Monday, September 19, 2011

Turn 18: Claws and Disposition



Arto, Jesamin, Sun, Taliat and Tabash dash for the outcrop.

The two Shen from Babakú; Sabb'asch and the young female Asab’at fire their wavium rifles. Asab’at’s projectile explodes far off the mark but Sabb'asch’s shot is dead on target and one of the larger beasts is blown off its feet. The barbed alien monster is still howling when its head explodes from the blast of Jesamin’s disruptor.

Taliat and Tabash fire on the large zrné still standing but both miss. Max aims his laser pistol at the same creature and also misses. Sun’s old disruptor rifle hums and its energy blast grazes the beast.

Arto and Cookie lob grenades into the knot of monsters, realizing at the last second that the creatures are likely near their maximum throwing range. Arto’s tangle grenade falls short, exploding in a mass of sticky pink fibers about 25 feet short. Cookie’s shock grenade falls a bit short as well but takes a lucky bounce and explodes close enough to the three smaller zrné. They fall back on their haunches looking dazed.

The large zrné bounds toward the outcrop where Arto, Jesamin, Sun, Taliat and Tabash are sheltered. The four Shen and Sun fire on the creature but only Taliat’s Z ray blast connects. The creature is clearly hurt but keeps charging.

Arto fires with his offhand heat ray pistol and misses but a beam from Max’s laser pistol burns into the side of the bounding creature. Cookie whips another stun grenade at the beast but misjudges its speed and the stun grenade sparks in the distance.

In an instant, the zrné has pounced and it’s on Taliat. Its front claws rip through the Shen’s space armor, badly injuring the alien warrior [8 hp damage and armor auto-seals]. Tabash reacts quickly, unsheathes a space sword and cleanly decapitates the monster.

***

Across the red sands, Sabb'asch, Asab’at, and Max emerge from cover of the wagon. Sabb'asch calmly dispatches the still dazed young zrné with three shots from his rifle.

Two dusty robots appear walking over the dunes from the direction of the moisture farm. The amplified voice of one of the robots rings in the now still Martian evening.

“Attention, please! You are trespassing and unlawfully hunting on lands registered to the Sugwe Moisture Farm. We claim these kills for the proprietorship. Vacate these premises immediately leaving the carcasses where they have fallen.”

Monday, July 25, 2011

STATUS REPORT

Apologies for the long delay.  Asssuming interest remains, I would like to resume the game with a post Friday evening.  Turns will probably be limited to one or two per week in the near future.

Wednesday, July 6, 2011

Turn 17: Landscape with Zrné

Arto scans the rocky sands around the wagon and sees no trace of their movements.  Picking up a wavium rifle from behind the wagon seat, Asab’at turns to Arto,   “Zrné are very dangerous. Fast and agile hunters…poison in their claws. Two are full grown but the others are young and weak.“
Sabb'asch also readies his rifle.  “Terrible creatures of the Pe Choi worlds that have thrived here on Mars. If you intend to continue to the farm it may be necessary to destroy these creatures.  I see an outcrop to the north that would be within firing range.  We would be happy to help…the district agent will probably pay 200 CR for each scalp.”

Thursday, June 23, 2011

Turn 16: Dark-Beasts

[Rolls for the six doses for the case of skin spray were 4, 4, 3, 4, 2, 4.  Sufficient to heal all injured characters completely].
Sabb'asch declines any offers of credits for the customs fee, “the customary bribe,” he calls it.  He rides in the front of the cart with his reptilian child while the party spills into the back with the few metal crates.  The Shén whips the great Martian lizards and the cart pulls out, soon it is beyond the city gates and on the north road. 
The lands north of the city are rocky red desert scattered with domes and enclosures of agricultural and moisture farms.  A few humanoid skeletons, soldiers from the recent siege, stripped bare by scavengers and carrion eaters, are visible along the roadside.   
In less than an hour, under the dark blue and violet Martian sunset , the road bears to the northeast at the base of a low escarpment and a sign reading “Sugwé Moisture Farm” points down a rocky lane that branches to the northwest and ascends the low rise. 
Sabb'asch halts the wagon at the intersection, the domes and evaporator towers of the moisture farm can be seen in the far distance perhaps a mile away.  Taliat and Tabash notice shadowy figures moving along the lane to the northwest several hundred feet away.  Asab’at has seen this too and lifts a scan-scope to her eyes.
“Five Zrné,” she hisses.

Monday, June 20, 2011

Turn 15: Customs

Over victuals and kaf, Sabb'asch  proves to be an extremely friendly,  likable and open reptilian.  He provides the party with their fill of tasteful treats, drink, and laughter.

He soon notices that several of his new found friends appear to be injured. He asks no questions but produces a container of skin spray [6 doses; heals d4 per dose] from a voluminous bag and offers it to whomever might need it.

Within an hour a young Shen arrives on the scene.  Sabb'asch makes the introduction for Asab’at, his female child and travelling companion.  She speaks little, is wiry and bright-eyed and it’s noticed that she wears a wavium pistol in a low slung holster beneath her desert robes.

Arto inquires about Sabb'asch’s home, the village of Babakú and what has led the Shen to trade so far from home.  Sabb'asch explains that this is his first visit to Akupánthur in many years.  He regularly trades with the cities on the Sea of Argyrá to the east and nearer his home; however rumours that much higher prices might be paid for his Babakún carpets in Akupánthur regrettably  lured him to the far west this season.

Martian minutes roll into standard hours and its noted that the customs official is some two hours late and the sun is hanging low in the sky.
At last, he appears, a grizzled desert rat of a man in an overfine red military uniform and golden slippers. As Sun surreptitiously lurks in the shadows hiding his face,  Sabb'asch excuses himself, huddles briefly with the inspector alongside the wall and slips him a heavy sack that is likely filled with coins. The official slides the sack into his shoulder bag and departs smiling, having inspected nothing.
Sabb'asch returns to the party and invites them aboard the wagon.
“Should be able to make your moisture farm before the dark beasts all come out,” he says baring a row of razor teeth.

Tuesday, June 14, 2011

Turn 14: Sun of the Desert



The robed figure, when approached, is seen to be a large and dangerous looking Shen. A battered wavium rifle is slung across his back and the robe is crisscrossed with bandoliers of ammunition. Despite appearances, he seems quite friendly and introduces himself as Sabb'asch, a trader from Babakú, a village located several hundred miles to the northeast. He explains that he had just arrived in the city prior to the siege and his trade goods were looted leaving him nearly credit-less. Now that hostilities have ended he is preparing to begin the long journey home and would happily convey the party a few miles north, as he will be travelling along the Lamplan road which passes through the northern agricultural district.

His large metal wagon has six massive knobby tires and is pulled by six large and brilliantly striped Gakúz. Although five large dura-steel crates are wedged into the front of the cart, behind the driver’s seat there is ample room in the rear.

Sabb'asch informs the party that he is awaiting a customs officer in order to obtain a travel permit but hopes to leave within two standard hours. [It is now several hours past mid-day, the rendezvous with Husz Chenu is to occur at midnight, in about ten standard hours.]

The Shen invites the party to join him for kaf on a carpet that he has laid out alongside the wagon in the shade of the high city wall. It is growing very hot, the mid-day sun is high in the tainted red sky.

Thursday, June 9, 2011

Turn 13: Hello Walls


The party makes their way through the crowded bazaar, bearing to the north. Soon the high red plastisteel city walls loom in the near distance near the northern edge of the market.

Along the way, Sun manages to trade for a cheap dark grey hooded cloak of some odd vat grown synth-skin material. Jesamin finds a weapons booth where she has the opportunity to acquire a used Regulan disruptor pistol for CR 300. Prices for weapons in the market seem generally inflated. The Nininyal trader at the booth, speaking through a translation orb, offers a contraband black ray rifle for CR 3000 and a cumbersome Nyagga gamma ray pistol for CR 600. It also carries a fairly impressive inventory of standard weapons at prices about 20% over what one might pay in less backwater environs.

Arto locates a rickshaw stand near the north gate but the driver, a long legged, four armed mutant girl with fire red hair refuses to transport anyone through the desert beyond the city wall. She points to a robed humanoid standing near a Gakúz drawn cart and suggests speaking with him.

Monday, June 6, 2011

Turn 12: The Bazaar in Akupánthur


The party quickly distance themselves from the boiling white smoke cloud and, with no sign of pursuers, intermingle with the crowd in the bazaar. The open air market seems particularly busy and overheard fragments of conversations suggest that it may have just re-opened following the lifting of the siege and the beginning of a return to normalcy in the city.

Many booths offer mundane items, Martian street food, brightly colored textiles, clothing, and cheap imported gadgets from Luna. Humans, mutants, and aliens of most known species throng the street as customers and are for sale in the slaver’s booths.. In other booths there are weird and unnatural displays, contraband weapons, small outlawed armored tanks, dented used robots, drugs of every description, monsters from unknown worlds in energy cages and more.

At every booth barkers are chanting…”Bargains! Buy! Buy! Buy!”

Thursday, June 2, 2011

Turn 11: Fire

Cookie, still on the floorboards of the old GEV has no luck reaching the fuel lines so he finds a fire extinguisher, jams the nozzle into the opened access panel and sprays. This seems to keep the fire from spreading but the old van has had it and it skids to a stop. 
As everyone else is bailing, Sun scans the streetscape from the back of the van.  He can’t believe his luck. The reptilian thugs have paused to fire on the van -standing next to a parked Standard Utility marked “Abuzek’s Best Liquid Oxygen.” He aims his old disruptor at the vehicle, there is a loud hum followed by an explosion and a cloud of white smoke billowing down the street.

Tuesday, May 31, 2011

Turn 10: Western

Twenty feet above the narrow Martian street of Akupánthur’s old quarter, the borrowed delivery van begins to slowly spin and drift back toward the ground as Jesamin lets off the accelerator. Beneath its skirt, a whirlwind is blowing, kicking up great clouds of red dust and debris from the mostly deserted street.  The van is soon at street level, facing west on in an intersection, probably two blocks north of the Lodge.  A crowded open air bazaar can be seen about five blocks west, down the street.
Three shots are heard and an explosion rocks the vehicle. Blue flames spew from the forward engine compartment.  Sparks fly as the GEV sputters and skips along the roadway.  As the dust clouds clear, the three Shén enforcers are visible walking up the street, wisps of smoke drifting from their raised wavium pistols.

Wednesday, May 25, 2011

Turn 9: Air

Jesamin feels the heat on the back of her neck and energy crackles in the cramped vehicle as Taliat and Tabash fire out the driver’s side window from the rear. Tabash’s shot misses widely but the burst from Taliat’s heat ray rifle strikes Lénzur’s Shén.
As Cookie, crouched in the floorboards, screws with the van’s wiring, Jesamin makes the  hard right onto the narrow Martian street. The maneuver opens up a clear shot for Sun, in the back of the van. His antique disrupter rifle hums loudly and a bluish white pulse of energy impacts the target.
Staggering from the raygun fire, the Shen in the street manages to get off a shot with his wavium pistol. The sabot packed with depleted wavium pellets explodes against the side of the vehicle. Jesamin is momentarily blinded by the flash and suffers a serious burn on her left arm and neck.  Her skin suit quickly seals over the injury.
Cookie touches the black wire to the green wire and the old hover craft lurches into the thin red air, leveling out about 20 feet over the low Martian rooftops of Akupánthur’s Old Quarter;  from this vantage, two more Shén in red and gold are seen emerging from the Lodge. Their leader squeezes off another pistol shot and the round explodes harmlessly behind the flying van.
The domes and spires of star-port and tall ships on their launch pads are visible to the west. The Old Quarter stretches toward the city walls in the north and east and the palace of the local warlord rises in the south amidst the villas of Akupánthur’s elites.
[Jesamin took 4 hit points damage from the wavium pistol burst]

Monday, May 23, 2011

Turn 8: Martian Fried Kaika

The motley crew of off-worlders and Martian demi-Shen squeeze into the Feasting Hall and Lodge of Joyful Endings’ small delivery van. It’s an ancient atomic GEV retrofitted to burn bio-fuel and when Jesamin hits the ignition switch the compartment, already slightly reeking of burning Shén, fills with the smell of deep fried kaika.

Jesamin guns the engine and the old machine is soon off the ground and hurtling down the alley leaving trashy whirlwinds in its wake.

Just as the vehicle reaches the narrow two-way street, Jesamin and Cookie catch a glimpse of the leader of the gold and red suited Shén at the front of the hall. He stands about 50 feet away, out the driver’s window.

He looks surprised, but he’s turning and aiming a mean look wavium pistol at the van…

Thursday, May 19, 2011

Turn 7: Snapshots

Cookie lobs the tangler grenade and catapults himself into the nearby dumpster. He doesn’t see the grenade land dead center between the two Shen but he hears the sticky smack of the burst. Both Sn are flattened by the goo and completely entangled.
Simultaneously, Jesamin fires her disruptor pistol at one of the Sn.  She watches in dismay as the barrel glows and melts and she drops the broken pistol as the butt quickly becomes too hot to handle.
Arto fires his heat ray; the beam strikes one of the trapped Sn and the alien howls in pain. He notices that the ray has ignited a portion of the web.
Sun watches from the corner of the building and Max draws his lasr, taking cover beside the dumpster.

Monday, May 16, 2011

Turn 6: Kitchen Stadium

Scene in slow motion
By the time Cookie reaches the metal swinging doors, slowed by the pull of his sword and the bandolier of grenades, they are already wide open into the hall, bolts rattling in the hinges. A few knives and pots and pans whistle past his head.
Taliat and Tabash are on his heels headed into the kitchen, struggling against the strong magnetic field that has gripped their heavy gear and armor.  The kitchenware that narrowly missed the hunchback pummels Taliat and a meat cleaver, propelled at incredible velocity, rips through his space armor, slicing into his leg.  The suit instantly re-seals, ejecting the dented bloody blade and sending it aloft. The cleaver, spinning end over end,  ricochets off Tabash’s armor.
Max, Arto, and Jesamin pass the two stunned Shén at the kitchen doors, catching up to Cookie. Kitchen appliances have been pulled away from the walls, pipes have burst spraying water, and the air is filled with flying utensils and cookware. A small, flying laserwave oven nearly takes Max’s legs out from under him; fracturing his ankle and ripping a gaping hole in his skin suit which quickly self repairs. 
Arto and Jesamin notice one of the Shén thugs, unconscious and being dragged under a refrigeration unit toward the hall.  They manage to avoid the magnetized maelstrom and burst through the rear exit, just behind Cookie.  Taliat and Tabash stumble out behind them and limping Max brings up the rear.  The entire building seems to be vibrating behind them.
In the alley behind the Lodge, they are confronted by two more of Lénzur Akupánthur’s Shén, evidently left to watch the exit.  They are holding wavium rifles but look pretty surprised by the chaos.  There is no sign of Husz Chénu.

Meanwhile Sun has topped the stairs, sprinted down the much safer upstairs hallway, entered his room, retrieved his weapons and crashed through the window. He lands awkwardly and painfully on a deserted side street and notices rips in his skin suit slowly seal.

[Taliat and Max have both taken 4 hp damage from kitchenware and appliances, Sun suffers 3 hp damage from the fall...I don't seem to have an hp total for Sun...]

Friday, May 13, 2011

Turn 5: Zero Time

Busboy to Cookie: Grenades? Yes Ser! The kitchen is a wreck! The lizard man is tearing the place apart!
Shén Boss to Magnetic Dwarf: Get up you sniveling little mutant!  I know Chénu is still here…You need to find him now…
The three-legged dwarf’s black eyes are growing larger by the second, its pallid skin going bright red. Small metal objects in the room are beginning to vibrate. 
Chénu telepathically to Jesamin: This can’t end well…hopefully we will meet again soon…remember Dome 6 on the Sugwé Moisture Farm…”

Tuesday, May 10, 2011

Turn 4 The Never Mind

Long seconds of tension, nearly everyone in the room has their hand on a raygun.  Tabash and Taliat are familiar enough with local warlords to know that Lénzur Akupánthur is the young nephew of sub-Nar Barzu , Lord Akupánthur-the city’s ruler.
The Shén leader looks Sun in the eyes for a long second and laughs, “That’s a good one, you big gorilla.  I believe you too.  Go about your life.”
He turns and walks across the room to the magnetic dwarf still coughing on the floor. The other Shén still blocks the arched doorway, the exit to the street.  The Shén that only moments ago ascended the stairs appears at the top landing and shouts down, ”No sign of him up here.  No exit, unless he went out a window."

The last Shén, the one that disappeared into the kitchen, does not reappear.  Maybe he found Cookie’s stash of pickles.
“Very curious..."  Her last words to Arto echoing in Jesamin’s skull, the words distort the voice in her head twists into a voice not her own, the voice of Husz Chénu.
“Dear girl, I have given my current situation some thought and I feel that a vacation in the countryside might be prudent.  If you remain interested in my earlier proposition, I have decided to forego the 2000 Credit buy-in and I’m willing to lead you and your friends to the site for a fair share of the treasure recovered that we can negotiate at a later time.  I will also be able to provide transportation and some meager field supplies.
I suggest that you invite the mercenaries…the bronze man and the two reptilians…I feel that a bit of extra muscle might be needed for this job.  If you find this offer agreeable, we should meet in exactly twelve standard hours at Dome 6 on the Sugwé Moisture Farm. One of my former wives and her current husband manage the facility.
Dome 6 sits under the northeastern collector tower; you should be able to see it from a distance. The moisture farm is located a few miles beyond the north city gate in the Agricultural District. It is surrounded by a high wall that you will need to scale.  Take care in the desert and avoid the robotic guards on the farm.  I will do what I can to prepare for your arrival but those robots tend to shoot first and think later…
Lénzur Akupánthur’s Shén are using the magnetic dwarf to track me. I’ve worked with him before.  Evidently he is familiar with the aura of my body’s magnetic field and although he does not appear to be a willing pawn, it’s likely only a matter of minutes before he is able to identify my location and inform the Shén. 
If you could arrange some sort of diversion so that I might find egress from this place I would consider it a personal favor.  If you are thinking of turning me over to Akupánthur, I assure you that the venture I propose is potentially much more profitable…and I have certain countermeasures in place.
Oh…the dwarf is a very powerful and dangerous mutant and I don’t believe Lénzur’s thugs realize this.  I’d recommend that you and your friends attempt to leave this place very soon as well…it could get very ugly here very soon…”

Friday, May 6, 2011

Turn 3: Magnetic Dwarf and the Reptillians

As Sun introduces himself to Jesamin, Arto, and Max; Taliat and Tabash, followed by Cookie, move toward Husz Chénu. A commotion at the entrance of the Feasting Hall and Lodge of Joyful Endings attracts the attention of all in the common room. Four armed Shén in red and gold streaked still suits  stand just inside the doorway. One of the Shén has lifted a gray skinned magnetic dwarf in a torn prole's jumpsuit off the floor and holds him aloft by his throat. The dwarf is gasping for air and helplessly kicking his three legs. The Shén tosses him to the floor and the dwarf coughs, “I tell you, Ser, he is here…”

Taliat and Tabash see the color drain from Chénu’s face. Taliat, peripherally, notices the cause for this odd displacement of blood from the face of the human. Two of the Shén are staring directly at Chénu, teeth bared. One shouts in Martian accented Sunuz and reaches for a wavium pistol in a low slung holster, “There he is. Chénu- Don’t move!”

Simultaneously, a silver hued ray, seemingly emanating from the top of his skull, envelops Husz Chénu.  His form briefly shimmers, becomes spectral, and he vanishes...

Wednesday, May 4, 2011

Turn 2 /Last Call

[I would like to see some resolution of the current situation in Turn 2 so Turn 3 will be delayed until Friday unless there are some significant developments in the next two hours.]

Monday, May 2, 2011

Turn 2: Probabilities

Husz Chénu, after silently listening to the various propositions, and peripherally watching the two Shen and Cookie whispering together, looks somewhat annoyed and finally interrupts, almost whispering.

"My new friends, I will be utterly honest with you at the risk of my own loss of ego. I am in dire need of the 2000 Credits. Not that 2000 Credits is a large sum for me but I have a past due debt in the amount of 25000 Credits incurred at the Death Arena last week...the remainder of my assets are tied up in various properties and investments and I'm exactly 2000 Credits short of the 25. If I don't satisfy this obligation immediately, the cost will most likely be my right hand or worse...

Furthermore, I assure you that this particular site looks very promising and under better conditions I would ask for 5000 Credits and a 25% share or organize my own expedition. Although I cannot disclose the source from which I obtained the coordinates and the other details of the site, I am absolutely certain that this information remains privileged yet I cannot guarantee that it will remain so for more than a few days. If you are primarily concerned about my veracity and my intentions to treat you all fairly, allow me to set your minds at ease. I am a long time resident of the city and keep an office in the Old Quarter. You would have no difficulty in locating me should I attempt some subterfuge against you and feel free to inquire about the premises if you need testament to my good character.

It is most unfortunate for us all that you seem to be equally afflicted with pecuniary woes. I must go and attempt to peddle this prize elsewhere unless...

Perhaps you might be interested in intervening on my behalf with the individual that I am indebted to? Not that I am asking you to engage in a criminal act but if this individual was to meet with some accident...no, he is well connected, a nephew of the sub-Nar and I fear the prefecture of police might be motivated to actually investigate such an accident...

A better idea, one or several of you that might have a penchant for violence could be sponsored to fight in the Arena. There are matches tomorrow and I'm sure that earning a few thousand credits would be possible. I would even be willing to wager on the match and use my winnings to assist you in acquiring transportation and other supplies that you will need for...say...an additional 10% share...

What do you say friends?"

Thursday, April 28, 2011

TURN 1: Down and Out in Akupánthur


Mars, Sol 4
The City of Akupánthur
Terran Date: 17.03.62011


Two Terran weeks ago, Captain Arto Patánalanya stood under the twin giant white suns on the windswept deck of a loading bay at Dar Püz Star Port on Sirius 7 watching as a swarm of red suited proles and cargo-bots loaded nearly four million credits worth of Anti-Tox, Vax, Skin spray, rare botanicals, and gene vat fluid on the Clan Patánalanya Traffickers starship Mutable Destiny, a 200 ton trader.

Strangers, Jesamin Ling and Maxaml Drankan, sat facing one another in a crowded tubecar as it hurtled into the starport station, unaware that they were both wanderers and that each had booked passage to Mars aboard the Mutable Destiny.

The flight out-system was uneventful, a leisurely three days ship-time as the Mutable Destiny raced through the void at  aspeed just incrementally below the speed of light. Patánalanya opted to delay the warp until the ship was well beyond the point where the strong gravitational field of Sirius might interfere with ship’s inter-planar translation.

In deep space, Ling, Drankan and Patánalanya dined together and chatted; they found that they had much in common, all Citizens, all recipients of the bounty afforded the elites of Humanspace, each somewhat unsure of their role in the great game and a bit adrift.

At the appointed time, the translation was instantaneous; the ship’s interfogulator sliced the planes of reality and the lemon colored light of Terra’s ancient sun sparkled on the viewscreen. Soon red and dusky Mars was clearly visible.

Ling had visited Mars some years before, and remembered that when in Akupánthur City she had spent a few pleasant nights at the excellent yet inexpensive Feasting Hall and Lodge of Joyful Endings, conveniently located within walking distance of the spaceport on the fringes of the Old Quarter. . Leaving his trusted crew with the ship, Patánalanya and his two new friends strolled to the Lodge and made arrangements for their stay in the city.  Patánalanya contacted the agent of the local government that was to receive the shipment of medical supplies and remit payment.

Over dinner, all the ancient hells of old Earth broke out. Armored air cars spitting deadly Z- rays battled in the red sky overhead. Depleted wavium shells exploded in the streets. The mercenary army of sub-Nar Thulzá Túrjan, Warlord of Jakár had laid siege to the city.

By the morning, the opposing armies had exhausted themselves and a trip to the starport seemed reasonably safe. Upon arrival; however, it was clear that the port had taken a beating in the fight, but the most horrific surprise was yet to come.

The ship sat in its damaged landing bay, scorched and pock marked. The crew of the Mutable Destiny, all long time employees of Clan Patánalanya Traffickers, Achnár Zébul, navigator, Chúrn Múz, engineer and Yána Zhu, steward, were not to be found. The cargo was gone, the ship stripped of its computer, wavium crystal containment pods smashed and emptied, even the standard utility air transport in the ship’s vehicle bay was vandalized and looted. The body of Zhu was found in the back of the utility, burned almost beyond recognition.

That was one week ago, but today at the Feasting Hall and Lodge there is joy because word has been received that the siege is lifted and the forces of sub-Nar Thulzá Túrjan are retiring. In days it is expected that the curfew will be rescinded, the severed tubeway car lines will be repaired and communication links to the galaxy beyond the city will be restored.

At a large table in the hall, drink in hand, sits Arto Patánalanya; to his right Jesamin Ling and to his left Maxaml Drankan. What to do about the missing crew and cargo and damage to the ship? Reports were filed with the local prefect of police; however there seems to be little official concern. There have been no leads to follow. It is likely that, once communication links are restored, Clan Patánalanya Traffickers’ insuring service will reimburse the clan for the loss. Repairing the ship will easily cost CR 100,000. The standard utility air car could be repaired for 2000. The cost to Arto’s reputation in the Clan might be considerable. Would he ever be given another command?

The old space rat that cooks at the Hall, Mosanu "Cookie" Iki, has been hanging around the table on his breaks, listening and spinning stories. He motions to a well dressed  sharp faced man, sitting alone across the hall.  Cookie heard him say that he has a big salvage job for the right team, a real score.

The well dressed man introduces himself as Husz Chénu, dealer in exotics and antiquities.  He explains that a recent quake in the mountains to the north opened a fissure that looks very promising. The radiation signature indicates that it may be the location of a lost installation dating to the early Second Empire. Unfortunately he is not in a position to investigate this find himself but he would be willing to sell the site's coordinates for CR 2000 and a 10% share. He adds that the potential for valuable artifacts at such a site is very good but the job could prove quite dangerous.  He jerks his thumb toward a corner table where a couple of Shén are sitting with a tall, rugged bronze skinned human, and says, “You might want to take them, out of work mercenaries, they look like real killers….”

Tuesday, April 26, 2011

Status Report (UPDATED)

Here is a more detailed status report:

Netherwerks- Complete
Arkhein- Complete
Kobold-Complete
Risus Monkey- Complete
Migellito-Prepare background.
Zanazaz-Complete

As multiple versions of characters and backgrounds have been posted in comments on several different blog posts and others have been showing up in email, let me know if you have completed a task and I don't seem to realize that you have done so.

If  characters are completed tomorrow I will try to post the first turn on Thursday 4/28. Otherwise, it may be delayed until the following Monday.

Monday, April 25, 2011

Skills Rules and Status Report


I've posted some clarifications on the skills system and other rules at Spaceswords & Glory. Although some of the difficulties seemed to be related specifically to that campaign or characters above first level it might be worth looking at if you are confused by the skill acquisition mechanics.

Otherwise, I believe we are awaiting two characters here and should be able to begin playing soon!

Thursday, April 21, 2011

Ancient Astronauts Campaign



It is the year 62011 A.D. You are on the planet Mars.

The Blog

The game will hosted on this blog. I will invite all players to be contributors.

The Players

Netherwerks- playing a couple of Shen
Arkhein- playing "cannon fodder"
Kobold-playing Artó Patánalanya Human astronaut
Risus Monkey- playing a human adventurer
Migellito-playing a human adventurer
Zanazaz


  
The Scheme

The transactions of the game will consist of blog posts. A Turn will last from one Referee post to another. Simple player turns may be posted as comments to the Referee Turn post but more complicated player turns may be individual posts (please put the Turn # in the post title and labels). The referee and players may comment on its content if they like.

As for the sprockets and cogs of how this game will run I propose that, following character generation and the posting of all the character sheets, I will take a few days to figure out what’s going on with these characters then I will post the first turn. Players will have roughly two days to react to the turn, as I will attempt to post a new turn every other week day for each game on alternate days.

In order to speed up some situations or combats, I may request that players submit a plan and a few dice rolls rather than dragging every such situation out for weeks. I would play out these situations and post the results. If the encounter begins to go bad or seems too far removed from the players’ posted plans I will pause it and post the situation as the next turn.

Players may request to move any encounters to chat or Skype for detailed resolution and if we have a quorum, we will do so. Later the chat logs or similar would be posted to the blog.

Players that cannot keep to the schedule (or if an encounter goes chat or skype and can’t attend) may select another player to run their character or the character will be run as an NPC during their absence.

I’m hoping to have two volunteers for Vice-Referees as I previously posted. Risus Monkey has tentatively agreed to VR for the Swords & Glory game.


Character Generation

Everyone should prepare their complete character sheet and email it to me or post it on the blog. I will review and revise it as needed and repost the final sheet.

I’d also like everyone to write a brief character description or background. Length is up to you…it can be something like David’s background for Arto that was posted at ix, a paragraph, or three wishes. I reserve the right to edit these to fit better with campaign or setting though.

As for buying equipment, feel free to do so. The campaign will be starting in a Martian city so equipment will also be available in game.

If you haven't previously read the Humanspace Mars post at ix  please check it out. You may also want to read these overviews of Humanspace society and government and consider social class in character background.

Any questions?