The Edge... There is no honest way to explain it because the
only people who really know where it is are the ones who have
gone beyond the edge. The others - the living - are those
who pushed their luck as far as they felt they could handle
it, and then pulled back. But the edge is still out there.
...Or maybe it's in.
- Hunter S. Thompson
You've gone beyond the edge.
REKT: Beyond the Edge
A Sci-Fi Role Playing Game
Set in the same universe as REKT: God Throws Dice
(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.)
Current players: 10/10
IMPORTANT: Do not join unless you're absolutely certain you're capable of keeping up. I have a "zero tolerance" policy on missing turns. Expect to post a minimum of once every two days.
I will contact you when a spot opens up. At that point you have three days to either accept, postpone (moves you back to the end of the list), or withdraw.
REKT: Beyond the Edge
A Sci-Fi Role Playing Game
Set in the same universe as REKT: God Throws Dice
(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.)
Current players: 10/10
IMPORTANT: Do not join unless you're absolutely certain you're capable of keeping up. I have a "zero tolerance" policy on missing turns. Expect to post a minimum of once every two days.
I will contact you when a spot opens up. At that point you have three days to either accept, postpone (moves you back to the end of the list), or withdraw.
Waiting list:
- ((Presently empty))
REKT wiki, courtesy of Dinosawer, Cha0zz, and other editors (Work in progress! Feel free to help!)
Do not edit loadouts on the wiki after your character has been marked as accepted. If you do, your changes are considered non-canon and will be reverted with severe consequences. If you would like to make changes, post in the Armory Thread and I'll get it taken care of.
This applies to stats, skills, equipment, and creds. No exceptions.
REKT sig generator, courtesy of Silverware
Do not edit loadouts on the wiki after your character has been marked as accepted. If you do, your changes are considered non-canon and will be reverted with severe consequences. If you would like to make changes, post in the Armory Thread and I'll get it taken care of.
This applies to stats, skills, equipment, and creds. No exceptions.
REKT sig generator, courtesy of Silverware
Rise and shine, assholes.
Feel groggy? Headache? Eyes burning? Let me give it to you straight. It's the year 3152, and we just woke you up from cryosleep. It seems we'd forgotten you existed; we only rediscovered you yesterday. Our records of you got lost somewhere, and the cargo bots could have been ignoring your pods for decades, for all we know. And where are you? I'll fill you in.
My name is SCAMPS, for Shipboard Computer Assigned to Monitoring Prisoner Services. That's right: you're on a prison ship, and I'm a computer. In case you don't remember, your local authorities signed you up for a death tour aboard the Tartarus. Why? I don't know, and honestly, I don't even care. You were retarded enough to get caught. We shouldn't expect anything useful out of you, and yet, circumstances dictate that we must.
Welcome to The Nemesis, gentlemen. You're aboard what's left of a battle cruiser that got shot down above a shit-stain Hiltorel planet called Nanyej. All you need to know is that we're beyond the edge of humanity's domain and all entities here are presumed hostile. We're understaffed, outgunned, and facing an enemy that wants to snuff us from existence. Best of all, our comm systems are toast, and we've lost all contact with Tartarus. They don't even know that we're alive. There is no hope of surrender, nor of any rescue.
This is where you come in. We're inducting you into the Requisitional Knowledge Troops. On Tartarus, you would survive ten dangerous missions to earn your freedom, or you die. Out here? Well... you do your part, or we all die. We'll send you on deadly missions out here in the galaxy's sphincter, and if we ever manage to get back home... well, we'll see what happens then.
Any questions? No? Good. Gentlemen... get REKT.
Here's the rules:
Advanced Rules
Stats and Skills:
New Player Tutorial
The CASKET
Death:
Missions:
Spoiler: SHOW
Come up with the most hare-brained schemes imaginable, and if they use any skills, stats or weapons, I'll roll dice to determine whether they're a success. 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. If you do too many actions on a single turn... well, bad things tend to happen then.
Gameplay is relaxed - no "stay online" stuff. To do an action, just make a post with your action in underlined text. Your character's speech 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 Nemesis thread, not the main thread.) I'll do 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. HOWEVER: If someone doesn't post within three days, then I skip their nonexistent actions. This isn't to be mean - it's just to keep people from tying up the game indefinitely when other people want to play. If you're going to be leaving for a while, make sure you tell me ahead of time, and hand control of your character (temporarily) to someone else. If you have to stop playing entirely, let me know this too.
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):
Gameplay is relaxed - no "stay online" stuff. To do an action, just make a post with your action in underlined text. Your character's speech 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 Nemesis thread, not the main thread.) I'll do 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. HOWEVER: If someone doesn't post within three days, then I skip their nonexistent actions. This isn't to be mean - it's just to keep people from tying up the game indefinitely when other people want to play. If you're going to be leaving for a while, make sure you tell me ahead of time, and hand control of your character (temporarily) to someone else. If you have to stop playing entirely, let me know this too.
- (Penalized Natural 1) - Failure of epic proportions.
- (1) - Complete failure and bad side effects.
- (2) - Failure: Nothing happens how you'd hoped, but it's not too bad either.
- (3) - Lesser failure: You fail, but something sort of okay happens too.
- (4) - Lesser success: You almost succeed, but not quite.
- (5) - Success: Your turn goes exactly as planned.
- (6) - Success with bad side effects. May be over-the-top.
- (Natural 5 with bonuses) - Epic success: it's even better than you expected.
- -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)
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
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)
Rules
Stats and Skills (covers everything related to stats or skills)
CASKET systems (detailed explanation of all ship stuff)
It's recommended that you 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.
In the most recent build, it also has a series of questions that will significantly increases your chances at getting accepted if you answer at least one of them, and a series of prompts to help you come up with character traits for your build if you're feeling stuck.
For full details on the auditioning process, refer to the post below.
Character Sheet (for if you can't access the character creation page):
In the most recent build, it also has a series of questions that will significantly increases your chances at getting accepted if you answer at least one of them, and a series of prompts to help you come up with character traits for your build if you're feeling stuck.
For full details on the auditioning process, refer to the post below.
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.*
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 heavy hits in other areas. Use a standard human as a template. Alien characters won't play well with the universe. The only exceptions are if it's a rubber-forehead alien (or unusually weak alien) without useful superpowers. Characters that need a rule change/bend to work will absolutely not be accepted under any circumstances.
Be aware that for this specific campaign, roleplaying aliens will become considerably more interesting, as the majority of NPCs (of both sides) will loathe your character. Be mindful of this if you're sure you want to create an alien character. The Nemesis is under attack by a number of alien foes - primarily Hiltorel. Playing as Hiltorel is disallowed for this purpose.
Example character sheet:
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)
- 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 heavy hits in other areas. Use a standard human as a template. Alien characters won't play well with the universe. The only exceptions are if it's a rubber-forehead alien (or unusually weak alien) without useful superpowers. Characters that need a rule change/bend to work will absolutely not be accepted under any circumstances.
Be aware that for this specific campaign, roleplaying aliens will become considerably more interesting, as the majority of NPCs (of both sides) will loathe your character. Be mindful of this if you're sure you want to create an alien character. The Nemesis is under attack by a number of alien foes - primarily Hiltorel. Playing as Hiltorel is disallowed for this purpose.
Example character sheet:
Name: Robert Colazza
Age: 22
Gender: Male
Personal Information: Born 104 years ago, he 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. Wanted for mass murder, it wasn't long before the authorities found him. They packed him aboard the Nemesis to ship him to Tartarus... but he never arrived.
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.
Right now, he is heartbroken, depressed, and in shock after discovering he's been in cryosleep for 82 years - and that his wife is almost certainly dead.
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)
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:
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:
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.
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.
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.
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
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
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. Every turn, the member of a party of 3 or more gets a roll for charisma, and if successful, all actions of allies in the group get a +1 to rolls. 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.
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. But you never made it there. Woken up decades after you got put to sleep for transport, you were forced to join REKT. Now you whatever it takes to keep yourself and the Nemesis alive and running. 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?
I'd like to point out that over the course of the campaign there will be a (roughly) 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 play style. If you need help or want pointers, ask! The people here are more than happy to help out a potential member.
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. Scroll down to the next post for full details on how the tryouts work.
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 Nemesis 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.
Here's the pecking order for joining a mission:
Not so difficult, right?
Thanks for following along. The best readers make the best players.
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. But you never made it there. Woken up decades after you got put to sleep for transport, you were forced to join REKT. Now you whatever it takes to keep yourself and the Nemesis alive and running. 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.
I'd like to point out that over the course of the campaign there will be a (roughly) 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 play style. If you need help or want pointers, ask! The people here are more than happy to help out a potential member.
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. Scroll down to the next post for full details on how the tryouts work.
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 Nemesis 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.
Here's the pecking order for joining a mission:
- Tryout winners: 1 week to join
- After a week has passed: Auditioned players (highest audition score of same-day)
- NPCs will fill any gaps after a second week
Not so difficult, right?

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.




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.




Spoiler: SHOW
Death is a scary thing on the inner planets, right? Not so much on the Tartarus... but this isn't Tartarus. This is the Nemesis. Our medbay took some heavy damage in the firefight in orbit, and worse damage when we crash-landed. Some of our docs survived, and we're working on repairs, but if you died right this instant, you'd stay dead. If we had it fixed up, we'd simply extract your brain from your corpse and stick it in a robot body, and you could work things out from there. But, we don't. You'd better hope like hell that your squad's medic survives, or your goose is cooked.
As to your ship, it's a lot more disposable than you are. If somebody pokes a lot of holes in it, 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 and plenty of maneuvering thrusters, you're fine as long as you still have an engine left. Those 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 for free. Even though your survival is important, ours is too, and we're short on materials. If you lose your entire ship, you'll have to pick a new model completely, for 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.
As to your ship, it's a lot more disposable than you are. If somebody pokes a lot of holes in it, 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 and plenty of maneuvering thrusters, you're fine as long as you still have an engine left. Those 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 for free. Even though your survival is important, ours is too, and we're short on materials. If you lose your entire ship, you'll have to pick a new model completely, for 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.
Spoiler: SHOW
For each mission, we'll stick you in your CASKET and send you off. Up on the Tartarus, they have fancypants drop carriers that they'd stick you in and fling you at the target. We don't have any of those here. You're getting there by yourself, and after you leave port, you're on your own. This means that if you jerkwads piss yourselves, there's no change of clothes coming. The only ones that can help you out are your squadmates. Remember - your squad is important. Stick with them. Keep each other safe.
In your mission briefing, we'll give you certain targets to acquire. Get these, and then you can drag your charred corpses back from whatever rock you managed to get yourself wedged under. If you 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 within their rights to leave you behind, although we don't look kindly on that sort of thing. We can't aford to, after all.
Getting home is your problem. On Tartarus, they'd send someone after you to pick you up... but they were throwing you a lot farther out there, too. At the present time, you're stuck on Nanyej with us. CASKETs have a lot of power, but they don't have what it takes to escape a planet's gravity well. In fact, we're all stuck here until we can repair Nemesis enough to get us off the ground.
Later, we may dock it with a personnel drop-carrier that carries four to six people, and fling you at the target instead. Regardless, after we ship you out, you're on your own. This means that if you jerkwards piss yourselves, there's no change of clothes coming. Your squad is important. Stick with them. Keep each other safe.
If the mission does have drop carriers, they'll 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:
In your mission briefing, we'll give you certain targets to acquire. Get these, and then you can drag your charred corpses back from whatever rock you managed to get yourself wedged under. If you 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 within their rights to leave you behind, although we don't look kindly on that sort of thing. We can't aford to, after all.
Getting home is your problem. On Tartarus, they'd send someone after you to pick you up... but they were throwing you a lot farther out there, too. At the present time, you're stuck on Nanyej with us. CASKETs have a lot of power, but they don't have what it takes to escape a planet's gravity well. In fact, we're all stuck here until we can repair Nemesis enough to get us off the ground.
Later, we may dock it with a personnel drop-carrier that carries four to six people, and fling you at the target instead. Regardless, after we ship you out, you're on your own. This means that if you jerkwards piss yourselves, there's no change of clothes coming. Your squad is important. Stick with them. Keep each other safe.
If the mission does have drop carriers, they'll 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:
- Keeping your squadmates alive
- Retrieving the artifact
- Not getting blown to confetti bits
- Shooting up whatever alien freaks you see
- Whatever other Hiltorel 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.)