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> RECRUITMENT: YARR!, The return of the YARR!! game
Sphynx
post Jan 11 2005, 09:10 AM
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QUOTE (RangerJoe @ Jan 10 2005, 07:05 PM)
Feel free to post characters here so that other folks can get an idea of what you're up to.

This is Sven - completed.:

[ Spoiler ]
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Nightcrawler472
post Jan 11 2005, 01:07 PM
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I really hate college. At the moment I've an English essay due in that I've only done about 1/3rd of, and a big maths coursework thing due in tomorrow I haven't even started.

This means I wont be putting up a character 'till Friday/Saturday, I've got too much to do to avoid getting my ass thrown out of college first.

As for my character...I'm kinda revising it a little, I was thinking of playing an up close gunbunny that could board ships....probably have skills in shotguns, pistols & SMG's with maybe a little skill in something else, and possibly a weapon that'll work underwater (if I can find one, I don't have the CC :()

Anyway, I'll get something up by Friday/Saturday (yay for 4 day college weeks)

*goes to surf Raygun's site and attempt English coursework*

Edit:

Is it ok if I play a Night Ones elf? I really like them for some reason..
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Sphynx
post Jan 11 2005, 02:12 PM
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Couple of questions.... Do we pay for our own "Ship" (a near impossibility since they seem to start at about 90 mil)? Lifestyle, is that to be covered by the ship, or will Lifestyle represent something else?

Side Note: I assume DocWagon is completely out of the picture, so a good 'doctor' type would be a gem on the ship... My magic is purely for Transformation Manipulation (personal preference) :P so the one Magic type on the ship doesn't have any healing type spells.

Sphynx
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Ray Becker
post Jan 11 2005, 02:21 PM
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Can Ralph rejoin?
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RangerJoe
post Jan 11 2005, 03:00 PM
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Arr! Here be answers to your questions, ye ever-inquiring lubbers--

* Aye, the rating cap is still 6 and the availability cap is still 8.

* No initiation at chargen-- I'd like pirate initiations to be, well, special.

* If ye's got the hankerin' to be a spooky elf pirate, do so.

* With but a crew of 6 or so, I'm thinking that the "pirate ship" will be more of a "pirate boat" of a largish size. Then again, if you can, ahem, acquire a ship, and shanghai a crew, well then a ship it is. Just make sure someone has the knowledge skill sewing/pirate flags 1/3 so you can make a flag big enough to be seen.

What folks are willing to chip in for lifestyle will determine the degree of comodiousness of your vessel-- if everyone starts off with a month of low lifestyle, then we're talking a month with fuel taken care of (although we may still have RP options for stealing/haggling for it) and enough cabin bread and soy-smeat for everyone. A month's medium lifestyle will cover everything a month's low does, as well as include freshies when you call into ports, the occaisional bar brawl, and your snackfood of choice while out at sea. If everyone takes a squatter lifestyle, you'll have a boat, dank and dirty as it is, with no fuel in its tanks (or however it's powered) and nothing but three devil rats in its bilge (and ja knows, between 6 hungry pirates, 3 devil rats don't go too far). If the crew takes a street lifestyle, you'll find the game begining on a dock, with nothing in your bellies, and a strong desire to set sail.... if only you had something larger than this rigger-adapted row-boat.

In the unlikely event folks want to spring for high or luxury lifestyles (which would be classy for pirates), accomodations will range between 3rd and 1st class on the Titanic.

* Paying for the vessel will come mostly out of the rigger character's pocket (at a very deep discount), supplemented by any cash other characters want to throw into a pot. Since everyone is going to be active on the boat, I think we'll design the craft as a pre-game activity, with the basic ship coming pretty much stock (and cheap) and add-ons/customizations costing their base price.

* Until MediSub comes to a sealane near you, Doc Wagon is pretty much out for this game. Then again, if you see a DocWagon air/sea-craft, they do make for mighty fine pillaging.

* Ralph has a dibs spot, just like Iron Roger.
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Lindt
post Jan 11 2005, 03:02 PM
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Rigger adapted rowboat... heheheh
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Sphynx
post Jan 11 2005, 03:12 PM
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Well, whomever the rigger may be, I have 10 extra points to put into resources, I can donate half a mil for the boat (was only planning on 400k). That leaves me enough for the Middle Lifestyle I believe we should aim for. I think we should all buy a middle lifestyle so we can pirate in style. ;)

Sphynx
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Lindt
post Jan 11 2005, 04:42 PM
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Yeah, I can easly toss 150k for the boat.

If this ends up being a good bit, I have a somewhat affordable yacht that would make a very choice pirate vessal.
Shall I pm it to you Ray?
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Nightcrawler472
post Jan 11 2005, 04:48 PM
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When I sort out my character I'll chip in something towards the boat...I'll figure out how much once I've got a cabin full of guns & ammo sorted out :P

Edit:

One thing that would probably be essential for pirates would be either extra cargo space or hidden compartments (maybe even both) for storing stuff...

And, can I have a hidden panel type thing in my cabin so his guns are hidden? (I kinda see him pressing a button and a bit of the wall sliding up and having his guns on the wall strapped in).

Oh, and my character'll probably be called Makaber, not decided yet.
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Morgannah
post Jan 11 2005, 06:18 PM
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In the past, I've had my oceangoing characters outfitted with a larger boat as well as smaller craft (like waterscooters) for tactical purposes. :) This may be something to consider.
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RangerJoe
post Jan 11 2005, 07:13 PM
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Snazzy compartments can be sorted out when the vessel is finalized (i.e., if there's room, etc.) I like the idea, though. I'll come up with a pricing scheme for hidden panels/compartments with fancy mechanisms when the time comes.

*walks up to rotating bookshelf and gets back to work*
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Jaruen
post Jan 11 2005, 07:39 PM
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All Right, here is what I have on Thor Young, my dwarf sniper.

I used Attributes 60 BP, Skills 47 BP, Race 5BP, Resources 30 BP = 142 BP
[ Spoiler ]

I also have 108k newyen unassigned for ship purchasing purposes

Oh yeah, and I have 5 months Medium Lifestyle, Suprathyroid modified

This post has been edited by Jaruen: Jan 14 2005, 05:35 PM
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kevyn668
post Jan 11 2005, 09:15 PM
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So, what skill does waterscooter use?
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Morgannah
post Jan 11 2005, 10:08 PM
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We've always used the bike skill .. may not be canon (since I don't have my books with me, currently), but it worked fairly well.

I may have to back out of this run, guys, I'm coming up with absolutely nothing remotely interesting, character-wise. Keeping at it, though.... :)
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Jaruen
post Jan 11 2005, 10:25 PM
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Waterscooters seem to fall under motorboats, and that is the way I have always played them, but I can see where Morgannah is coming from with bikes. RangerJoe?
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RangerJoe
post Jan 11 2005, 10:30 PM
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I'd treat waterscooters as a motorboat skill, as they are more like boats than bikes. Being the nice GM that I am, though, I'd let a player default to their bike skill at only a +2 mod.
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Jaruen
post Jan 11 2005, 10:40 PM
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Hey RangerJoe, how do you want us to give you backgrounds? e-mail you, PM you, post them as a second spoiler? Are backgrounds going to figure into your selection of who will be able to play?
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RangerJoe
post Jan 12 2005, 12:41 AM
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Avast ye, the email would be best.
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Whizbang
post Jan 12 2005, 02:20 AM
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hmm...thinking perhaps a picker of locks, minds, and databases...in short a covert ops/decker/magician adept...but will have to see what the points allow.
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kevyn668
post Jan 12 2005, 04:43 AM
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Glad I took Motorboat then. :)

I'll slap some stats up tomorrow sometime. I went with the Ex-CAS Marine. Can we get an update on who's in and who's not?

Also, is Seamanship the knowledge skill we need for day to day running of the boat? I was gonna take Rope Handling or some such but...

Secondly, does anyone have Gunnery or Heavy Weapons? Do we need them?

I'm new this pirate thang but I'm picturing a combination of "Down Periscope" and "McHale's Navy" as a good idea of what we are. Am I on the same page?

Oh, and "Yarrr" and stuff. :D
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Fix-it
post Jan 12 2005, 04:44 AM
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Arrr... This crew still be hirin' deck hands?

I've an inklin just to put in a general purpose smuggler/pirate. contacts, scuba skills, guns, an' barely any cyber (in the fine cyberpirate tradition)

and where are we playing? Ivory coast, Carribbean, or Phillipines?
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kevyn668
post Jan 12 2005, 04:55 AM
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FIx-it brings up a good point. Should we be "cyber light?"
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Jaruen
post Jan 12 2005, 05:21 AM
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I have Astronomy, the Edge Direction Sense, the vehicle skill Ship, and an internal GPS. Should I take Navigation knowledge skill or somesuch? I was thinking of being a crow's nest, "land-ho" type of guy, who can be a back up navigator if our rigger gets hurt. Of course, if our rigger has drones, then my idea might be a little unnecessary. But I leave the decision up to the team and the GM
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Sandoval Smith
post Jan 12 2005, 05:51 AM
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I had a cybered magic medic I was playing around with a while back. I'm not sure if we need another sniper, but especially with those extra points, I could give him some gunnery and launch weapons abilities.

"Go on boyos, you go have fun pillaging that that Renraku research facility. Me and Mr. Deck Gun will have a fine old time until you get back and need to be stitched back together."

He was well on the road to burnout, and not playing the role of shadow medico because he wanted too. He had two geas to cover magic point loss. He had to have consumed at least a shot of alcohol within the past hour(always carried a hip flash, frequently took nips), and had to mutter in rhyme when he cast spells (do you know how much it sucks trying to rhyme 'road pizza' and 'sucking chest wound' while under fire? Don't even get me started on hematomas). Would these geases be acceptable in this game?
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kevyn668
post Jan 12 2005, 05:54 AM
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A magic healer? You are so hired...matey! Arrrr!
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