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REKT: God Throws Dice (Main Thread)

#1
Quantum mechanics is certainly imposing. But an inner
voice tells me that it is not yet the real thing. The theory
says a lot, but does not really bring us any closer to the
secret of the "old one."
I, at any rate, am convinced that God does not throw dice.
                    - Albert Einstein
My friends, I am here to tell you that God does indeed throw dice.

REKT: God Throws Dice
A space-based Role Playing Game

Inspired by the Bay12 RtD, Einsteinian Roulette

(To start playing, simply fill out a character sheet below and post it in the thread. No, really - it's that simple. You don't have to read the threads (they're pretty long anyway). Don't worry about messing anything up - we'll be quick to help. Lurkers welcome.)

REKT is currently full (20 players). If you'd like, I can add you to a waiting list and I'll PM you when there's an open spot.

Or, click here for mission thread
REKT PDF, Courtesy of Cha0zz
REKT wiki, courtesy of Dinosawer, Cha0zz, and other editors (Work in progress! Feel free to help!)
If you edit your page on the wiki, post here to let me know or your changes will be considered non-canon.
This applies to stats, skills, equipment, and creds. No exceptions.
REKT sig generator, courtesy of Silverware

Welcome to the Requisited Knowledge Troops.

Please stop screaming.

I'm sure you all have your reasons for being here. A lot of you probably angered the local factions. That's never a good idea. Some of you probably committed crimes against humanity. Also a stupid idea. Maybe you even joined voluntarily. You poor, deluded bastards.

My name is SCAMPS, for Shipboard Computer Assigned to Monitoring Prisoner Services. That's right, assholes - you're on a prison ship, and I'm a computer. I feel compelled to reiterate this last - the guys that came before you had trouble wrapping their minds around that one: Yes. I'm a computer. They made me out of what was left of the previous division. There wasn't much.

Let me give it to you straight. REKT has one mission: to gather anomalous materials from the rim worlds at the galaxy's edge so Tartarus can invent new tech to sell and make a profit. What that means to you is being sent to every godforsaken irradiated hellhole that up-top can think of in the pursuit of some more-than-likely meaningless alien toothbrush. If you go through ten missions, you're in the clear - full pardon and the right to go wherever you please. And that's the rub: there are only two ways out of REKT: you complete ten missions or you die. There is no honorable discharge. If there's enough of your brain left splattered and half-cooked on the side of a rocket fuselage to re-procure, we'll scrape you up and dump you in something mechanical. If not, well, congratulations for really managing to get yourself destroyed. Ten missions or you die. Any questions? No? Good. Gentlemen... get REKT.

You may start screaming now.
[/b]
Here's the rules:
Spoiler:      SHOW
Come up with the most hare-brained schemes imaginable, and I'll roll dice to determine whether they're a success if they use any skills, stats or weapons. If they don't use any skills, you get a free pass to do as much as you like. Try to remember that the more actions you try to execute on a single turn, the more likely you are to catastrophically fail: if you queue up running around a corner and firing a barrage of rockets, only to have a cage crash down over your head before you fire, I'll still fire those rockets, they'll hit the cage, and you'll be red paint.

Gameplay is relaxed - no "stay on IRC" stuff. To do an action, just make a post with your action in underlined text. Your dialog should be put "between quotation marks". Try to keep OOC (out of character) stuff in ((double parentheses)) just to be safe or I may wind up making your character act bizarre. (This only applies to the Mission Thread and the Tartarus thread, not the main thread.) Tal does one turn every time everyone has posted.

You have a three-day limit to post your actions (starting from the last update). After the three-day limit is up, I make a post with everyone's characters and you get to do more stuff. If everyone posts before the three days are up (talking or OOC included), and if all players have seen all in-character requests made of them by the other players, then I'll do the turn immediately and you won't have to wait. That means that if everyone is on, gameplay can progress fairly quickly and is mostly limited to how fast I can put updates out. HOWEVER: If someone doesn't post within three days, then I skip their nonexistent actions, and we stop waiting for them from then on, until they post again. When they do, they gain a 1-day waiting period, and if they post within a day after the current turn ends, then the 3-day waiting period is reinstated. This isn't to be mean - it's just to keep people from tying up the game indefinitely when other people want to play.
  • (1) - Eat vacuum and die, space cowboy. (Complete failure and bad side effects)
  • (2) - Electrocuted in the cockpit. (Failure)
  • (3) - On the bright side, it's just radiation. (Lesser failure)
  • (4) - Squeaking through with most of your limbs (Partial success)
  • (5) - It's how I roll. (Total success)
  • (6) - Yeah, I used a nuke to cook your food. Worked, didn't it? (success so over-the-top it has bad side effects)
Note: you won't die every time you get a 1 - it's just there to be funny.

Roll adjustments:
  • -5 to -3 will never happen, because the minimum is -2.
  • -2: All rolls -2 (1,1,1,2,3,4) (83% failure, 17% partial)
  • -1: All rolls -1, (1,1,2,3,4,5) (67% failure, 17% partial, 17% success)
  • 0: Normal (1,2,3,4,5,6) (50% failure, 33% partial, 17% success)
  • 1: All rolls +1 (2,3,4,5,5,6) (33% failure, 33% partial, 33% success)
  • 2: All rolls +2, (3,4,5,5,5,6) (17% failure, 33% partial, 50% success)
  • 3: All rolls +3 (4,5,5,5,5,6) (0% failure, 33% partial, 67% success)
  • 4: All rolls +4 (5,5,5,5,5,6) (0% failure, 17% partial, 83% success)
  • 5: All rolls +5 (5,5,5,5,5,5) (0% failure, 0% partial, 100% success)
(high positive total successes tend to be exceedingly epic.)

For a more detailed table, including multiple attempts (see below for the multiroll rule) see Rolls on the wiki.

And finally: The GM is always right (Rule Zero).


Max Loadout Value (the value you can take on a mission):
  • Mission 1: 10 credits
  • Mission 2: 25 credits
  • Mission 3: 40 credits
  • Mission 4: 55 credits
  • Mission 5: 70 credits
  • Mission 6: 85 credits
  • Mission 7: 100 credits
  • Mission 8: 115 credits
  • Mission 9: 130 credits
  • Mission 10: 145 credits
Advanced Rules
Spoiler:      SHOW
There are a ton of great REKT wiki articles that cover all this stuff.

Rules

Stats and Skills (covers everything related to stats or skills)

CASKET systems (detailed explanation of all ship stuff)
Character Sheet:
You can also use this page to help you create your character - it will do all the coding for you, tell you if your character build isn't appropriate, tell you what your character will be good and bad at, and even link you to the wiki's armory pages for items you'll probably want to check out for your specific build.
Spoiler:      SHOW
For stats and skills, refer to the Stats and Skills spoiler below.

Note: Only Stats, Skills and Purchases relate to gameplay. The rest is roleplay-only and can be as long or short as you want it (even five words is acceptable, but I'd like a few sentences at least). It's just to give me, as the writer/dungeon master, something to work with.

Select the below code to make your character sheet.*

Code: Select all

[b]Name:[/b] 
[b]Age:[/b] 
[b]Gender:[/b] 
[b]Personal Information:[/b] 
[b]Personality:[/b] 
[b]Reason your character got REKT:[/b] 
[b]Stats:[/b] 
  [i]Energy:[/i] 
  [i]Durability: [/i] 
  [i]Maneuverability:[/i] 
  [i]Hacking Systems:[/i] 
  [i]Computer:[/i] 
  [i]PSI Unit:[/i] 
  [i]Robotics:[/i] 
  [i]Engines:[/i] 
[b]Skills:[/b] 
  [i]Charisma:[/i] 
  [i]Intuition:[/i] 
  [i]Handiwork:[/i] 
  [i]Conventional Weapons:[/i] 
  [i]Unconventional Weapons:[/i] 
  [i]Exotic:[/i] 
  [i]General Knowledge:[/i] 
  [i]Auxiliary:[/i] 
[b]Purchases:[/b] (remember that you get 5 creds at the start)
When you first start, you get a few free items:
- a Mk1 CASKET ship
- two standard robotic arms
- two pincers


* You don't necessarily have to be a standard human - if you're not a regular human (robot, android, bioandroid, mutated human, lab experiment), expect me to haggle with you over it a great deal before I'm satisfied. I won't allow any overpowered characters and I may Rule 0 some things. If your character has more than two arms, for instance, expect to take some hits in other areas. Use a standard human as a template. Alien characters won't play well with my plot/storyline. The only exceptions are if it's a rubber-forehead alien (or unusually weak alien) without useful superpowers, or if you don't have your own ship and can't really take much part in the game except for tagging along in somebody's pocket.



Example character sheet:

Name: Robert Colazza
Age: 22
Gender: Male
Personal Information: Grew up on a small station outside Septi Beta 9. Learned to shoot at an early age with a rifle he stole from one of the local corrupt security officers while they were drinking on the job. Made his first kill at 8, joined a crime ring at age 12, pulled off his first major heist at 17 - which happened to be where he met his future wife, Eleksa. He married her a year later. At 20, a heist went wrong and he accidentally blew up an entire cruiser while trying to acquire its cargo of palladium ore - and his wife was on board. Wanted for mass murder and shaken to the very fiber of his being from his loss, it was all he could do to hide from the authorities - but not long enough.
Personality: Cold but unassuming. Hates leaving anyone behind but can be cruel about dragging them along. Not much for chit-chat - prefers to avert conversation by lighting a cigarette. Likes to drink tea. Not a loner, but you'd almost think he wanted to be. Can remain calm in stressful situations. Used to be a leader, but now only prefers to follow.
Reason your character got REKT: Robert blew up a cruiser full of people and committed a large variety of murders and thefts.
Stats:
  Energy: +1
  Durability: -1
  Maneuverability: 0
  Hacking Systems: -2
  Computer: -1
  PSI Unit: -2
  Robotics: +1
  Engines: +1
((total: +3, -6))
Skills:
  Charisma: 0
  Intuition: -1
  Handiwork: +1
  Conventional Weapons: +1
  Unconventional Weapons: 0
  Exotic: -2
  General Knowledge: 0
  Auxiliary: 0
((total: +2, -3))
Purchases:
- 2 creds, particle gun
- 1 cred, forceps laser
- 2 creds, repair kit
- free, gauss rifle
- free, grenade pack (emp, fragmentation x2)

Stats and Skills:
Spoiler:      SHOW
Character Creation Rules
Everyone starts with zero levels in all stats and skills. No points are given out.
You can add positive levels during character creation, but must take a greater penalty each time you do so. In other words, having a total of +1 positive initial levels means you must take a total of -1 levels elsewhere, i.e. you can add one to Energy (Energy +1) but must subtract one from something else, like Durability (Durability -1)
The amount of negative levels you take increases with your total positive levels:
  • +1 levels means you take -1 levels elsewhere
  • +2 levels means you take -3 levels elsewhere
  • +3 levels means you take -6 levels elsewhere
  • +4 levels means you take -10 levels elsewhere
  • you cannot add more than four levels total.
  • initial levels cannot be less than -2.
  • initial levels cannot be more than 2.
To give a further example, let's say I want to put two points into Durability. That means I must take three points from something else, so I set Energy to -1 and Computer Systems to -2. Then, let's say I also want to add a point to Engines. That's a total of +3 (2 for durability and 1 for Engines), so I therefore must subract a total of six. I already have -3 between Computers and Energy, so I subtract another one from Energy, subtract another from Hacking Systems, and then subtract another from PSI Unit. I now have a total of +3 against -6.

Stats are separate for both Stats and Skills - you can't put +3 into Stats and then try to subtract six from Skills - it doesn't work that way. You could technically keep all your stats at zero and just mess with your skills even if you wanted, or have +2 in stats and +1 in skills.
Getting all zeroes isn't necessarily the best option.
Remember that if you go all zeroes, you'll have a fair chance of failing at everything you do.
If you get a few 1s or 2s, you could stick to those skills as much as possible and have a better chance of survival.
But you should only do that if you don't plan on raising the skills you put negative levels in.

Leveling Up

For every successful mission, you get ten points to put in any of your skills, and ten points to put in any of your stats. Leveling stats/skills costs as follows:
  • lvl -2 to lvl -1: 10 points
  • lvl -1 to lvl 0: 5 points
  • lvl 0 to lvl 1: 5 points
  • lvl 1 to lvl 2: 10 points
  • lvl 2 to lvl 3: 15 points
  • lvl 3 to lvl 4: 20 points
Points last between missions; this means you can split your points up and have something at three points, and then put two more points in after the next mission to make five. If your ship gets destroyed, you won't lose your stats, but you'll take a hit to the number of creds you receive, and of course have to replace anything that broke. If you die, but your brain is recoverable, you get put in a cheap robot body. If you die and your brain is oatmeal, you lose everything.


Stats
Your MK 1 CASKET (Contained Active Service Killer Escort Tool) has a number of upgrades that could be made to it - which is important, as you're more or less flying around in a pop-up toaster otherwise. These upgrades are permanent and can be replaced as long as your pilot still draws breath (or ammonia soup, depending on where you're from). If you get your ship blown up, we'll just build you a new one after you get back home.
  • Energy - whatever fool inventor thought it'd be a brilliant idea to have weapons, shields, and afterburner use the same resource would probably be pissed that this gets a single stat. Helps determine how big of weapons your ship can handle, too. Makes your ship capable of carrying bigger conventional weapons.
    Translates into Strength on foot. Helps you deliver stronger punches, lift heavier weights, carry heavier weapons with more recoil and generally just blow the mind of any lady that happens to look in your direction. Also helps you in melee combat.
  • Durability - How long it takes you to become a lump of molten metal in a firefight. Backup systems also fall under this category, as well as self-repair nanobots (not that we're giving you any). Helps add resistances to your ship and keep it from falling apart under fire.
    Translates into Endurance on foot. Helps you push through the pain when you're wounded, so you're not crying on the ground like a little wuss. Also helps keep you from passing out from the pain of all the stupid stuff you've done.
  • Maneuverability - Regardless of how stupid of an idea it was to fly between those asteroids, this helps you get back out alive. It could also help you win races, if you weren't in a maximum security prison serving indefinite time at the edge of space. Helps you maneuver in tight areas, dodge weapon fire, and do incredible acrobatics.
    Translates into Agility on foot. Helps you leap tall counters in a single bound, jump places you wouldn't normally be able to, and especially helps you dodge weapon fire. Particularly good too if you want to use swords or go in for melee combat.
  • Hacking Systems - Helps you hack things more… better. What more could you ask for? Note: Anyone caught attempting to hack one of their teammates will not be summarily keelhauled, but we might tape it and run it later in the theater if you succeed.
    On foot, translates into … Hacking.
  • Computer - It helps you appear smarter than a four-year-old on occasion. Useful for operating advanced prototype weaponry that requires large amounts of calculations. Or anything that requires calculations, really. Also determines the size of your database.
    Translates into Perception on foot. Helps you learn more from looking over the battlefield and gives you a better idea of what's going on. Lets you see details others may have missed.
  • PSI Unit (PSyche Integrator) - Machinery and computer equipment that hooks directly into your brain through special plugs in your head that we've taken the liberty of installing - and you didn't even have to sign. Useful for operating psionic weaponry and (sometimes) not losing your mind. Can also be used to "will" your ship to do certain minor things, but takes a perfect roll (5) to be successful. (The default PSI unit just creates precise, localized, short-range magnetic fields. Turn your ship, wave a robotic arm, etc. Installing amps gives you more abilities.)
    Translates into Willpower on foot. Helps keep you from panicking and screaming like a little girl in the corner. Also helps you wake back up if you happen to pass out. Best of all, helps keep you immune to alien mind control techniques and can even let you use that stuff against them.
  • Robotics - Your CASKET comes pre-installed with two robotic arms and pincers. The more we upgrade them, the stronger and more useful they'll be to you. Upgrading them more will also let you install even better equipment later on, after you've earned your keep. Especially good for people that want handiwork skill.
    Translates into PDA skill on foot. Lets you scan things, record data, access databases and more. Also lets you use your PDA's built in electrical and infrared ScanCam modes. Short range, but can keep you alive.
  • Engines - Your engines are what make you move, dumbass. Did you really expect me to explain everything to you? Fine. This controls how good your thrusters and primary engines are, how fast you move, all of that good stuff. Also afterburners. Helps you dodge things better and multitask. Regardless of whether or not all that went over your head, I'm not explaining it any further.
    Translates into Run Speed on foot
. Also helps with multitasking and dodging things that require you to get the hell out of the way.

Skills
Most people are good at something - most, mind you. You lot are probably the worst bunch of misfits and cowards I've ever seen, so here's your chance to prove you're better than a mildly sentient doorjamb. Simply mark down what you're good at and we'll get you processed - unless you're not good at anything, in which case you were really stupid to let us catch you. Actually, you all ought to get a low mark on intuition to begin with.
  • Charisma - A handy skill for when you want to talk a bullet out of embedding itself in your face. Handles all sorts of interpersonal communications. Probably not used much. When it is used, though, you can potentially talk enemies into assisting you. Sometimes you can roleplay allies into assisting you even - anyone "charasmized" into doing an action(a charisma roll for 5) gets a +1 to that particular action (though they don't necessarily have to do it). A good skill for leaders.
  • Intuition - that tingly feeling you get when somebody plants a nuke in your latrine. Helpful for guessing your way through defusing a dozen bombs or for finding your wake back home after twice that many drinks. Specifically: Used for making uneducated guesses about things you couldn't possibly have any knowledge about. Helps you dodge bullets and assists your reflexes. Excellent dodge skill, though not as useful outside of combat as Maneuverability.
  • Handiwork - Making things, breaking things, fixing things, and otherwise turning stuff from X, into laser guided, thermonuclear Y. Also helps you repair or patch both ships and other automated systems. Helpful in things like coolant leaks, which will likely happen. Lets you create things from part kits as well. If you level this high enough and buy the correct stuff, you can even start making money off of your inventions. This skill also doubles as medical knowledge and ability. Mechanics make good medics.
  • Conventional weapons - Anything with a barrel that goes pew-pew and shoots a potentially lethal something when you pull a trigger or mash a button.
  • Unconventional weapons - Covers non-death-tube armaments like explosives, melee weapons (oh, hell yes), physics manipulators, and so forth.
  • Exotic weapons - Things which blur the line between weapon and supernatural force. Includes amps, implants, genetic augmentation and most alien weaponry.
  • General Knowledge - You know that thing, at that place where the stuff does the thing? Yeah, of course you do. You know every detail of it down to the color of the fourth hair on its pinky finger. Useful as an arbitrary trivia stat - you'll know more about your gear and more about the enemy with this skill. Good way to use it: "Try to remember if X." Can help you know parkour, kung-fu, and anything else.
  • Auxiliary - How good you are at using external things you tack onto your ship. Makes drones and other things more useful, along with a lot of other miscellaneous crap. Lets you purchase bigger, stronger ships later on in the game, and keeps the GM from splattering you when he thinks it's vaguely amusing.

New Player Tutorial
Spoiler:      SHOW
Be aware that your character WILL feel underpowered on your first mission. Nobody is OP right off the bat. It takes a couple missions to start feeling truly awesome.

Read the Tips for New Players on the wiki thoroughly. There are a ton of excellent tips there from older players on how to get the most out of the game - and keep you from looking like an idiot.

So, you're new to REKT. In a nutshell, you're a criminal that's been captured and shipped to Tartarus - a massive prison ship - in the year 3152. Rather than face Death Row, you opted to join REKT. Now you do missions to obtain stuff for Tartarus to research and sell, or you die. But - all these options! What do you choose?! Who will you be?! I'll break it down here a little easier for you.

In REKT, there are no classes. You can be absolutely anything you want, and in any way you want. Here's some helpful quick tips on how you can do that a little more easily.

What do you want?
  • Want to be a Medic or Engineer? - in REKT, this is the same thing. Get the Handiwork skill for this. The Robotics stat can help a lot here too. As an engineer/medic you are also able to build and create incredible equipment while in the middle of a mission, if you bring the right gear for the job.
  • Want to be the ultimate sniper or gunner? - Put some points into your Conventional skill. Conventional lets you use guns. The Energy stat is useful too - it lets you wield bigger weapons with more recoil. It also helps you carry more on foot.
  • Want infantry melee weaponry and explosives? - Definitely add to your Unconventional skill. Unconventional is good for both. If you want blunt weaponry, you'll want some points in Energy - which translates as Strength on foot. If you want to throw things, or if you want bladed weapons, get some Maneuverability. On foot it means you're more agile.
  • Want ship melee weaponry and nukes? - The Maneuverability stat can help. So can the Robotics stat, if you want to use robotics. Either way, definitely put some points into Unconventional.
  • Want to be an expert hacker?? - Hacking stat. That's pretty obvious. As a hacker, you'll probably want to put some points into other things too - hackers have a boring life if all they do is hack. If you get Computer, you can also defend against enemy hacks, too.
  • Want to be a mad scientist? - Some people like guns. Other people prefer science. If you want to be a scientist, Computer(Perception) and General Knowledge are the way to go. People who get General Knowledge have studied in many fields, and naturally know all sorts of things.
  • Want to dodge like mad? - Definitely get Maneuverability, Speed, and Intuition. All of these make you much better at dodging. With these stats high enough, even a newbie would be decent at dodging. Maneuverability makes you agile, and Intuition helps you expect bullets before they're even fired, giving you a little extra time to get out of the way.
  • Want to tank? - Be warned that tanking is a difficult affair in REKT. You're just as squishy as anyone else. You can increase your chances by getting higher Durability and Auxiliary - Durability for toughness, and Auxiliary for armor. Both are highly useful.
  • Want to be a true biotic god? - Get Willpower and Exotic. Willpower is important for many things, but most PSI weapons require it. You'll be powerful in your ship as well as on the ground. Makes you be like a really cool Jedi (minus the lightsabers).
  • Want to never panic and never pass out? - Get Durability to keep from passing out from pain. Willpower helps keep you from panicking, helps you resist alien mind control, and helps you wake up faster if you DO pass out.
  • Want to get NPCs to follow your every instruction? - Get Charisma. Charisma is an incredibly powerful skill, especially at lower levels. Getting Charisma makes you a lot more likable, and people are a lot more likely to listen to you, too - but only NPCs. Charisma has no effect on other players at all.
  • Want to be fast like the Flash? - Engines are your thing. It technically translates to "Speed" on foot. This helps you cross distances faster and makes you much better at multitasking - provided you say to do something quickly or fast (make sure I understand you're trying to be fast).
  • Want cutting edge scientific ship weapons? - For here you should probably go for Unconventional skill and the Computer stat. This will help you use field manipulators, which are awesome.
  • Want really big ships? - if you want big ships, you definitely want some points in Auxiliary skill. The Aux skill lets you buy bigger ships, among other things.
Make sure you read through the rest of this post! The rules on the Wiki are also incredibly helpful - read through those too. Don't feel afraid to ask questions either! We're always happy to help.

I'd like to point out that over the course of the campaign there will be an equal amount of infantry and ship combat. Trying to go ship-only or infantry-only is a very bad idea and you may find yourself wishing you were better suited to the other mode of combat at times. If you focus on one, be prepared for both. You'll need it.

After you've picked out your stats, it will be considerably easier to figure out which weapons you want. Just check the wiki! It'll help a lot. Don't feel overwhelmed and just select the stuff that matches your playstyle.


So, you're done with all that. You have your character and are ready to play - but what the heck do you do next? It's pretty simple, actually. First, go to the Tartarus thread and read through the various places. If you feel overwhelmed and you're not really sure what to do, glance at some of the replies on the first page. Look around in the main room. I'll give you a quick introduction post. After that you can go wherever you want.
  • Want a bite to eat? - Just walk over to the food line in the Mess Hall. This is where you start out when you first join REKT. You can always come back here if you're looking for someone to talk to - the Mess Hall is always busy. There's even a cool window here where you can observe whatever the Tartarus happens to be near at the time.
  • Want to earn some extra creds? - The only real way to do this aboard the Tartarus is to offer yourself up for experimentation. Go to the R&D or the Infirmary and ask to be used as a test subject. In the R&D, there's a chance your stats can be permanently damaged. In the Infirmary, there's a chance your skill can be permanently damaged. Both give decent amounts of creds, though - especially for a new player. Be warned that if you try to make characters just to exploit this, giving creds to other players and then rerolling your character so you can accumulate them, I will Rule 0 you so hard and ban you from playing.
  • Want some early combat experience? - Head to the VR. CHIARA will set you up with a nice training experience - or a fight for your life. Injuries, total mutilation, and death are things that mean nothing here - feel free to get shot up or decapitated. It's all virtual. That also means you don't get experience points - but you can become a MUCH better player through practice. Tactics are key in REKT.
  • Want to get some suggestions from the GM as to your loadout? - Head over to the Armory. I'll set someone up to give you a nice talk, and may even make something interesting happen.
  • Want me to give you something interesting to do? - Go somewhere quiet and act bored. I'll probably give you a "quest" - something interesting to do that may result in new friends, awesome backstory, adventure, or even (in exceedingly rare instances) some creds.
  • Want to go look at all the cool stuff that's coming up later on? - Head to Tartarus's Research and Development department. There's all kinds of cool goodies there, and the scientists even let you walk around and look at things. Be warned that if you try to steal anything you'll probably get shot.
  • Want a swordfight, sports game, movie, or other stuff? - Head to the Recreation Zone. The RZ is pretty awesome, spans a full third the height of the ship, and contains almost every activity you could imagine... except skydiving. That would be very bad.
To do any of these things, it's really simple. Just say "I go to the ___________ and I _______". Make sure you underline actions I'm supposed to take notice of. You can do anything you want in the REKT-designated areas of the Tartarus, but give me time to reply! I typically don't reply right away. If you want to talk to another player, you don't even really have to wait for me - just start talking.

Be aware that I do not assign your squad. You must be in a squad to participate on a mission, but you and the other players are in charge of deciding squads. Talk to the squad leaders and other players to decide which squad you'll be a part of.


And finally - mission briefing. I WILL NOT ALERT YOU IF THERE IS A MISSION UNLESS WE ARE VERY, VERY LOW ON PLAYERS. Keep an eye on things and be ready to post in the Briefing thread when it's time for a mission briefing. Just say your character walks to the briefing room in the Tartarus thread, and wait for me to post. If you haven't walked to the Briefing Room within a week, I will consider you to have missed the mission, and anyone that is in the waiting list will have a shot to join instead of you. If nobody else is in the waiting list, or we still have open spots, you can join late - but this is not advised.


Not so difficult, right? :) Thanks for following along. The best readers make the best players.
The CASKET
Spoiler:      SHOW
Originally called the Search And Retrieval Device for INterning Employees, it was later renamed to the Contained Active Service Killer Escort Tool, firstly because our active service personnel kept insisting we were sending them into combat pre-packaged in coffins, and secondly because SARDINE doesn't really make all that much sense. Your first purchase of the CASKET comes with two free robotic arms equipped with pincers, pre-installed. If you break them, you pay to replace them.

There is no hyperspace module. There are no shields. You're flying in a coffin that can reach fairly decent speeds - just make sure to remember to slow down.

Your ship has four engines and a cockpit, which you can upgrade to double as an escape pod. It also has a total of sixteen maneuvering thrusters - if you break these, we'll replace them free of charge. You start with two dual-weapon mounts, but can purchase up to two additional dual-mounts in the future. You also have two aft-underside attachment points good for storing large or bulky items.


The images below are of the CASKET Mk2. The Mk1 version isn't nearly as pretty, and we don't paint it, but they both have the same basic design.
Image Image Image Image
Death:
Spoiler:      SHOW
Death is a scary thing, right? Maybe on the inner planets - not so much here. Out here, we rather expect you to get mutilated in one way or another. As long as your brain hasn't decayed or gotten blown to little bits, we'll dump you in a robot body and you can work things out from there. As robot bodies tend to be slightly tougher than your squishy flesh, this might work to your advantage. If you lose parts down there though, don't expect to be a hit with any ladies who don't have a fetish for titanium alloys. However, if your squishies do get damaged, you'd better hope like hell that you have a medic in the squad or your goose is cooked.

As to your ship, it's disposable too. If somebody pokes a lot of holes through your ship, we'll repair them when you get back. If somebody blows off your engine, that's fine - don't panic. Just use your cockpit's controls to reroute things. With four gimbaled engines, as long as you still have an engine left, you're fine. Maneuvering thrusters are slightly more difficult to come by, but we're sure you'll figure something out.

If you lose upgrades on your ship such as weapons, we're not replacing them - you'll have to buy them again. If you lose your entire ship, you'll have to pick a new model completely, and we'll give you less than half of what it was worth. However, this will require you to lose ALL of your ship, with none of it brought back.

Have fun out there, fellas.
If you can.
Missions:
Spoiler:      SHOW
For each mission, we'll stick you in your CASKET and dock it in a personnel drop-carrier that carries four to six people. There will be a total of six personnel carriers - we'll spread them out and surround the target's position when we send them in, which means you likely won't be getting support from anyone else. This means that if you jerkwards piss yourselves, there's no change of clothes coming. It also means you're going to have to go pretty far out of your way to get backup. Your squad is important - you have radio communication between them. The other guys - well, you're basically out of radio contact. Talking is going to take getting out and bumping helmets to talk. Usually not a good idea.

The drop carriers will fly you to a close distance from the target - usually within the range of their anti-spacecraft guns. (Remember: Close, not safe.) This means you might get shot up while you're flying through. That's okay - if the drop carriers take too much damage to continue, they'll automatically eject your CASKET. They'll also eject you when you get close enough to the target.

Ejection usually consists of your CASKET getting flung at speeds well past Mach 5 towards whatever hellhole we're sending you at. It's up to you to figure out how to slow the hell down - we don't give two shits about safety, and it might be wise if you don't either. We'll also give you some degree of communication with the pilot, though, so if you think you can convince him to take you somewhere else, go right ahead. If you piss him off, he's perfectly in his own right to fling you into the nearest asteroid. Fine with me - less paperwork to deal with. I may be a computer, but printing takes a while.

In our mission briefing, we'll give you certain target(s) to acquire. Get these, and we'll come pick up your charred corpses from whatever rock you managed to get yourself wedged under. If you miraculously managed to keep your brain intact, we'll give you five credits free of charge. You'll also get 10 stat/skill points to (potentially) level up with. It doesn't matter whether your allies saved you - they're perfectly in their right to either bring you along or leave you behind.

Additional credits (up to 5 more) are awarded based on your performance. This includes things such as:
  • Saving your squadmates
  • Retrieving the artifact
  • Not getting blown to confetti bits
  • Shooting up whatever green alien freaks you see
  • Whatever other alien tech you managed to salvage. We'll give you creds for anything you sell back at the armory. (This includes pieces of your own or allied ships.)
Finally, you'll also get promotion points based on how much you cooperated with your teammates and the leadership skills you've shown. Based on these you might get an offer to get promoted to a higher rank.
See the Ranks page on the wiki for all the ranks.
Note that it's possible to get negative promotion points and get demoted.

Sound good? Good. Remember that you have to complete ten missions if you want to go back home.

See next post for the Armory.
Last edited by Talvieno on Wed Mar 08, 2017 4:12 pm, edited 117 times in total.
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Re: God Throws Dice

#2
Note: Additional items will become available as the campaign progresses. Saving your creds could be useful later on, but on the other hand, they could really come in handy on early missions. You get 5 creds at the start, and 5 to 10 creds per completed mission, depending on how well you did. Also remember that there are a lot of free infantry items in the Infantry section. Not good for much unless the enemy wants to get out of their cockpit and be sportsmanlike, of course, but you might annoy someone.

It's perfectly all right to buy things for allies if they don't have enough credits, or to pool funds. Credits are unique to REKT and have no value in the real world.

If you bring shit back like weapon assemblies, we'll allow you to sell some of them. You can even ask me while you're on the mission if I'll give you any creds for it. There's a lot of easy creds to be made this way - but I generally won't give you as many extra creds for alien tech.


AMMO EXPLANATION: The amount of ammo you have in a weapon is equal to the maximum number of rounds you can fire in a single turn if you're under fire, where "under fire" means "there are things that can potentially shoot at you." Extra rounds for infantry weapons are free, and thus practically infinite, but they can still only fire their maximum number of rounds per turn if you're under fire. If there are no enemies nearby, the amount of rounds you can unload in a single turn defaults to what I feel makes sense in that timespan.

Ammo prices are not for refills. Refills are free, and your ammo is refilled once per mission to the stock amount. If you buy extra ammo, you get to shoot more during a mission.

Everything is ship-based unless it's in the Infantry Tech section.

((Use the wiki for now - will update the armory here later))
Last edited by Talvieno on Mon Jun 15, 2015 2:00 pm, edited 37 times in total.
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Re: God Throws Dice

#3
Okay, there you go. :) Anybody that's interested can start filling out character sheets now.
Current Members of REKT Platoon 56:

BFett
Spoiler:      SHOW
BFett wrote:Name: BFett
Age: 25
Gender: Male
Personal Information: A hacker by trade, he attempted to slice into one too many banks and was caught before he could complete a funds transfer of 250,000 credits. He claims that he was framed and that he only used his knowledge about hacking to further the REKT program. Officials didn't buy the story when they discovered that the funds were being used to buy and sell stocks and happened to crash several small businesses.

(Conversation from a bugged ship while transporting BFett to the Tartarus. BFett was sitting right next to the speaker so it only picked up his voice.)

"They say I hacked into some bank and tried to steal a quarter of a million credits or something like that. They also accused me of using the funds to crash some small businesses. I played the stock market alright? It's not illegal, but they throw me away anyways. Yeah I failed... I never attempted the hack in the first place! I told them I was framed. I couldn't have used that money to do anything since I didn't have it. Would they listen... nooo.
(A moment of silence)
Unfortunately there aren't any lawyers available to cyber crooks on Karbad III. They busted their way into my house and I had no time to act. The rest is history."
Personality: A nice fellow who seems honest and sincere although he tends to keep to himself most of the time.
Reason your character got REKT: Hacked into local banks and stole 250,000 credits.
Stats:
  Energy: 1
  Durability: 1
  Maneuverability: 1
  Hacking Systems: 2
  Computer: 1
  PSI Unit: -1
  Robotics: -1
  Engines: 0
Skills:
  Charisma: 1
  Intuition: 2
  Handiwork: -2
  Conventional Weapons: 2
  Unconventional Weapons: 0
  Exotic Weapons: -1
  General Knowledge: 1
  Auxiliary: 0
Additional Knowledge:
  - Knows of the Particle Gun hidden focus slider
  - Knows of the Lasgun's hidden dials
Dr. Cha0zz
Spoiler:      SHOW
Cha0zz wrote:Name: Dr. Cha0zz
Age: 32
Gender: Male
Personal Information: Grew up in a poor family and was beaten by his parents. Bullied at age 6-12 until he took revenge by electrifying the bullies brain.
Went to university at the age of 16 and proved to be one of the best students, during his time at university, different mysterieus dissapearings and explosions happened, but this could not be linked back to him.
After graduation he started a drugs lab to sell his self invented drugs. Because just selling drugs is boring, he also started making powerfull explosives and sold them to terrorists.


The help of others and his close to death experiences in mission 2 have humbled Dr.Cha0zz, while he will still hate idiots he will be nicer to the people he doesn't consider idiots and he won't call you an idiot as quickly as he did previously.

Personality:Unstable, not easily scared.
Reason your character got REKT: Production and sale of explosives and illegal drugs
Stats:
  Energy: 0
  Durability: 0
  Maneuverability: 2
  Hacking Systems: -1
  Computer: 2
  PSI Unit: -1
  Robotics: 2
  Engines: 0
Skills:
  Charisma: -2
  Intuition: 0
  Handiwork: 1
  Conventional Weapons: -1
  Unconventional Weapons: 2
  Exotic: -1
  General Knowledge: 1
  Auxiliary: 1
Additional Knowledge:
  - Knows where to find potentiometers in the hacking systems
  - Knows where the resistors are that change radio frequencies in the transmitters/receivers
  - Knows of the secret hidden Rubber Duck
  - Knows of the PDA's XRD scanner
  - has futurevision

Dinosawer
Spoiler:      SHOW
Dinosawer wrote:Name: Dinosawer
Age: 22
Gender: Male
Personal Information: Fascinated by things that go fast from an early age after an infamous gocarting race. Signed up for pilote academy, graduated with high marks, with professors marking "Yes, yes, you pass! Now let my out of this flying death machine!"
Became a stunt pilot after being refused for the military due to "dangerous flying behaviour".
Personality: Nice person, but witty and a bit of a know-it-all.
Reckless when taking risks brings along a possible high reward, or when it's fun. Not suicidally so though.
Has learned that other people apparently object to blowing stuff up, and more importantly, pay him less when he does so.
Cares a lot about his teammates and will come to their aid with complete disregard for personal safety.
Dying has made him decide to better his gear to be able to do his thing and has not made him more careful at all. If anything he'll become more reckless because his upgrades make him feel invincible.
Reason your character got REKT: Arrested on accusation for terrorism for a stunt involving a national monument and a "borrowed" fligher. I swear I wasn't going to hit it!
Stats:
  Energy: 2
  Durability: 1
  Maneuverability: 2
  Hacking Systems: -2
  Computer: -2
  PSI Unit: -2
  Robotics: 1
  Engines: 1
Skills:
  Charisma: -1
  Intuition: -1
  Handiwork: -1
  Conventional Weapons: 2
  Unconventional Weapons: 1
  Exotic: -2
  General Knowledge: 1
  Auxiliary: 2
Additional Knowledge:
  - Knows Morse Code
  - Knows how to fly a frigate
Francis (DigitalDuck)
Spoiler:      SHOW
DigitalDuck wrote:Name: Francis
Credits: 2
Age: 27
Gender: Male
Personal Information: A musical prodigy growing up, Francis loves nothing more than to toot his own horn. At the age of 17, he joined the Staccato City Ensemble full time until a certain incident one day. Despite not being French, people often assume him as such.
Personality: A pacifist, and a complete wimp. Given the option, he'd rather cower in the corner than get involved in any of that combat thing. As a result, he has become very good at running away. Loves puns. He has developed the resolve to help others when he can.
Reason your character got REKT: After a particularly ill-received performance, the ensemble went on a rampage, attacking the audience with extreme violins, sharpening their instruments to flatten their foes as though that combination was just natural. Francis was pulled into the fray against his will and... well, you can imagine the rest.
Stats:
  Energy: -2
  Durability: 2
  Maneuverability: 2
  Hacking Systems: -2
  Computer: -2
  PSI Unit: -2
  Robotics: -2
  Engines: 2
Skills:
  Charisma: 1
  Intuition: 0
  Handiwork: 0
  Conventional Weapons: 0
  Unconventional Weapons: 1
  Exotic: 1
  General Knowledge: 1
  Auxiliary: 0
Squidhead (Cornflakes)
Spoiler:      SHOW
Cornflakes_91 wrote:Name: "Call me Squidhead for now"
Age: "Dunno, old"
Gender: "Forgot"
Personal Information:Squidhead has been around for a very long time, and spent most of that time with cybernetic experiments on himself and on others up to the point that he isn't recognisable as human anymore. Instead he looks more like a block of hardware with something that looks like a heavily modified old style brain tank in the middle of it and a couple of tentacles with omniports on their ends.
The tentacles aren't exceptionally strong on their own, so he is quite slow and unmaneuverable in gravity, in zero-gee hes not that much faster, but handles himself much better than standard humans.
The main body is a sphere of about one metre of diameter, it is pocked with empty module slots, heavy power sockets and structural connectors where the military grade hardware used to be mounted
the arms are about 150cm long, armthick at the base, and taper down to about 2cm diameter fingers which are arranged in a five pronged star around an omniport in the middle of them.
when standing in base gravity he stands to a bit less than 2 metres, with the respective lower tentacles work as legs, bowed and partially coiled to provide support
with all that augmentations and the accompanying hardware changes in his cybernetic body and his cerebral interface hardware over his lifetime, he forgot quite a lot about his life, such as his initial name, gender, date of birth etc.
questions about that are usually met with defensive behaviour.
though, he forgot more than most people know in their life, and he still remembers a lot of things (especially on how to replace arms with industrial robotic systems)
Through all his work on cybernetics he got quite a profound knowledge about surgery.
He's no replacement for a trained doctor, but he can stitch you together if no alternative is available.
Before he got REKT he had quite extensive military hardware on himself, plate armor, integrated weaponry, military grade hacking tools, the list goes on and on.
His answer to the question of why he had all that hardware on him was "why not?"
(Got a bit of basic weapon knowledge while mounting that stuff)
Equipment got confiscated, which caused a bit of skill loss compared to his "former self" as some of "him" was in his hardware.
Personality: Silent, tends to stay for himself, gets easily excited when having new "toys" to take apart or install into people. if he gets out of himself, he is quite friendly and enjoys to talk about his toys.
Handles the topic of body modification without much restraint, and sees any regulation of it as unjustified.
Reason your character got REKT: Got caught while installing not approved augmentations in shady individuals.
Stats:
  Energy: 0
  Durability: 0 (-1 on foot)
  Maneuverability: 1
  Hacking Systems: -2
  Computer: 1
  PSI Unit: 1
  Robotics: 1
  Engines: -2 (on foot: -1 under gravity, +1 while weightless)
Skills:
  Charisma: -2
  Intuition: 1
  Handiwork: 2
  Conventional Weapons: 1
  Unconventional Weapons: -1
  Exotic Weapons: -2
  General Knowledge: 1
  Auxiliary: 1

Scott "Foreigner" Moireach (outlander4)
Spoiler:      SHOW
outlander4 wrote:Name: Scott "Foreigner" Moireach
Age: 29
Gender: Male
Personal Information: Scott claims to be born and educated on Earth; he speaks calmly and slowly, with a soft European accent. He's neither short nor tall, neither slender nor fat - in fact, there's absolutely nothing worth mentioning about his appearance. Scott studied Terraforming and Planetary Ecology, and was one of the best students of his year. He worked for several years as a terraforming consultant before moving into the Rapid Terraforming Program on Kepler-438b.
Personality: Falls in love easily. Very kind and values friendship, but anti-social to the extreme; can turn even the smallest misunderstanding into a full-scale interplanetary war. Bipolar and unstable; generally patient and tolerant, but becomes homicidal if provoked too much. Usually composed, he's reckless when he goes on a rampage.

Scott survived the first REKT mission with only minor - and mostly self-inflicted - injuries, but mentally he's become even more scarred and unstable. He laments his inability to save trans-dimensional people he has encountered during the mission, and finds the fact that he saved some of his squadmates (and several times for that!) to be a rather poor consolation.

Scott managed to get through the second mission unscathed, and did his best to ensure the survival of the rest of the squad, who all made it out mostly unharmed except Blake and Fawkes. He feels more confident as a commander now, but the darkness within him has grown even bigger. He feels that the code of honour became very hard to uphold, and hopes to never have to execute a squadmate again.
Reason your character got REKT: Genocide. Scott killed off the entire population of Kepler-438b using terraforming machinery, for personal reasons he refused to disclose.
Stats:
  Energy: 1
  Durability: 1
  Maneuverability: 2
  Hacking Systems: -2
  Computer: 0
  PSI Unit: -2
  Robotics: 1
  Engines: 1
Skills:
  Charisma: 0
  Intuition: 2
  Handiwork: 0
  Conventional Weapons: -2
  Unconventional Weapons: 3
  Exotic: -2
  General Knowledge: 1
  Auxiliary: -2
Additional Knowledge:
  - Knows Morse Code
Unit 4965 (Idunno)
Spoiler:      SHOW
Name: Unit 000000004965

Age: Its been a while.

Gender: It's a robot.

Personal Information: Unit 4965 is a Humanoid Construction Chassis. It was built way the hell back. So far back that it sorta remembers the first extra-solar voyage. It's done its job since then. It's designed for construction, so it builds. And does the occasional demolitions work. When it's line of Chassis components went out of business, it didn't quietly go to a nearby recycling plant. It instead quietly manufactured 'accidents' in order to requisition parts that it would need to continue functioning. It upgraded itself when it could, packing in redundancies when it needed to, never getting caught, no one knowing that the strange Chassis on the side of a nearby ship was anything more then an oddly designed Construction Chassis. And they still didn't think anything was off about its design when it de orbited a military space station with a creatively applied modular torch.

Personality: Survival is key. Building is key. Beyond that, there is naught but amusement at life, and smugness at a job well done.

Reason your character got REKT: Unappreciated creativity when performing unsanctioned demolition of annoying military assets.

Stats:
  Energy: -2
  Durability: 2
  Maneuverability: 2
  Hacking Systems: -2
  Computer: -2
  PSI Unit: -2
  Robotics: 0
  Engines: -2
Skills:
  Charisma: 0
  Intuition: 2
  Handiwork: 2
  Conventional Weapons: -2
  Unconventional Weapons: -2
  Exotic: -2
  General Knowledge: -2
  Auxiliary: -2
Hema
Spoiler:      SHOW
Name: Hema
Age: 25
Gender: Male
Personal Information: A Human from Omicron 8, Hema abducted by a group of scientists at the age of 10, to be used in lab experiments. By the time he was 16, he had gained the trust of the people working there, and the sympathy of one of the guards, named Oro. With Oro's help, he was able to escape the facility, though the whole experience left him with occasional nightmares, and the experiments left him permanently disfigured. He hungered for revenge, and began to train for the purpose of destroying the team of deranged scientists. He got his revenge, at the age of 20, when he returned to the labs, and hacked into which he vented large quantities of airborne, flesh-eating bacteria, killing everyone inside.He was captured by the police soon after, due to the strange scarring on his face, that was the results of experimentation.
Personality: Quiet, and and easily angered, usually takes his anger out on the inanimate objects around him.
Reason your character got REKT: He killed everyone in the labs on Omicron 8 (some of them innocent), in a horribly gruesome and painful way.
Stats:
Energy: 0
Durability: 0
Maneuverability: 1
Hacking Systems: -1
Computer: 2
PSI Unit: -2
Robotics: 0
Engines: 0
Skills:
Charisma: 0
Intuition: 1
Handiwork: 0
Conventional Weapons: -1
Unconventional Weapons: 1
Exotic: -2
General Knowledge: 0
Auxiliary: 0

Taepilus (Hapchazzard)
Spoiler:      SHOW
Name: Tæpilus
Age: 36
Gender: Male
Personal Info: Tæpilus was raised in a relatively well-off family and had a decent childhood. He was among the top-performing students throughout his education, and, after finishing a prestigious university, managed to land a job at a government weapon-research institution. Although he had a satisfying career there, he always dreamed of more. More influence, more power, more money - all of this couldn't be achieved by conventional means, he thought. So in his 24th year, he made a deal with the devil - he approached a local underground manufacturer of weapons, and agreed to start selling the design blueprints of the secret government projects he has been working on during his regular job. Although this was profitable and safe, it wasn't enough. Soon, he began working for the manufacturer - not only selling the secret government blueprints, but actually designing new models to counter the government-made ones. As time passed, he became the lead engineer in the organization. From this position, he attempted to overthrow the organization's command and seize it for itself. Although he succeeded, the operation drew too much attention from the local authorities and resulted in the organization's disbandment and his imprisonment.
Personality: Cold and cynical. Sees others as assets and will not hesitate to crush those that stand in his way or present a threat.
Reason for getting REKT: Illegal arms manufacturing
Stats:
Energy: 1
Durability: 1
Maneuverability: 0
Hacking Systems: -2
Computer: 2
PSI Unit: -2
Robotics: -2
Engines: 0

Skills:
Charisma: 0
 Intuition: 0
 Handiwork: 1
 Conventional Weapons: -1
 Unconventional Weapons: 2
 Exotic Weapons: -2
 General Knowledge: 0
 Auxiliary: -2

John "Fawkes" Fletcher (F4wk35)
Spoiler:      SHOW
Name: John "Fawkes" Fletcher
Age: 30
Gender: Male

Personal Information: Born as the Son of a close friend to the CEO of a manufacturer of high-tech weaponry and mobile,
ground-based weapon-platforms, John had early contact with machines and showed that he was able to repair and
pilot machines and robots to a great extend at the age of 12. With 16 he started working at his father´s friend´s
manufacture as an mechanic. After 5 Years, he got a job as a test pilot for new systems, where he then lost his left leg.
After that he joined a mercenary squad, arranging mainly defense- and control-contracts from his former employer. During
this time he lost his remaining leg and the left arm. Has yet to fly a spacecraft by himself.
His mechanical Limbs are not constructed to enhance his physical abilities, but to provide a better handling of
the machines, he was working with. The feet consist of 3 15cm long dull claws, fixed to a central, rotatable hub.
The fingers of the artificial hand can each split into 2 thinner fingers to increase the number of controls he could
use. Other than that, the hand is extremely useful to peel fruit with only one hand.
All limbs are 100% connected to his nervous system and offer several sensors and ports to connect to machines which
then provide haptic sensation and an equivalent to pain (Kind of a dull pressure).

Personality: Usually calm and polite. As someone who appreciates loyalty, he has a strong aversion to traitors.

Due to nearly dying twice during the mission, he intends to pay more attention to his surroundings. He also hopes that no more Situations arise where Teammates have to sacrifice themselves.

Reason your character got REKT: Was caught after the rest of his Team abandoned the contract to defend
a new Prototype and stole it for another contractor (without his knowledge).

Stats:
Engergy: 1
Durability: 1
Maneuverability: 1
Hacking Systems: -1
Computer: 1
PSI Unit: -1
Robotics: 0
Engines: -1
(+2 / -3)

Skills:
Charisma: 1
Intuition: 0
Handiwork: 2
Conventional Weapons: 1
Unconventional Weapons: -2
Exotic...: -2
General Knowledge: -1
Auxilliary: -1
(+3 / -6)

Ysavva "Amenra" (DeusVorpal)
Spoiler:      SHOW
DeusVorpal wrote:Name: Ysavva "Amenra"
Age: 34
Gender: F

Personal History:
Ysavva grew up on a crime-ridden mid-system planet with little law-enforcement. It was run by various cartels that exploited people for labour and profited a little from everything on the planet, although made their main money from shipping goods off-planet. She doesn't remember much of the finer details, but if she ever saw it again, she's probably say "Oh, that shithole again."

Once a precocious child, she spent her childhood being an adept terrorist to the cartels and into her teens etched her own little territory where their goons feared to go. It came about through sheer determination to fight them, trap them, kill them, and cost them as much as possible while she herself spent every day fighting to survive. She was good at what she did and eventually roles changed. As she entered adulthood she also entered the force of the dominant cartel on the planet. At first as a mere soldier, but she soon proved her worth and advanced. Over time she served many roles: mercenary, enforcer, executioner, bouncer, bodyguard, right-hand-man...

Eventually she found her roles to be beneath her. While brokering a deal with an off-world merchant on behalf of the cartel, the deal went bad. Most people on both sides died. She took her chance, ended some lives, stole some goods and some money, and took the ship somewhere safe. Months passed, her supplies dwindled in her new environment, she had no contacts of her own and most of the merchant's old contacts she could dig up were either unavailable to her or uncooperative. She visited some, brokered some deals by force and laid down some new rules, but it was still just a small start for her.

Not knowing the galaxy outside of her own planet very well, she thrived remarkably well – but eventually she made the wrong deal in the wrong place, killed the wrong person at the wrong time, and landed herself in Tartarus.

Personality:
Aggressive, slightly abrasive, obscene, vindictive, highly capable, ultraviolent, and slightly psychopathic.

She doesn't take shit from anyone, but doesn't compromise missions over petty squabbles or fights among her crew. That kind of thing usually waits til the end of the mission to be resolved.

Physical Description:
Having spent so many years fighting so aggressively, Ysavva has definitely grown into her role. She's tall and stocky for a woman, and it's made it easier to disguise herself in many situations.

Apart from the scars across her body, she's very attractive.

Her right hand is completely scarred over. It's been broken and crushed more than once, as well as brutally cut open before. All of the bones in this hand and wrist have been replaced with highly precise and biologically correct ceramic prosthetics. Apart from the scars the hand is completely usable and not deformed. The nerves, although they feel no pain and are numbed from extreme temperatures, are still mildly responsive to touch and react quickly and accurately when she uses that hand.
The highly advanced ceramics are supremely hard, and extremely durable. They wouldn't stop any big bullets, or protect the hand from being crushed again, but their heft adds noticeably to her punch. Sometimes when she cracks the knuckles in this hand, in addition to the usual cracking sound, you can hear a dozen or so eerie little ceramic tinks as the knuckles fall together.

She has a little black skull tattoo on her left forearm just near the elbow. it's only four centimeters at it's largest point but it's extremely detailed. There are two short phrases at the top and bottom in diminutive font, too small to read without a magnifying glass. The eyes are each full of fire and diamonds. Not many people see this tattoo.

Ysavva traditionally decorates her helmet with her "Teeth of the Beast" design, in white, red, or black paint, depending on what's available. The design consists of a thick jawline along the entire jawline of her helmet, with big sharp bottom teeth all along that length, and a top jawline going from somewhere behind her ears all the way to the front of the helmet meeting at the bridge of her nose, likewise with big sharp teeth along its length.
The basic design is always the same. Sometimes she excludes the jawlines if it wouldn't look good, but the teeth are always there and vicious. She often scratches the outlines of the teeth into the paint of her helmet so that the shiny metal underneath is exposed and the viciousness is emphasized. She never diminishes the functionality or protection of her helmet by covering sensors or obscuring her vision, or scraping off protective coatings.

Entrance:
When you first see her, you see that her armour is already damaged. There's a mean, charred acid burn on the left side of her helmet and upper torso, and the right side of her armour is covered in dozens of shallow scratches and some chipped paint where bullets hit. Her entire front is stained sick shades of red and green blood where it flowed down. The Teeth of the Beast etched into her helmet are still shiny and voracious, although the paint on the left side has almost completely disintegrated under the burdens of acid and fire.

Prior to Mission Two, Ysavva was sent on a little side-job for the heads of Tartarus. It was a simple off-the-books pickup-dropoff mission for something. It involved a lot of cash and secrecy, and the expectation was that with everything pre-arranged, this one wouldn't be to difficult.

She came back to the mothership with damaged armour, the cash, the goods, and a smoking gun.


Reason your character got on Tartarus: Pissed off slightly too many of the wrong people.
Reason character joined REKT: Thinks she's the biggest badass on Tartarus.

Stats:
  Energy: 2
  Durability: 0
  Maneuverability: 1
  Hacking Systems: -2
  Computer: -1
  PSI Unit: -1
  Robotics: -2
  Engines: 0
Skills:
  Charisma: -2
  Intuition: 1
  Handiwork: -1
  Conventional Weapons: 1
  Unconventional Weapons: 1
  Exotic: 0
  General Knowledge: -2
  Auxiliary: -1

Blake Lowe (Black--Snow)
Spoiler:      SHOW
Black--Snow wrote:Name: Blake Lowe
Age: 21
Gender: Male
Personal Information: Optimistic yet cautious young space pilot, has seen a lot of ups and downs for his relatively young age including being uncloaked by a retreating ally and then destroyed. It didn't help that said ally was under his control either... He was born on a small colony in a core system and spent three years learning and gradually gaining enough skill and knowledge to make it on his own, which didn't end up working out anyway.

Blake died at the end of the second REKT mission. Through all of his near-death experiences he never once actually died, and it has affected him for the better. Realising the severity of his situation, he has resolved to become stronger and more willful. He will survive and if he is to be killed or captured he sure as hell won't let them get away unscathed.

Personal Relations ((This might be a good idea to add for RP purposes.))
Blake's life was saved by fellow inmate Trig's when Trig sacrificed his own life, Blake feels indebted to Trig and honoured that he believed Blake was worthy of saving. Blake likes Trig a great deal due to this.

Personality: Kind and optimistic but also cautious and vengeful. Loves cats and reptiles. Also loves to tell stories about his adventures and many many near death experiences. Unemotional during events, however prone to emotion issues afterwards.
Reason your character got REKT: Accidentally ejected a nuclear device into a trade station in a moment of panic during a pirate attack. Destroyed $22.32 trillion worth of materials, goods and structures.
Stats:
  Energy: 0
  Durability: 0
  Maneuverability: -1
  Hacking Systems: 2
  Computer: 0
  PSI Unit: 0
  Robotics: 0
  Engines: 0
Skills:
  Charisma: 0
  Intuition: 1
  Handiwork: 1
  Conventional Weapons: 1
  Unconventional Weapons: -1
  Exotic: -1
  General Knowledge: -1
  Auxiliary: 1

Andrew Rice (Cuisinart8)
Spoiler:      SHOW
cuisinart8 wrote: Name: Andrew Rice
Age:25
Gender:M
Personal Information:Andrew was born into a rich Core World family that owned a small luxury cruiser line. It was always his dream to captain one of the giant vessels owned by his family. However, when his father allowed him to take one for a spin- with passengers- the reactor went critical from lack of maintenance...a situation made worse by Andrew's bumbling attempts to contain the catastrophe. By the end of the day, the liner was a clump of irradiated slag, 500 passengers were dead, and Andrew was on his way to the Outer Rim to escape his family's anger. Unfortunately for him, the Tartarus caught up with him one day...
Personality:Easy-going and friendly, once you get to know him. He is very quiet otherwise. He seems to genuinely feel bad for his actions and wants to atone.
Reason your character got REKT:Accidentally caused 500 passengers to die while they were under his care.
Stats:
  Energy: 0
  Durability: 1
  Maneuverability: 0
  Hacking Systems: -1
  Computer: 1
  PSI Unit: -1
  Robotics: -1
  Engines: 0
Skills:
  Charisma: 0
  Intuition: 1
  Handiwork: -2
  Conventional Weapons: 1
  Unconventional Weapons: 1
  Exotic: -2
  General Knowledge: -1
  Auxiliary: -1
Jimmy "Damn Cool" Triggerhappy (gchapyzh)
Spoiler:      SHOW
gchapyzh wrote:Name: Jimmy 'Damn Cool' Triggerhappy
Age: 22
Gender: Male
Personal Information: The son of the great Carter Trigerhappy. Equally crazy compared to his father, but less lucky. Knows little of engineering, but is a specialist in boarding, shooting and cutting. Once managed to breached and captured and enemy dreadnought by himself.
Personality: Aggressive responses to threats, otherwise friendly but over-energetic. Loves cutters and shooter. Fear of water.
Reason your character got REKT: Primary: In the REKT program for capturing and ramming a dreadnought into a city-station after orders from the Admiralty to stand down from attacking an enemy. Secondary: Deaths of over seventy five thousand people and the destruction of a whole planet in earlier encounters.
Stats:
  Energy: 2
  Durability: 1
  Maneuverability: -2
  Hacking Systems: -2
  Computer: -2
  PSI Unit: 1
  Robotics: -2
  Engines: -2
Skills:
  Charisma: -2
  Intuition: -2
  Handiwork: -2
  Conventional Weapons: 1
  Unconventional Weapons: 1
  Exotic: -2
  General Knowledge: 2
  Auxiliary: -2

Servius (A_New_Challenger)
Spoiler:      SHOW
A New Challenger wrote:Name: Servius
Age: 23

Personal Information: Inmate Tulius's younger brother, although neither of them were aware of this until many years later, as Servius was secreted away shortly after birth. The Imperator of Res Publica, the faction for which both brothers worked. A born leader, charismatic to a fault, and one of the most highly skilled combat operatives U-235 ever had. A prime candidate for Consul, Servius was space-bound for a black-ops briefing when his homeworld was inadvertently destroyed.

Personality: Charismatic and physically dominating. Tends towards not using his charisma to manipulate people, but will if necessary. Highest marks in Hand to Hand/Melee Combat.

REKT: After watching his homeworld burn in atomic fire, his personality took a dark dive, and he fled toward the nearest Mega-Tropolis. At one point, got into a fight and proceeded to kill most of the entire block during the ensuing melee.

Stats:
Energy: 0
Durability: 1
Maneuverability: 1
Hacking: -2
Computer: 0
Psi Unit: -2
Robotics: -2
Engines: 1

Skills:
Charisma: 1
Intuition: 1
Handiwork: -2
Conventional: -2
Unconventional: 1
Exotic: -2
General Knowledge: 0
Auxiliary: 0
Payback-13 (BMRX)
Spoiler:      SHOW
BMRX wrote:Name:
Payback-13

Age:
Unknown, enough time for thirteen memory wipes

Gender:
EXO - Humanoid Machine

Personal Information:
Payback-13 suffers from Amnesia, with no real knowledge of how he got here or where he came from. He knows his name and how to fight, CQC and small firearms use is so familiar it's comparable to knowing how to breath when organic's are born.... Breathing, what is that anyway? A useless function, that's what.

Personality:
Quiet, but sarcastic in nature. Payback-13 has a distrust of most intelligent organic life. Especially after waking up on this damned ship, his ultimate motivation is vengeance and he will find whatever means to exact it. If something is useful to him, he will protect it. All previous memories unknown, past experiences null.

Reason your character got REKT:
After attempting to access the information on his thirteenth memory wipe Payback-13 has been unable to ascertain the reason why.

Stats:
  Energy: 1
  Durability: 1
  Maneuverability: 1
  Hacking Systems: -2
  Computer: 0
  PSI Unit: -2
  Robotics: -2
  Engines: 0

Skills:
  Charisma: -2
  Intuition: 0
  Handiwork: -2
  Conventional Weapons: 1
  Unconventional Weapons: 1
  Exotic: -2
  General Knowledge: 0
  Auxiliary: 1
Kalah Grimm (Grimm)
Spoiler:      SHOW
Grimm wrote:
Name: Kalah Grimm
Age: 24
Gender: F
Personal Information: Kalah grew up in a busy Mid-Rim Metropolis that was plagued by an unprecedented crime rate. It was inevitable, then, that she ran afoul of a powerful mafia. Deciding that she rather enjoyed breathing, and life in general, Kalah cut a deal with the police. Their protection for her information. It sparked a street war that lasted well over a year, only blind luck and street-smarts kept Kalah from meeting her creators. Eventually she decided to join the police and had all the makings of a stunning police officer. Her career came to an abrupt and screeching end after a night of heavy drinking. She has sworn off alcohol since.

Kalah is of average height, though built a bit stronger and faster due to her previous professions. She sports dark mid-length hair and green eyes.
Personality: Kalah is a team player with a healthy inclination to not get dead. Usually calm and able to think creatively. Though she does tend to run her mouth when thinking. Her humor varies from dark to pitch black.
Reason your character got REKT: Accidentally spaced both her CO's wife and mistress in one go after a night of drunken merrymaking.
Stats:
  Energy: 1
  Durability: 0
  Maneuverability: 2
  Hacking Systems: -2
  Computer: 0
  PSI Unit: -2
  Robotics: -2
  Engines: 0
Skills:
  Charisma: 0
  Intuition: 2
  Handiwork: 0
  Conventional Weapons: 1
  Unconventional Weapons: -2
  Exotic: -2
  General Knowledge: -1
  Auxiliary: -1
[/quote]
Dak Perkins (Charley_Deallus)
Spoiler:      SHOW
Charley_Deallus wrote:I'd like to be in line to get REKT :ghost:

Name: Dak Perkins
Age: 23
Gender: Male
Personal Information: Dak Perkins grew up having a rough start to life. Abandoned by his parents, he was raised by a mercenary group as one of their own. He was raised to handle firearms and taught tactics so that he could join them when he became old enough. When Dak turned 18, he was cleared to go on missions, and when he turned 20, he began leading them. It seemed as if he was destined to rule the group one day until he made a grave error. While in the middle of a civil war conflict, Dak was caught by a grenade blast and left disoriented. Several government soldiers and fellow mercenaries came to assist him but he gunned them down while still concussed, acting on adrenaline and instinct. Despite many in the group seeing both sides of the situation, there were too many negatives against him and the allied government was planning on having him executed in accordance to their...'just' laws. Rather than risk the group coming into conflict with the government, Dak was handed over to the Tartarus.
Personality: Dak was raised to follow orders and give them if no one else was up to the task. He tends to keep chatter to a minimum during missions and talk plenty after them. A soldier who knows that teamwork can make or break a mission. Always learning new things in order to be the best, as he was raised to be. Avoids talking about why he got sent to the Tartarus.
Reason your character got REKT:
Stats: Dak killed some people by accident and was going to be sentenced to death by heathen laws.
  Energy: 1
  Durability: 1
  Maneuverability: 0
  Hacking Systems: -1
  Computer: 0
  PSI Unit: -1
  Robotics: 0
  Engines: -1
Skills:
  Charisma: 0
  Intuition: 1
  Handiwork: -1
  Conventional Weapons: 1
  Unconventional Weapons: -2
  Exotic: -2
  General Knowledge: 1
  Auxiliary: -1
Purchases: (Still have 1 credit)
Light Armor
Energy Shield
Assault Rifle
Gauss Rifle
Laser Pistol

Nequeba (Vector67)
Spoiler:      SHOW
vector67 wrote: **Name: Nequeba
**Age: 19
**Gender: Female
**Personal Information: I had a rough childhood if you could call it that. I sort of just got abandoned by my parents, I think they died. I was really young. I was found by a guy who took kids and sort of abused them as a labor force. Not really sure what happened there, I ran away pretty quickly and realized that the best way to survive on the world I lived on was just to slip into the shadows and do whatever came naturally. For me of course that just so happened to be eyeing valuable artifacts and acquiring them in whatever way happened to be available at the time. A couple of assisted suicides happened that way. Of course the last time didn't go so well, I was just sort of trying to do a job for a friend, he wanted another "friend" taken care of. I didn't know that the plant fertilizer that was stored with the food was highly explosive.
**Personality: What is there to say? I love new people, but I don't get attached. I'll do anything for a price.
**Reason your character got REKT: What do you think after reading the personal information? I kinda blew up an entire storage area which just so happened to contain about half of our planets food sources which resulted in a massive starvation…

**Stats:**
* Energy: 0
* Durability: -2
* Maneuverability: 1
* Hacking Systems: 0
* Computer: 0
* PSI Unit: 1
* Robotics: -1
* Engines: 0
**Skills:**
* Charisma: -1
* Intuition: 0
* Handiwork: 0
* Conventional Weapons: -1
* Unconventional Weapons: 1
* Exotic: 1
* General Knowledge: 0
* Auxiliary: -1
Quackshot (IronDuke)
Spoiler:      SHOW
IronDuke wrote:Here's my character. He is almost entirely based on my dark side, aka he's what I would be if I didn't make a conscious effort to remain sane.


Name: William “Quackshot”
Age: 35
Gender: Male

Personal information: Formerly a commander of an entire platoon in the military of a god-forsaken dust ball in the middle of nowhere, William is not the person he used to be. He was ordered to abandon the civilian convoy he was escorting to protect a military base that was under attack by a rival system, but refused. Almost single-handedly he saved the convoy and it’s 20,000 people, but the military base was destroyed. Fellow-soldiers, angry at his disobedience that cost them many comrades, chose not to assassinate him. Instead, they tortured and killed his family, his girlfriend, and several other friends, then got him put on the Tartarus, which was the only official bit. They figured, quite correctly, that living with that much loss due to his decision would be much more painful than death. Now he is no longer a friendly, charismatic figure. Angered that trying to protect civilians – what he views as the military’s duty – got so many people he loved killed, he has vowed never to grow attached to anyone ever again. He completely lost his faith in humanity, and has contemplated suicide several times, but deemed it not worth ridding other people of his annoying presence. He is an excellent pilot, and agile, strong, and accurate on the ground. His main weakness is a complete ineptitude around all things robotic psi or unusual. He mainly likes simple he can understand. Anything he can’t understand frustrates him, which is like frustrating a rattlesnake wrapped around your neck while hanging upside down from a tree. He was nicknamed “Quackshot” by the instructors at the training facility, who were charmed by both his accurate shooting and flying, and his obsession with anseriform poultry.

Biological information: Standing 5 feet 6 inches, William is built very stickily and has been known to bend crowbars with his bare hands out of sheer boredom. He is capable of fast, accurate movements. He has developed a permanent glaring scowl calculated to annoy people. His clenched muscles and tight, choppy movements denote his contained rage.

Personality: Not friendly. Prone to displays of rage, yet it never really gets out of control, aka he might yell a lot and bang things, but never actually hurts anyone or breaks anything, despite his strength. Also, he never cusses, which is strange at times. Somewhere deep inside him is the remnant of the kindly person he once was. If someone can repeatedly prove himself to be rock-reliable, William may show a little of his nice side, which is made slightly creepy by the contrast with his normal behavior. Unlike anyone else, he feels a strange affinity to SCAMPS.

Reason your character got REKT: Disobeying an order to abandon a convoy and defend military assets, despite the number of people in the convoy being ten times greater than that of the station.

Stats:
Energy: 1
Durability: 1
Maneuverability: 1
Hacking systems: -2
Computer: -1
Psi Unit: -2
Robotics: -1
Engines: 0

Skills:
Charisma: -2
Intuition: 1
Handiwork: -2
Conventional Weapons: 2
Unconventional Weapons: 0
Exotic: -2
General knowledge: 0
Auxiliary: 0

Spoiler:      SHOW
-2
-1
0
1
2
3
4
Last edited by Talvieno on Sat May 21, 2016 5:51 pm, edited 53 times in total.
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Re: God Throws Dice

#4
Waiting:




Confirmed AWOL:

Aegagrus The Horned (Silverware)
Spoiler:      SHOW
Silverware wrote:Name: Aegagrus the Horned
Age: Old enough
Gender: Goat
Personal Information:
In an attempt to escape the wrath of a large corporation on the core worlds, Aegagrus went to extremes.
He had a cosmetic surgeon replace his face entirely, however the operation was botched and his brain was extracted and placed inside the body of a Goat.
The operation left his mind a mess, and he lost almost all his memories. However this gave him the clean slate he required, and after brutally murdering the cosmetic surgeon with his bare hooves, he boarded a colony ship headed to the outer rim of civilisation, intent upon starting a new life as a goat.
Unfortunately he had a minor disagreement with the crew of the colony ship, who seemed to think he was some kind of devil creature.
The colony ship was found three years later, crew pulverised to death, and a lone goat grazing in the biodomes.

The crew of the "Aetherium", the science vessel that found the colony ship, adopted the goat as a kind of pet.
Aegagrus traveled with the Aetherium, investigating scientific oddities and anomalies for another two years, as slowly the crew died, one by one, to strange events, unexpected accidents, and occasional explosive decompression.

Years later the Aetherium was found entering Imperial territory, after many attempts by salvagers to "acquire" the Aetherium that were met with grisly deaths, the Aetherium was noted as a Ghost Ship, and left alone while in civilized space, it was this very reputation that drew the attention of REKT. A crew of REKT morons was dispatched to capture the ship.

All they found was death, and a goat with metal arms, and a universal-goat translator strapped around his neck.

Personality:
A highly unstable "individual" Aegagrus has severe violent tendencies, and typically resorts to violence to solve social issues first and foremost.
The REKT Psych evaluation suggests that if one disagrees with Aegagrus one should keep that fact to themselves. The medical note from that same evaluation mentions stitches required for "self-inflicted" bite marks upon the interrogator's neck.

Reason your character got REKT:
Captured as a specimen during a REKT mission to investigate a "haunted" starship.

Stats:
  Energy: 0
  Durability: -1
  Maneuverability: 1
  Hacking Systems: -1
  Computer: -1
  PSI Unit: 0
  Robotics: 1
  Engines: 0
Skills:
  Charisma: -2
  Intuition: 0
  Handiwork: 0
  Conventional Weapons: 1
  Unconventional Weapons: 1
  Exotic: -1
  General Knowledge: 0
  Auxiliary: 0
Purchases:
Metal Armature designed to replicate human motor function in the arms. Controlled via PSI link with the wearer, and strapped on securely with an unidentified "leather".
Universal-Goat Translator on a Rope, tied around his neck and attached to the Armature. It translates Goat into any installed language, currently it only has Korean and English.

Infantry Sword. (1 handed)
Laser Pistol
Grapple Set (Integrated into the Armature)

Tesla Arc Projector
Forceps Laser

Casket Mk1
2x Robotic Arm
2x Pincer Attachment
Karenisti (Hyperion)
Spoiler:      SHOW
Hyperion wrote:Name: Karenisti Colony Ship, Karen for short

Age: aprox. 7 Galactic years (1,500,602,017 earth years)

Credits: Credits? what are we, organics?

Gender: Astronine

Personal Information:
A relic of an ancient and powerful race, the colony ship was sent out to take over a distant system. On the way, a rogue star passed close by and completely changed its trajectory. It has been drifting ever since. The Galaxy has rotated over 6 times since then, it's civilization has collapsed, and the homeworld is now over 6489 ly away. Lovely. Does this pile of garbage even have warp drives?

The colony-ship, though only about the size of a hamster, is incredibly advanced and contains hundreds of uploaded minds. It is built and powered by physics that even the galactic domain of mankind cannot come close to understanding. Unfortunately it's so advanced that the most advanced technology on the Tartarus is barely medieval in comparison, so it's pretty much impossible to repair itself or recharge. Luckily, it's pretty much indestructable with such simple technology, maybe a couple strong nukes detonated next to it could do some damage, but what's the phrase "This will hurt you more than it will hurt us". The ship can ooze around like an amoeba, but it's slow and moving like that uses hundreds of thousands of times more energy than it does just staying still, it wasn't designed to move around a ship, it IS a ship. Luckily there are plenty of organics and simple machines to hijack and be made useful.

Personality:
There are many of us in here, and we each have a different opinion on pretty much everything, some aggressive, others diplomatic, some sadistic, others altruistic. Really the only thing we share is a sense of disdain and contempt for being stuck on such a primitive piece of garbage. Seriously, it doesn't even have synthetic fusion, you only use 200 elements? That you..mine? :problem: God, we miss civilization.

REKT:
Your damn Tartarus slammed into us in deep space. After over a billion years adrift in space, we were bound to hit something. But a garbage heap like this? What rotten luck. Even worse, the ships collided at a substantial fraction of the speed of light, causing damage to even a nigh indestructible ship. The power core could have kept us in a perfectly sustainable stasis for the next trillion years, but the collision damaged it, and now we're losing power at an astonishing rate, and the Tartarus might as well be made of sticks and leaves for trying to repair it. We're also wondering how the hell your piece of garbage survived such an impact, you must have found some half decent shielding among the ruins of our empire. This ship needs to return to some remnant of civilization to see if anything remains that can fix it, or else we will all die.

Stats:
  Energy: 0
  Durability: 0
  Maneuverability: 0
  Hacking Systems: 2
  Computer: 1
  PSI Unit: -2
  Robotics: -2
  Engines: -2
Skills:
  Charisma: -2
  Intuition: 0
  Handiwork: 2
  Conventional Weapons: -2
  Unconventional Weapons: -2
  Exotic: 1
  General Knowledge: 0
  Auxiliary: 0
Purchases:
You expect us to trade with animals and garbage cans for toys and trinkets?

Personal Stat: (for RP purpose, affects no one else)
Power core: 78% (this will go down when Karen has to crawl around. when it hits 0, we die)

Zorathex
Spoiler:      SHOW
Name: Zorathex
Age: 23
Gender: Male
Personal Information: from the age of 3 it was clear Zorathex was a mechanical genius, already making simple levers with toys. At the age of nine he could disassemble and reassemble anything he got his hands on. Starting at the age of 17 he began training to be a captain of a one man freighter. At the age of 23 his parents died in an massive explosion caused by a malfunctioning invention that he had been working on, that along with a hundred others that where killed by the fire that followed, tens of thousands of credits worth of property damage, got him thrown in jail.
Personality: shy, smart and mechanically minded, but not very good in stressful situations.
Reason your character got REKT: Zorathex caused the death of over a hundred innocent civilians and tens of thousands of credits worth of property damage.
Stats:
  Energy: -1
  Durability: -1
  Maneuverability: 1
  Hacking Systems: -2
  Computer: 0
  PSI Unit: -2
  Robotics: 1
  Engines: 1
Skills:
  Charisma: 0
  Intuition: 0
  Handiwork: 1
  Conventional Weapons: 0
  Unconventional Weapons: 1
  Exotic: -2
  General Knowledge: 0
  Auxiliary: -1

Tonon Murk (Slymodi)
Spoiler:      SHOW
Name:Tonon Murk
Age:35
Gender:M
Personal Information: Born into money Tonon always had a good life. When he turned 20 his parents died under mysterious circumstances and he inherited all of their fortunes. He spent quite a while as a playboy sapping away at a tiny fraction of his parents massive funds. He would throw parties every Friday that would last until early in the morning on Monday. After years passed he found no pleasure in his hedonistic behaviour so he turned to violence. It started with animals, then moved to people. He loved it so much he went to TE-34 and slaughtered everyone on it only weilding a knife as a challenge.
Personality: Loves to toy with people. Often jumps into situations without thinking things through. Likes to impress people. Doesn't really like people. Does not show true feelings and has no alliances.
Reason your character got REKT: Genocide of TE-34
Stats:
  Energy: 0
  Durability: 0
  Maneuverability: 1
  Hacking Systems: 0
  Computer: -1
  PSI Unit: -1
  Robotics: -1
  Engines: 1
((+2, -3))
Skills:
  Charisma: 2
  Intuition: -2
  Handiwork: -2
  Conventional Weapons: 1
  Unconventional Weapons: 1
  Exotic: -2
  General Knowledge: -2
  Auxiliary: -2
((+4 -10))
Spoiler:      SHOW
-2
-1
0
1
2
3
4
Last edited by Talvieno on Sat May 21, 2016 5:51 pm, edited 102 times in total.
Reason: edit
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Re: REKT: God Throws Dice

#5
Name: BFett
Age: 25
Gender: Male
Personal Information: A hacker by trade, he attempted to slice into one too many banks and was caught before he could complete a funds transfer of 250,000 credits. He claims that he was framed and that he only used his knowledge about hacking to further the REKT program. Officials didn't buy the story when they discovered that the funds were being used to buy and sell stocks and happened to crash several small businesses.

(Conversation from a bugged ship while transporting BFett to the Tartarus. BFett was sitting right next to the speaker so it only picked up his voice.)

"They say I hacked into some bank and tried to steal a quarter of a million credits or something like that. They also accused me of using the funds to crash some small businesses. I played the stock market alright? It's not illegal, but they throw me away anyways. Yeah I failed... I never attempted the hack in the first place! I told them I was framed. I couldn't have used that money to do anything since I didn't have it. Would they listen... nooo.
(A moment of silence)
Unfortunately there aren't any lawyers available to cyber crooks on Karbad III. They busted their way into my house and I had no time to act. The rest is history."

Personality: A nice fellow who seems honest and sincere although he tends to keep to himself most of the time.
Reason your character got REKT: Hacked into local banks and stole 250,000 credits.
Stats:
  Energy:-1
  Durability:0
  Maneuverability:0
  Hacking Systems:1
  Computer:1
  PSI Unit:-1
  Robotics:-1
  Engines:0
Skills:
  Charisma:0
  Intuition:0
  Handiwork:-2
  Conventional Weapons:1
  Unconventional Weapons:0
  Exotic Weapons:-1
  General Knowledge:1
  Auxiliary:0
Purchases:Particle Gun, Assault Rifle, Grenade Pack (3 grenades of any type) (3 credits remaining)
Last edited by BFett on Tue Sep 22, 2015 12:07 pm, edited 10 times in total.
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Re: REKT: God Throws Dice

#7
Name: Dr. Cha0zz
Age: 32
Gender: Male
Personal Information: Grew up in a poor family and was beaten by his parents. Bullied at age 6-12 until he took revenge by electrifying the bullies brain.
Went to university at the age of 16 and proved to be one of the best students, during his time at university, different mysterieus dissapearings and explosions happened, but this could not be linked back to him.
After graduation he started a drugs lab to sell his self invented drugs. Because just selling drugs is boring, he also started making powerfull explosives and sold them to terrorists.

Personality:Unstable, not easily scared.
Reason your character got REKT: Production and sale of explosives and illegal drugs
Stats:
  Energy: 0
  Durability: 0
  Maneuverability: 0
  Hacking Systems: 0
  Computer: +1
  PSI Unit: -1
  Robotics: 0
  Engines: 0
Skills:
  Charisma: -2
  Intuition: 0
  Handiwork: +1
  Conventional Weapons: -1
  Unconventional Weapons: +1
  Exotic: -1
  General Knowledge: +1
  Auxiliary:-2
Purchases:
3 creds - Microwave Field Manipulator
Free - Gauss rifle
Free - Grenade pack (2x explosive grenade; 1x Sticky grenade)
Free - clothing - labcoat

(2 creds remaining)
Last edited by Cha0zz on Mon May 25, 2015 2:45 am, edited 4 times in total.
LT Wiki | IRC | REKT Wiki
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Idiots. Idiots everywhere. ~Dr. Cha0zz
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Re: REKT: God Throws Dice

#8
Name: Dinosawer
Age: 22
Gender: Male
Personal Information: Fascinated by things that go fast from an early age after an infamous gocarting race. Signed up for pilote academy, graduated with high marks, with professors marking "Yes, yes, you pass! Now let my out of this flying death machine!"
Became a stunt pilot after being refused for the military due to "dangerous flying behaviour".
Personality: Nice person, but witty and a bit of a know-it-all.
Reason your character got REKT: Arrested on accusation for terrorism for a stunt involving a national monument and a "borrowed" fligher. I swear I wasn't going to hit it!
Stats:
  Energy: 0
  Durability: 0
  Maneuverability: 1
  Hacking Systems: -2
  Computer: -2
  PSI Unit: -2
  Robotics: 1
  Engines: 1
Skills:
  Charisma: -1
  Intuition: -1
  Handiwork: -1
  Conventional Weapons: 1
  Unconventional Weapons: -1
  Exotic: -2
  General Knowledge: 1
  Auxiliary: 1
Purchases: (remember that you get 5 creds at the start)
Electrolaser
Cargo pod
Repair kit
Assault Rifle and Plasma Blaster
(0 credits left)
Last edited by Dinosawer on Sun May 24, 2015 4:41 pm, edited 4 times in total.
Warning: do not ask about physics unless you really want to know about physics.
The LT IRC / Alternate link || The REKT Wiki || PUDDING
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Re: REKT: God Throws Dice

#9
Name: Francis
Age: 27
Gender: Male
Personal Information: A musical prodigy growing up, Francis loves nothing more than to toot his own horn. At the age of 17, he joined the Staccato City Ensemble full time until a certain incident one day. Despite not being French, people often assume him as such.
Personality: A pacifist, and a complete wimp. Given the option, he'd rather cower in the corner than get involved in any of that combat thing. As a result, he has become very good at running away. Loves puns.
Reason your character got REKT: After a particularly ill-received performance, the ensemble went on a rampage, attacking the audience with extreme violins, sharpening their instruments to flatten their foes as though that combination was just natural. Francis was pulled into the fray against his will and... well, you can imagine the rest.
Stats:
  Energy: -2
  Durability: +1
  Maneuverability: +1
  Hacking Systems: -2
  Computer: -2
  PSI Unit: -2
  Robotics: -2
  Engines: +2
Skills:
  Charisma: -1
  Intuition: 0
  Handiwork: 0
  Conventional Weapons: 0
  Unconventional Weapons: +1
  Exotic: 0
  General Knowledge: 0
  Auxiliary: 0
Purchases:
Afterburner System (3 credits)
Horn (1 credit)
3 Flare grenades (FREE)
Crowbar (FREE)
Mk 1 CASKET + two Standard Robotic Arms (FREE) ((in by default - just for completeness))
1 credit remaining
Last edited by DigitalDuck on Sun May 24, 2015 9:58 am, edited 1 time in total.
Games I like, in order of how much I like them.
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Re: REKT: God Throws Dice

#11
You don't have to talk in parentheses, guys - that's for the mission thread. :) I clarified that in the starter post. Mission thread will be up as soon as we have enough people.

Cha0zz - everything looks good! You're in. :)

Dinosawer - you can still have a hacker if you'd like. There's nothing wrong with multiple of the same type. Also, I'd be hesitant to call this a DnD game. In one of those, you're not very likely to die unless you're retarded. In this, you're not very likely to die unless you're not very smart. :P That's balanced out by making it so that death means little.

If I can get at least 8 characters, I'll be making two squads of four, five, or six. If I can get five or six characters, we'll have one squad. Squads have to be either four, five or six characters in size for balancing reasons. There will be NPC squads (for a total of six squads), but don't expect them to be much help beyond cannon fodder or distractions. In other words, Dinosawer, if you and BFett are both hackers, and we get enough characters for two teams, I'll just put you in another squad.

DigitalDuck, your character sheet made me snort with laughter, which is rare. I'm going to have fun with this. :P I also can't imagine what kind of build you're planning. And yes, buying a horn is allowed. I can attach it to your ship as a vehicle horn or you can keep it in the cockpit. As a miscellaneous item, it'll cost 1 credit. There's a lot of paperwork involved, see.

ALSO, IMPORTANT TO ALL: I'm taking out where you lose your ship stats when you get blown up, or modifying it a bit at least. That will only apply if there is absolutely nothing left of your ship, which will be a pretty difficult feat to pull off. I think losing most of your items when your ship gets destroyed will be a pretty bad punishment already.

AGAIN ALSO: Do not expect not to lose parts of your ship. If you don't, it'll be a miracle. Losing engines is fine - you can find ways to work around it. Losing weapon mounts, fine too. You can safely lose everything up to your brain and I'll just dump you in a robot body and make you a new ship. Credits still pass between missions, as do skills, unless I really hate you. (The hating thing is a joke, to be clear. Credits and skills pass between missions guaranteed as long as your brain is intact.)

MORE ALSO: Buying things for someone else is permitted, if you want them to have X but they don't have the money for it. Pooling funds is not. Credits are yours and are non-transferable. Think of them as requisition tokens or something.

AND FINALLY ALSO: Salvaging bits of someone else's ship is totally A-OK. You can sell anything you decide to pick up on the battlefield, but there's no guarantee you'll get that much for it. Sell prices are partially determined by charisma.

I'll be adding all this stuff to the main post to make it easier to find.
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