missile/bomb (d12+d8W capital-scale)

Kinetic Weapons Systems — 8 12″ Cannons [1000 lb. warhead]: d12W (Capital Scale, x1.5 range); 24 8″ Cannons [200 lb. Warhead]:  d8W, (spacecraft-scale); 200 40mm Autocannon Point Defense systems: d6W, spacecraft-scale

AUXILIARY CRAFT:  50 ALST, 250 ASREV, 120 Warhammer-class Interceptors, 250 Arrowhead-class couriers, 20 St. Bernard-class SAR vessels, 50 Short-range shuttles.

Berin Kinsman has an excellent piece on the importance of writing and acting skills for good roleplaying here.  His last paragraph ties into some of the pieces I have posted here, in my “Setting the Scene” posts (search function!)

In those posts, I often suggest watching movies to get an idea of how to handle pacing and atmosphere for the GM.  Understanding how to frame the story in ways that address the genre you are playing in is an important technique for GMs and players, alike.  Designing a character for a Chthulu game that is the wise-cracking sidekick (mostly likely, nearly inevitably, played by the latest hip black comedian, were this a movie) might work, if the feel of the game is to be light-hearted, comedic horror (say in the vein of Shaun of the Dead), but it doesn’t work if you’re going for a more action-oriented campaign (say, the Resident Evil style of horror/thriller.)  It really doesn’t work with something that might evoke real terror…comedy in the midst of terror might be realistic, but a jokey sidekick that is unphased by what’s happening around him will destroy the beat and flavor of the game.

Acting skill isn’t necessarily essential for a roleplayer, but it is to good roleplay — if only to provide your character with realistic, and consistent, motivations and responses to the story unfolding.  For instance, my wife is playing a politician and lawyer in our Battlestar Galactica RPG.  Her character is interested in the well-being of the survivors under her care, but she is just as interested in her own power and standing amongst the remaining humans.  This leads her into conflict on a regular basis with the commanding officers of the military vessels protecting them.  As a GM, it helps me plot events because I have a fairly good idea of how she will react to situations — I can throw things at the character that test her mettle, that make her choose actions that can drive the story one way or another.

Good roleplay doesn’t necessarily mean your players need to be able to do accents, or throw out clever quips or windy soliloquies — it is enough to give a quick description of what they are trying to impart (this is especially the case with romantic scenes, I find…)   They can give a general idea of what they are doing and roll a test off of their skills or attributes, but a good speech, a good plan — these things improve the experience.

One of my suggestions in an early post was to really flesh out characters:  give them families and friends — things they care about and use them.  People rarely exist in a vacuum — they have friends and family, they have places they frequent, items that define them, from the books or videos on their shelves, to the kind of art they hang on their walls (if at all), to how they dress.

An example of how minutiae can define character is Berin Kinsman’s character of Carlos Milian in my James Bond campaign:  he is Cuban-American, and that defines some of his tastes in music and food, but he has a collection of family and friends (including a criminal cousin that will be providing me a plot line soonish.)  He doesn’t wear ties, but he wears fancy shirts with real cuff-links.  He drives a nice Chrysler 300 as his “business car”, yet bangs around in a pickup for trips t the bodega…what does that say about him?  He’s careful about planning and comes at missions with an analyst’s eye, rather than an operative — how does that effect the way he conducts himself in the field?  And how does that lead to success or failure in a mission?

Little things can give a character a realism that no only helps the player get into characters (how many actors in commentaries talk about how getting into costume aids their perfromance?), but allows the other players and the GM to latch onto character aspects they can play off of.

This is, in essence, a long-winded way of saying “Damn!  You beat me to it!”

I’m hoping to shake a bit of time loose later this week to work up a few of the spaceships from Quantum Mechanix’s new Serenity coffee table book, The Traders Guild Guide to the New Canaan Run.  In it, there are a series of alternative ships for the discriminating Firefly/Serenity gamer.

If you haven’t seen this, yet, here’s a peek.  Like all of their stuff, it’s absolutely beautiful, but also has some real use as a gaming supplement.  Also see their guide to the Firefly-class transport and their wall map of the ‘Verse.

This first part to QMx’s Atlas of the ‘Verse, includes maps of Londinium, Sihnon, Persephone, and Hera — to name a few.  There are maps of teh Eavesdown Docks Beuamonde docks from the movie, and other bits and bons of interest.  Here’s their take on the planet Hera:

Also hoping to get some work done on my future Serenity RPG campaign, so I can post some ideas I had for the ‘Verse, but between teaching tonight, dissertation proposal nonsense, meetings, and a trip to the Grand Canyon, the chances I get anything constructive done this week is zip.

Early I posted a series of character portraits from our Battlestar Galactica campaign.  Here’s some NPCs from the same.

Commander Aeria “Athena” Athenos

Aeria was born 10AC, days after the end of the first Cylon War.  Her father was Giorgio Athenos, the first commander of the battlestar Pacifica, and before that had been a general in the Caprican Militia.  Her mother was Reina Montana, an Arelonian political lobbyist for the Colonial government and the Arelon signatory to the Articles of Colonization.
As a girl, Aeria showed tremendous intellectual curiosity and ability, and was schooled at the prestigious Athena Academy on Caprica and followed it up with a legacy scholarship to the Delphi Military Academy in 27AC, where she graduated top of her class in 31AC.  She went through basic flight and raptor training at Delphi, then advanced shiphandling courses at Picon’s Colonial Headquarters.  In 33AC, she joined the fleet as a lieutenant first class.

She served three years as a flight and navigation officer for the assaultstar Diomedes, before serving as a raptor flight leader in Atlantia and was promoted to captain.  With her term of service over, she moved to the Colonial Fleet Reserves, serving as a public relations officer for four years in Caprica City.  She also ran for city council and was a elected twice.  Athenos met and married Alexander Pindarus, the son of the famed Admiral Marcus Pindarus in 39AC.  The couple produced two children, Eric (b. 40) and Pallas (b.43) before divorcing.

Aeria was offered command the battlestar Hestia in 51AC.  When the Cylon attack happened, Hestia was able to stay in the fight longer than the rest of her group, as she was not equipped with the Command Navigation Program.  Athenos was able to destroy one of the basestars in the fray, but her ship was crippled and then boarded.  The fight was intense and the ship eventually lost.  Commander Athenos was injured in the escape from the ship, and woke up days later on Caprica, with a small band of survivors in the Tharsis Plains.  Her group was able to elude the Cylons and eventually be picked up by Pleiades group.  ADM Horvath placed her in command of the assaultstar Demosthenes.

AGL: d6   STR: d6   VIT: d8   ALE: d10   INT: d12   WIL: d10

Initiative: d6+d10   Life Points: 18   Endurance: d8+d10  Resistance: 2d8  Ht: 5’10”   Wt: 140 lbs.  Eyes: Gray   Hair: Honey Blond   Age: 42

SKILLS: Athletics d6, Covert d4, Discipline d6, Guns d6, Heavy Weapons d4, Influence d6, Knowledge d6, Melee Combat d4, Perceptions d6, Pilot d6, Planetary Vehicles d4, Scientific Expert d4, Survival d6, Technical Engineering d6, Unarmed Combat d4

ASSETS:   Advanced Education d4, Intuition d4, Sixth Sense d8, So Say We All d6, Tactician d4

COMPLICATIONS:  Duty d6, Illness, Chronic Migraines d4, Injury, Chronic: Shoulder d4, Out for Blood d4

Captain Harold “Flameout” Kendrick

Harold is the first of two boys to Donald and Lucille Kendrick of Sagitarron.  He was born on the first day of 23AC.  His grandfather was a Colonial officer, as was his father.  He is a third generation fighter pilot who attended Picon Military Academy from 41-45AC, then did his turn at fight school and viper training on the same.

ENS Kendrick married another colonial officer, 2LT Hellen Lauta – a reservist unit XO at Pindarus Base – shortly after he graduation from Viper School.  The two were assigned to the battlestar Acropolis, under Commander Zacharius Horvath.  During his time in Acropolis, he impressed the commander with his zeal and leadership abilities.  He was transferred to Pleiades in 48AC as a second lieutenant; his wife was assigned to Scorpia HQ, pregnant with their first child, Phillip.

He has been a mainstay in the ship and was linked romantically to several of the female officers.  When Gaius Horvath signed onto the ship, Flameout – so named for a training accident that nearly killed him – was assigned as his wingman.  While he is friends with “Professor”, he does begrudge him his CAG position, believing that Horvath’s father passed him over for promotion.  Worse, young upstart 3-Point has been promoted ahead of him!  Some of this ire has been abated by his promotion to squadron commander.

AGL: d8   STR: d8   VIT: d10   ALE: d10   INT: d6   WIL: d8

Initiative: d8+d10   Life Points: 18   Endurance: d10+d8   Resistance 2d10   Ht: 6’3″   Wt: 220 lbs   Eyes: Blue   Hair: Black   Age:  30

SKILLS:  Athletics d6, Covert d2, Discipline d4, Guns d4, Heavy Weaponry d4, Influence d6, Knowledge d4, Mechanical Engineering d4, Perceptions d6, Pilot d6 [Vipers d10], Planetary Vehicles d6, Survival d6, Technical Engineering d6, Unarmed Combat d6

ASSETS:  Allue d4, Athlete d4, Dogfighter d4

COMPLICATIONS: Duty d6, Gloryhound d4, Jealousy Issues d2, Overconfident d4

Captain Oscar “OJ” Jackson

Oscar is the son of a dirt-poor Canceron miner, Argus, and his wife Patrice.  He was born in 22AC and raised in abject poverty and struggled to escape Canceron by educating himself while excelling in sports.  He gained a korvis scholarship to the elite Delphi Military College in 40AC.
OJ struggled with his classwork at DMC, but his korvis and pyramid skills kept him in the program, along with old-fashioned hard work.  He graduated in the bottom third of the 44 class, but blazed through basic flight, gaining a slot for Viper School at Picon’s Pindarus Combat School.  He was one of the top pilots in his class in 46.  (He was a classmate of LT “Flameout” Kendrick.)

After training, he was assigned to the assaultstar Heracles as a viper jock, flying the old MK II, and rising to the position of Bravo Flight leader, and XO of the squadron.  He was scheduled for a transfer to Atlantia in 52AC, but days before he was scheduled to leave, the Cylons attacked.  He was one of a handful of pilots to survive the initial engagement at Armistice Station; only three of twelve survived from Heracles.  Since then, he has been one of the lead pilots in Pleiades.  OJ is closest to the other “Heracleans” – Flat Spin and Cosmo.  He is moody and quiet, and spends much of his off-time sparring or working out.

AGL: d8   STR: d8   VIT: d8  ALE: d8   INT: d6   WIL: d10

Initiative: 2d8   Life Points: 18   Endurance: d8+d10   Resistance: 2d8   Ht: 6’2″   Wt: 210 lbs.   Eyes: Blue   Hair: Brown   Age: 30

SKILLS:  Artistry d2, Athletics d6 [Korvis d8], Covert d4, Discipline d6, Guns d4, Influence d4, Mechanical Engineering d4, Perception d6, Pilot d6 [Vipers d10, Gunnery d10], Planetary Vehicles d4, Survival d4, Technical Engineering d4, Unarmed Combat d6 [Boxing d10]

ASSETS:  Athlete d4, Brawler d4, Dogfighter d4

COMPLICATIONS: Anger Issues d4, Dyslexia d2, Out for Blood d4

1LT Joan “One-Nite” Kasavetes

Joan is the middle child of six daughters to Michael and Yana Kasavetes of Gemenon.  Her father is a priest, and with her mother, runs a temple in Epsis.  Born in 26AC, she was a handful, constantly in trouble for fighting and truancy; this was her attempt to gain attention from her beleaguered parents.  Despite her disciplinary troubles and her close call with teen pregnancy, she was able to get into Kobol College.  She joined the Colonial Fleet as an ROTC candidate the next year and on graduation attended OCS on Picon.  Her basic flight training was also there, and she just missed the test scores for viper training, instead rolling into raptors.

Her only duty assignment has been the battlestar Pleiades, which she signed onto in 48AC.  For four years, she has been a fixture in the raptor squadron, gaining promotion to lieutenant and becoming a flight leader in 51AC.  With the war, she has been elevated to squadron commander of the raptor squadron for the ship and is in the process of training up the new raptor rooks in flight techniques and EW/ECM operations.

She is an exceptional raptor pilot, a solid leader, and competent, if unimaginative tactician.  She is double-jointed and highly flexible, but this also gives her trouble with her hip joints and arthritis.  Her call sign comes from her promiscuous nature and disposable relationships.  She claims to never give the man more than one night, but this is an exaggeration.  Popular with her peers, One Nite is a trusted member of the air group.

AGL: d8   STR: d8   VIT: d6   ALE: d10   INT: d8   WIL: d10

Initiative: d8+d10   Life Points: 16   Endurance: d6+d10   Resistance: 2d6   Ht: 5’6″   Wt: 124 lbs   Eyes: Brown   Hair: Black   Skin: Lt. Brown   Age: 26

SKILLS:  Athletics d4, Discipline d4, Guns d4, Heavy Weaponry d4, Influences d6, Knowledge d4, Perception d6, Pilot d6 [Raptor d12], Planetary Vehicles d4, Scientific Expertise d4, Survival d4, Technical Engineering d6 [Electronic Warfare d8], Unarmed Combat d4

ASSETS:  Allure d2, Cool Under Fire d2, Double-Jointed [Adds to AGL tests] d4, Faith d4, Talented ECO [adds to DRADIS and EW tests] d4

COMPLICATIONS:  Illness, Joint trouble [affects running, lifting, etc] d2, Lustful d4, Rebellious d4, Superstitious d4

Just because I stumbled across this lovely a few minutes ago…

The Maserati A8GCS is a Gran Turismo that has been through the coachworks of Touring Superleggera of Milan — the same design house that produced the stunning Alfa-Romeo 8C 2900 of the late 1930s, and the famed Aston-Martin DB4 & DB5.  The car has a 4.7 liter V8 motor producing 440hp, six speed transmission with paddle shifters, a near perfect 47/53 weight distribution, and powerful Brembo brakes.  It is a heavy car, coming in at 4145 lbs, but the car is very fast, and supremely nimble.

PM: +2   RED: 3   CRUS: 100   MAX: 171   RNG: 220   FCE: 2   STR: 8   COST: $200,000

Here is another battlestar group for your roleplaying game’s fleet (and the one we’re using in our campaign.)

The flagship for Battlestar Group 55 (BSG-55) is the Minerva-class battlestar Pleiades, and she is usually deployed with a pair of Berzerk-class gunstars, two Vanguard-class assaultstars, and a Demeter-class tender.  Like Galactica, Pleiades must retract her landing pods for FTL jumps — her FTL sinks are spaced far and the displacement bubble generated is not large enough to handle the pods otherwise.

BATTLESTAR PLEIADES

SHIP DATA:
Class: Minerva     Length: 4777.7′     Beam: 1742′     Draught: 841.5′     Decks: 30     Scale: Spacecraft     Crew: 1500 standard, 10,000 max

ATTRIBUTES:
Agility: d4     Strength: d12+d4     Vitality: d6     Alertness: d8     Intelligence: d8     Willpower: d10

Life Points: 26     Armor: 6W, 4S     Initiative: d4+d8     Speed: 5 [SL/JC]

TRAITS: Formidable Presence (d4), Viper Construction Facilities (d4)

SKILLS:  Heavy Weapons d6, Mechanical Engineering d4, Perception d6, Pilot d4

ARMAMENT:  Heavy Skirmish Range Point Defense System  (d12W Planetary-scale ), 32 Capital-range Heavy Railguns (d12+d2W Spacecraft-scale), 22 Short Dradis-range Heavy Missile Systems (d12+d4W Spacecraft-Scale), 12 Long Dradis-Range Nuclear Missile Systems  (d12+d8W Spacecraft-scale)

AUXILIARY VEHICLES:  110 (4 squadrons and 10 spare) Mk VII Vipers, 25 Raptors, 10 Marine Landing Shuttles, 3 standard shuttles, assorted work vehicles

5views_textured_pleiadesOrthographics by tanj from scifi-meshes.com.  See more of his spectacular work there.

ASSAULTSTARS DEMOSTHENES and HEKTOR

The Vanguard class is an older model, the original models as old as thirty years in service, but they are nearly all still active as of the attacks. They carry up to a battalion of Colonial Marines for up to three months, which can be deployed using specialized Marine Landing Shuttles (uparmored standard shuttles.)  The MLS can carry 25 marines and either a tank or two APCs or CAWS, or 50 marines in a drop.

SHIP DATA:
Type:     Assaultstar/Escort     Class: Vanguard     Scale: Spacecraft     Registry: DD-72     Length: 1867′     Beam: 360′     Draught: 377′     Decks: 13     Crew: 270 standard, plus up to 500 marines

ATTRIBUTES:
Agility: d6     Strength: d8     Vitality: d6     Alertness: d8     Intelligence: d6     Willpower: d8

Life Points: 16     Armor: 4W, 4S     Initiative: d6+d8    Speed: 6 [SL/JC]

SKILLS:  Heavy Weapons d4, Mechanical Engineering d4, Perception d4, Pilot d4

TRAITS:
Lucky Ship [d4] (for Demosthenes.)

ARMAMENT:  Heavy Skirmish Range Point Defense System (d12W Planetary-scale ),  7 Short DRADIS-Range Medium Railguns (d10W Spacecraft-scale),  12 Short DRADIS-Range Medium Missile Systems  (d12W Spacecraft-Scale) *Can be fired from Railguns.

AUXILIARY VEHICLES:  10 Raptors, 6 Vipers, 10 Marine Landing Shuttles, can carry 10 tanks, 20 APC or CAWS, or a combination for landing with the MLS.

HISTORY:
Demosthenes is part of BSG-55 (Pleiades), but is often released to detached duty for search & rescue and smuggling interdiction missions.  “Old D” was constructed in 35AC, and is one of the older vessels in her class.  She has a reputation for being “lucky.”

vanguard85Demothenes is the design and property of Rick Snider.  You can find this and other examples of his work on scifi-meshes.com.

GUNSTAR HERAKLES and MEDEA

Berzerk-class gunstars act as protection for main-line battlestars like Pleiades.  These are relatively modern assault craft and require a fairly small crew.  Their computer systems are fully up to date, complete with the Command Navigation Program (unlike the older Vanguard class), and Mk VII vipers.

SHIP DATA:

Ship Class: Berzerk     Ship Type:  Gunstar Escort
Length: 2779.6′     Beam: 709.5′     Draught: 389.4′     Deck: 16
Crew: 600 standard [Includes 90 pilots, 20 marines]

ATTRIBUTES:

Agility:    d6     Strength: d10     Vitality: d6     Alertness: d8   Intelligence: d6     Willpower: d8

Initiative: d6+d8     Speed: 6 [SL/JC]     Life Points: 18     Armor: 3W, 4S

TRAITS:

SKILLS:

Heavy Weapons d4, Mechanical Engineering d4, Perception d4, Pilot d4

ARMAMENT:   Medium Point Defense System [skirmish-range, vehicle-scale]:  d8, Vehicle-scale]; 22 Heavy Railguns: d12 [short DRADIS range, spacecraft scale]; 32 Heavy Missiles: d12 [short DRADIS, spacecraft scale]

AUXILIARY CRAFT:
20 Vipers, 20 Raptors, 10 Shuttles

Lieutenant Marie “Three Point” Auram

Born 27AC in the “Great City of Lydisius” on Virgon, Marie is the second daughter and fourth child to Robert and Caroline Auram.  Her father is an architect of note in the city and her mother an artist of some quality and little note.  Her eldest brother, Robert Jr., works for her father, and her elder sister, Elise, is a union representative for the Virgon Teacher’s Union.  Her younger brother is a contract pilot for Intersun, flying space liners.

Artistic as a child, Marie paints, draws, and is frequently working of crafts.  Somewhere in her childhood, she started building models with her brother Jean.  Her favorite subjects for modeling were past and current aircraft.  She was a gregarious child and was popular in school.  Marie dated both boys and girls in school, having lost her virginity to her best friend Alyssa when she was thirteen.  While mostly heterosexual, she is very attracted to the female form.

She attended the University of Virgon’s illustrious School of Art, with a minor in astronomy.  While there, she modeled semi-professionally.  She also had her first serious relationship with another art student, Don Loga, whom she subsequently binned after a spectacular threesome for the girl they were with, Rachel Nyes.  That relationship didn’t last long, but they stayed friends.  When Marie graduated 49AC, she surprised everyone by joining the Colonial Fleet…and not even on the usual reservist list.
Raised in one of the most beautiful cities on Virgon, Marie is not the usual military-type: she is fond of fashion, has good taste in food and drink, and is an inveterate sunbather.  But Auram had always dreamed of flying something fast and dangerous, and requested pilot training.  She was commissioned after OCS on Picon, and directed not to combat flight training she desired, but to Raptors.  Somewhat disappointed, she nevertheless threw herself into the training.  Her basic flight skills were top notch for a nugget, and she earned the name “Three Point” for her consistent ability to bring a bird in on all skids, every time.  She aced her navigation and electronic operations courses and was finally released into the fleet at the end of 51AC.

She was assigned to the aging Atlantia as part of the Raptor squadron.  She had been aboard the ship for only six months, but quickly gained a reputation for her skill and recklessness.  Auram did so well, she was sent to Delphi’s Combat Flight School in 52AC.  She returned to the fleet as a viper jock on Pleiades, doubling as a raptor training officer.

Her gutsy style and skill has made her one of the ship’s top pilots, and her sexy, playful good humor make her popular with officers and deck gang, alike.  (The player chose Monica Vesela as the face for the character.)

Agility: d10   Strength: d6   Vitality: d6   Alertness: d10   Intelligence: d8   Willpower: d8

Initiative: 2d10   Life Points: 14   Endurance: 2d6   Resistance: d6+d8

Age: 25   Height: 5’4″   Weight: 125 lbs.   Hair: Black   Eyes: Brown

ASSETS:  Allure d4 [sexy, more than beautiful], Dogfighter d4, Lady Luck d4, Talented ECO d4 [adds to Tech Engineering/DRADIS and /Electronic Warfare]

COMPLICATIONS: Allergies [mold & mildew] d2, Dull Sense [smell] d2, Gloryhound d4, Wise Ass d4

SKILLS: Artistry d4, Athletics d4, Covert d2, Discipline d4, Guns d4, Influence d6, Knowledge d2, Mechanical Engineering d2, Perception d6, Performance d2, Pilot d6 [Raptor d10, Viper d8], Planetary Vehicles d2, Science Expertise d2, Survival d2, Technical Engineering d6 [Electronic Warfare d8, DRADIS d8], Unarmed Combat d2

Corporal Artemesia Vasco

Artemisia Vasco is the only daughter and youngest of six children to Fred and Madeline Vasco of Turbury-on-Ayl, a small farming community on Arelon.  Born in 32AC, she grew up in a small, quaint village where much of the land was owned by rich men and companies, and most of the people worked the fields and never got more than 20 miles from their home.  As a girl, she dreamed of getting away from the boredom and poverty of her home, where her father worked twelve hours a day in the fields, and her mother tended bar at the local pub.  The only girl in a household of boys, she grew up a tomboy.  She enjoyed sports, liked to wrestle, fight, hunt, fish, and otherwise carried on in a masculine fashion.
Always pretty, she quickly filled out at puberty,and took an immediate interest in boys and frequently entertained herself in fields, barns, and anywhere else she and her latest boyfriend could be alone.  She had a close call at fourteen, but the pregnancy failed in the first month.  She has since been on birth control.  When she was seventeen, bored with school and looking for a way out, the Colonial Marines recruiter came through Turbury.  The day after her graduation from school, she was on a train to Arelon City to the MEPS for her swearing in, and the next day reported to basic training at Sandy Downs on Arelon.

Her father had always told her Artemis had given her a gift: long-sight and a steady aim.  Starting with bows and light rifles when she was young, Artemisia has been shooting since she was a little girl.  In basic training, her tomboy nature came in handy and she excelled in hand-to-hand combat, basic rifle marksmanship, and getting into trouble by having “four feet in a two-foot rack.”  She was given follow-on training as a sniper at the CMC training grounds on Leonis and is a qualified sniper and spotter.

Her first assignment as a marine was in battlestar Atlantia.  Easily bored and a bit lazy, she was soon getting into trouble by sleeping late, making herself scarce when off duty, or fraternizing.  Despite this, her work on search and rescue teams, disaster relief, and other missions allowed her to advance to squad leader and corporal by the time of the Cylon attack.

Vasco is a tough, brash, and somewhat crass woman.  She is a complete hedonist, and is fond of good food, drink, clothes, and sex.  Brave and adventurous, she is willing to fight hard, but she is lazy when it comes to work and things that don’t interest her.  (Player chose Giuliana Marino as the face.)

Agility: d10   Strength: d6   Vitalty: d6   Alertness: d10   Intelligence: d6   Willpower: d6

Initiative: 2d10   Life Points: 12   Endurance: 2d6   Resistance: 2d6

Age:  20   Height: 5’6″   Weight: 118 lbs.   Hair: Brown/Auburn   Eyes: Gray

ASSETS:  Allure d4, Athlete d4, Sharp Sense [Sight] d4, Talented Sniper d4 [Rifles and Perception/Tracking]

COMPLICATIONS: Lazy d4, Loyal d4, Lustful d4

SKILLS:  Animal Handling d2, Athletics d6, Covert d4, Discipline d4, Guns d6, Heavy Weapons d4, Perception d6, Planetary Vehicles d4, Ranged Weapons d6, Survival d6, Unarmed Combat d6

« Previous PageNext Page »