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Topics - The Dan

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STRONTIUM DOGS / No Game this week - 03/07
« on: March 20, 2018, 09:23:00 AM »
Hi all,

Just a reminder that due to the England game being on tonight in the pub and the disruption that will cause, we won't be playing. See you next week!

STRONTIUM DOGS / The Eastwood File
« on: November 12, 2017, 09:40:55 PM »

McBain Mechanicals presents not just an appliance, but an agent of justice! GL1NT is the backup you've always needed in a galaxy that doesn’t care.

The General Lawman Model 01 is your all-round protector and GCA approved instrument of the law. With an effective maximum range of 500km, GL1NT's self-charging, autonomous AI will patrol, assess, and deliver justice with extreme prejudice. YOU TOO can have the peace of mind of knowing the outlaws, thieves, and rebels of your colony planet, space station or artificial habitat will FEAR the wrath and crack marksmanship of our latest non-task specific android. UNSHAKABLE dedication. UNMISSABLE aim, UNMATCHED knowledge of the law.

The GL1NT is a bargain at only 150,000 credits per unit, plus annual maintenance. AND as a special offer, your GL1NT unit comes equipped with the latest model variable cartridge smartblaster, at NO EXTRA CHARGE from our partners at Van Cleef Combat Accessories, equipped with the latest criminal analysis software, to ensure total legal justification. All our models are exhaustively tested before sale, with full service histories provided. McBain Mechanicals guarantees their reliability and effectiveness.

Your peace of mind isn't an optional extra.

McBain Mechanicals accepts no liability for malfunctions cause by unapproved upgrades or adons, or by models  which have not received the latest software upgrade. McBain Mechanicals is not responsible for the content of local laws.

Function: Law Enforcement
Configuration: Humanoid
Size: Medium (Human Standard)
Default Personality: Belligerent, Dogmatic, Gruff

UTP [Factory Default] STR 9 DEX 12 END 10 WILL -1

•   Armour: McBain Heavy Combat Chassis. Impervious to non-powered melee weapons and small arms fire.
•   Comms: 500km Radio Transceiver, multimedia recording
•   Cyberbrain: Verhoeven 87 - Intellect 3, running Gun/2, Recon/2, Tactics/2, predictive combat acuity.
•   Power: Solar charger, universal electrical adaptor charge cable.
•   Sensors: Comms scanning, telescopic vision, Infrared and low-light vision, X-ray vision, flare compensation.
•   Weaponry: Van Cleef Variable Cartridge Blaster. Tyson Stun Fist. Integral shoulder-mounted independent smart mini-blaster (x2). Hurricane multi-directional anti-mobbing system, explosive counter-tampering.
•   Additional Systems: Fast draw gyroholster. Hardened to EMP

« on: November 04, 2017, 09:15:47 PM »
FIDO updating electronic warrant cards for this vicinity… MISCLICK

Issued By: Wu Wing-Alchemex Ltd, Colonial Administration (Misclick)

Target ID: Unknown
Known Aliases: El Durito
Target Profile: Bandit chief
Criminal Record: Assault with a deadly weapon, theft, trespass, destruction of company property, extortion.
Warrant Designation: apprehend Dead or Alive.
Reward: 20,000 Cr.
Warrant Status: Open
LVS: Misclick - Southern Region, Scout Station 41
Notes: A gekh engaging in banditry in the badlands near Scout Station 41, most likely due to exposure to inappropriate media content. Know to have recruited a number of other gekh to his gang. Known to be armed with S/D agency technology, exact inventory unknown: Proceed with caution.
ADDENDUM [Dir. Burnside]: This stinking sneckhead has ended two Dogs last year that tried to bring him in: Three-Eyed Mike and Flathead Frank. Screw them, but it's bad for business - it impunes our collective honour. Make a handbag out of him and get their stuff back... especially if they had anything they weren't supposed to have!

Issued By: Django Flatts Private Correctional Facility and Salt Mine (Misclick)

Target: Rojo Demono
Known Aliases: N/A
Target Profile: Escaped Prisoner, violent sociopath (Gekh)
Criminal Record: Murder (multiple), attempted murder, resisting arrest
Warrant Designation: Apprehend and Return
Reward: 10,000 Cr.
Warrant Status: Open
LVS: Misclick - Southern Region, Sulu’s Folly
Notes: A gekh of the larger, northern crested sub-species with extreme violent tendencies. Thought to have been in close contact with a human of high psychopathy index, most likely Dustman or mutant, leading to deeply imprinted sociopathic behaviour patterns against all humans. Approach with caution.

Issued By: Akira Eastwood

Target ID: GL1NT [General Lawman 01 Non-Task Specific]
Target Profile: Malfunctioning Combat Mechanoid, property of Eastwood family.
Record: N/A [Non-Sapient Android]
Warrant Designation: Termination
Reward: 15,000 Cr.
Warrant Status: Open
LVS: Misclick, Southern Region, Section 41.
Notes: Robot, property and liability of the Eastwood family. GL1NT was purchased and deployed as an automated lawman. Due to damage received it appears to suffer from a perennial error in judgement in that everyone it encounters is judged to be a dangerous felon in need of extermination.

Issued by: Wu Wing-Alchemex Ltd, Colonial Administration (Misclick)

Target ID: Sandy Kurosawa
Known Aliases: The Old Man, the Dustman
Target Profile: Squatter, Scavenger
Record: Robbery, Theft of company property, vandalism, illegal immigration, illegal consumption of company resources
Warrant Designation: Apprehend & Return
Reward: 5,000 Cr.
Warrant Status: Open
LVS: Misclick, Southern Desert, Section 41
Notes: One of a number of off-world immigrants, originally invited as contracted prospectors and scouts, now illegally occupying colonial corporate property. Known organ-trader.

STRONTIUM DOGS / The Bounty Hunters Guide to the Galaxy
« on: October 30, 2017, 08:04:51 PM »

On the outer edge of current colonial space ('C Zone'), the Misclick system was discovered in 2174 due to a navigational error by a scout ship of the British Rocket Group. It is an unusual, fast-fluctuating K-S star, casting a scintillating pinkish-orange glow. There are two linked planetary bodies: A gas giant designated Misclick I, and its large habitable moon, Misclick II.
Misclick I
Jupiter class gas giant of sodium/hydrogen admixture. No significant further scientific study has yet been done.

Misclick II
A world of pink-orange sand and dust with no surface water. Claimed for His Majesty and designated a barren, Near-M class world with no intelligent life. A single landmass, geologically stable but subject to occasional asteroid collisions. The GCC has recently ceded planetary authority to the corporationWu Xing Pan-Galactic for low-level global terraforming and associated colony preparation activities. The only major conurbation is the (C Class) Spaceport of Sulu's Folly, after which the planet is sometimes named.

Of the few indigenous life forms so far detected and catalogued, the team surveyed the thornsnake, giant sandmole, and a bipedal reptile of limited sentience known as gekh, with parrot-like imitative abilities (some even managing to repeat simple phrases).
The population consists entirely of a few thousand Wu Xing-Alchemex staff, and a small number of semi-independent prospectors and surveyors. Population is concentrated on the nominal administrative capitol/spaceport of Sulu's Folly. Beyond this area, the inhabited portion of Misclick II is largely scout stations, supply ranches, and dust farms. A handful of rogue prospectors, criminals, and adventurers are known to wander the wastes as a minor irritation, thieving and scavenging garbage, collectively known as the Dustmen.


  • Local hazards include (dry) quicksand and phenomena known as "oxy-rock" which causes highly flammable, oxygen-rich pockets to develop on  the surface. Rubberised covers are recommended for all planetary scout machinery.

  • Initial colonisation attempts utilised the now-defunct Heston Industries advanced labour programme, utilising uplifted howler monkeys. A number of these creatures still roam the wilderness. Wu Xing Alchemex maintain a standing bounty on these creatures.

  • The Terraforming process involved multiple tactical nuclear detonations to raise the ambient temperature. A handful of radiation “hot zones” remain, although these are far from colonial staging areas.

STRONTIUM DOGS / Soundtrack and Trailers
« on: October 14, 2017, 03:22:00 PM »
So.... The Soundtrack

Its here on YouTube.

The Prologue
Two Tribes, Frankie Goes to Hollywood
Times They Are a-Changing, Bob Dylan
Gods Gonna Cut You Down, Jonny Cash

STRONTIUM DOGS / Life in the 22nd Century
« on: October 09, 2017, 05:42:05 PM »

Earth is only one part of a galactic community, encompassing dozens of species and hundreds of colony worlds - many of them dusty rocks from dubious terraforming, or abandoned planets that suffered their own apocalyptic wars. Earth is but one planet among, and a damaged one at that, but humans... humans get bloody everywhere. Earth has several colonies - many now controlled by the empire of New Britain or humanity's surviving gigacorporations.

Earth is a wreck. 70% of the population of Britain and other First World countries were wiped out, and the rest forced to rebuild amidst nuclear winter, mutation, and lawlessness. In New Britain at least, this led to fear, xenophobia and a domineering, fascist government determined to reclaim the glories of its pre-war ‘empire’ in space. Many people think earth itself is a bit of lost cause.


New Britain is more backwards than forward looking – it rebuilt with unpleasant, brutalist architecture modelled on the 1970s, and uses old ideas, or literally re-purposed, old technology rather than seeking innovation. Technology is spread unevenly – lunar bases, major corporations and star-liners have access to high technology; backwoods colonies and slums have little more than early 21st Century tech with a weird scattering of super-hi tech devices. Imagine a future imagined in the 1980s, where CDs are the hot new thing. Computers and robots are somewhat clunky, with odd personalities, modern smartphones don't commonly exist (mobile phones never really recovered from the nuclear EMP).

Lasers have fallen out of favour. Blasters are the most common firearm, with the rich favouring ‘combi-weapons’ and variable cartridge blasters. Many melee weapons are enhanced with high tech capabilities - there are electro-knuckledusters or laser-whips. Deadly Time weapons were common in the 22nd centuries wars, but are now strictly limited after a number high-profile incidents. ‘Pocket nukes’ are the terrorist’s weapon of choice.

STRONTIUM DOGS / The Roll of Honour and Infamy (Dramatis Personae)
« on: October 07, 2017, 02:06:07 PM »
Classic-Era Dogs (some still around)

Durham Red
A female mutant ‘haematovore’ (vampire), possessing blood fuelled strength, endurance, and immortality. Worked with a number of other mutant bounty hunters over the years. Subject to obscure prophecies about a vital role in the future. Present whereabouts unknown.

Evans the Fist
Welsh mutant and former S/D agent, now ‘retired’ after his licence was revoked. Immensely powerful right arm, which grows directly from his head.

Frinton Fuzz [Deceased]
Son of Clacton Fuzz, a general of the first mutant uprising. Exceptionally hairy, obscuring his whole body. Killed in action while working with Durham Red. His younger brothers (twins) are newly fledged S/D agents.

The Gronk [Alien]
Pacifistic alien from Blas, in the Gallego system. Fur-covered, tentacles, conical humanoid. Long-time companion of Johnny Alpha, despite his ‘poor weak heartsies’ and utter lack of courage or combat skills. Skilled physician.

Johnny Alpha [Deceased]
Famous mutant bounty hunter and hero of the mutant underground army. Possessed x-ray vision from his glowing mutant eyes, and limited telepathic powers. Due to time travel and paradoxes, the exact circumstances of his life and death cannot be 100% determined. Most people agree he died saving mutants from Arcadia, during the Second Mutant War.

Jones the Voice
Welsh Mutant, still a Strontium dog despite showing little apparent talent for the job. His snout-like mouth can emit subsonic tones to induce headaches, nausea, and perhaps shatter fragile objects. Claims to have once been the boyfriend of Durham Red.

Lionel Death [Deceased?]
Unpleasant ‘living skeleton’ S/D agent, an expert in torture and interrogation. Died in an ‘friendly fire incident’ between his team and Durham Red/Johnny Alpha. Some recent stories suggest he may still alive… probably just rumours.

Middenface McNulty
Ageing, hard-talking, alcoholic Scottish mutant, long time Strontium Dog and former insurgent of the mutant army. Has fungus-like growths on his cranium. Recently lost an arm and had the stump augmented with a bionic replacement.

Precious Matson
Mutant journalist. Her mutation is that she has a third, centrally located breast. Which is not terrifically useful but is probably a conversation starter.

The Torso from Newcastle [Deceased]
Headless mutant resistance leader and former Strontium Dog. Killed bring down Nelson Kreeler during the Doghouse ‘civil war’ of 2182.

Vince Scampi
Bounty Hunter with a prawn-like crustacean head. Good with a gun, they say.

Wulf Sternhammer [Deceased]
Norm, actually a Viking from the year 793 AD, brought back to the present. Best friend and long-time partner/sidekick of Johnny Alpha. Famous for his strength, tolerance of mutants, and “happy stick” (a massive, two-handed hammer). Murdered by Max Bubba.

« on: October 07, 2017, 12:57:05 PM »

Traveller has been around since 1977, and is one of the earliest Sci-Fi RPGs.
It's had a few editions and different publishers, but it remains pretty simple and pretty much the same as ever... I'd say it's default form creates fairly gritty, realistic "hard" Sci Fi. Strontium Dog is a little more wild and space opera-y than standard Traveller.

You roll 2d6 and add a small modifer from your stats or your skills. You need 8 or higher to succeed.

You have these statistics:
EDUCATION (what you were taught, not your IQ)
SOCIAL (always 0 for filthy muties)
INFLUENCE (your social skills)
PSI (your ability with psionics, if any)

There's no "hit point" - damage is taken directly from you STR, DEX, and END.
When two stats hit zero, you're unconscious. When they're all gone, you are dead.

Your mutations will skew your stats, and may grant other abilities or hindrances.
Characters gain skills by serving terms in a career - in Strontium Dog, that's always bounty hunter.

That's pretty much it!

STRONTIUM DOGS / Propaganda and Other Images
« on: October 07, 2017, 11:05:56 AM »
New Britain, 2190 AD



STRONTIUM DOGS / What the Hell is This?
« on: October 06, 2017, 10:40:09 PM »
So you have decided to play a uniquely British post-apocalyptic dystopian sci-fi spaghetti western. This should be easy to explain...

Welcome to Strontium Dogs: The Next Generation!

SD is a game of mutants, bounty hunters, and the bad end of space - where every planet is Jabba's Palace or the cantina scene from Star Wars. Set in a dystopian post-atomic war, 80s retro-future, the characters are mutants, warped by the nuclear fallout that ravaged the earth. Disenfranchised, vilified by the media and victimised by New Britain's fascist government, mutants are herded into ghettoes and camps. The only job mutants are allowed, the only way for them to escape the poverty and desperation of the ghettoes, is to become a Search & Destroy agent - the titular Strontium Dogs - and chase down the scum of the galaxy while protecting themselves and their fellow mutants against prejudice and oppression of the ‘norms’ back home.

From the creators of Judge Dredd, it's a little bit Red Dwarf meets Star Wars, Guardians of the Galaxy mashed with V for Vendetta and Clint Eastwood movies. It should be violent and funny and gross and its action adventure but it also a satire with things to say about politics and prejudice and being different.

Don't take my word for it: Watch the Fan Film

It'll be fun, come play.

Some Inspirations

Battle Beyond the Stars
Blade Runner
(and technically the first 10 minutes of the Stallone version)
Doctor Strangelove
Guardians of the Galaxy, Vol 1 & 2
The Omega Man
A Fist Full of Dollars
(and other classic Clint Eastwood Westerns)
Rogue One
Space Hunter: Adventures in the Forbidden Zone
Star Wars
(especially Jabba's palace and the Mos Eisley Cantina)
V for Vendetta

TV shows:
Blakes 7
Buck Rodgers
Day of the Triffids
Dark Matter

Classic era Dr Who
Dark Matter
(especially the sewer mutants)

Blades in the Dark / Epilogue: The Drop Wars
« on: July 01, 2017, 06:06:27 PM »
Well, it’s over.

The Drop Outs are gone, but not forgotten. They have, it’s fair to say, left their mark on Doskvol – mostly in the form of bodies and scars. Their turf is destroyed. Their (still missing) Product has earned legendary status. They themselves are known as “those crazy shits that destroyed everything they touched, including themselves.”

After blowing up the meeting between the secretly-returned Baszo Baz., Lyssa and themselves on Tangletown, they became pariahs. Despite attempts to muddy the waters and claim Lyssa did it, the truth came out – Plug Uglies abandoned them (an unlucky entanglement), and being at war with the Crows AND the Ogres, eventually and without any allies left, the Drop Outs are toast.


Crowsfoot remains unstable, and with far too much official scrutiny thanks to both prominent dissidents (and militia) and supernatural terrors. There are way more ghosts here than before, and whispers do a roaring trade protecting both citizens and the underworld. Every crew keeps one eye on the supernatural now.

The People's Militia is bloody sick of bloody gangs. They are small but dedicated, oppressed by the City Council as vigilantes. Finally the people have some muscle though - lets hope they don't get tempted into crime...

The Bluecoats have finally been given the military grade arms and armour, and help from Railjack and Spirit Wardens they have been after for years, thanks to the constant murder and supernatural shenanigans. Nobody is happy about this. They are, in the end, the biggest and most stable gang of Crowsfoot.

The Crows: Despite being blown up, Lyssa survives to lead the Crows for now (Bell takes the brunt of the blast for her, and is bedridden. They remain the largest gang with the love of the people, slightly sullied by the Drop Outs efforts. Their main problem is now Erin’s Billhooks right next door, and Baszo as her new “lieutenant” controlling most of his old gang. Lyssa now also has to deal with the Sons of Roric, who are gunning for her particularly.

The Lampblacks continue as part of the Crows… for now. Baszo got his people back and controls Blackouts and most of the Drop, via his old henchmen Adric Smiles and Mr. Wyck.

The Plug Uglies remains the wild, savage, fearsome thugs they always have been under the leadership of Fearsome Fergus. Chunk Flunkins languishes in Ironhook Prison. They raise a glass to Chimes each year. The people of Crowsfoot still hate them.  The Tub o Blud is still a rat and weasel-fighting arena, and bare-knuckle boxing venue.
Erin’s Billhooks (II?) recognise Lyssa as ward boss “for now” and as a result, the Billhooks as a whole become Tier 3, but the status of Erin’s “Crowsfoot endeavour” is uncertain.

The Fog Hounds are royally shafted, with their ship literally stuck, full of ghosts, and them forced to work for the Billhooks.

The Red Sashes are controlled by agents of House Anixis and their diplomatic guard. Mylera is a puppet. Zamira will likely work with the new regime though.

The Savages: Prosper under Marlo’s aggressive leadership and PC-supplied guns. Marlo contributes much to the legend of the Drop Outs, and thinks you guys were “smashing top shelf bloods.”


Breaker (Damian): Robbed the crew’s cache and absconded. Whereabouts unknown – but he apparently left the Dagger Isles Orchid to Grace.

Hugo Grimourd (Declan): Exploded by the grenades he brought to threaten his way out of the meeting (pins pulled by the finally-snapped Breaker). His ghost probably haunts the bowels of the Leaky Bucket… unless some enterprising whisper decides to bottle it and sell it to Lyssa or Baszo.

Dog (Justin): Continues to be the meat-puppet of Roric’s ghost, and the nucleus of the Sons of Ruric (with his sister, Willow)

Dr Hong (Sam): Continues as a plaything in a spirit bottle, tortured by Lord Scurlock, perhaps occasionally given a brief respite in exchange for services. Perhaps he’ll be one day given to Setarra as a pet?

Flint (Sam): Is eventually killed or captured in the ensuing riots, fighting against the state.

Frankie Sin (Justin): Survives as the broken plaything and servant of Velvet and her sisters…. Whoever they are.

Hermon (Jonny): Took a timely step back from the crew, and is in seclusion trying to teach the Frankentoku social graces – or at least to not be a murderous undead/demon-tainted/mechanical killing machine. 

Mister Slane (Sam): Stays loyal in the brief gang war, but once the crew itself is dead, moves on, the consummate professional.

Silas (Justin): Remains one of Lord Scurlock’s agents, and continues to look for a better life than the torrent of horrible things he’s been doing recently.

Toku (Jonny): Although his body is now a monstrous flesh golem, the state and whereabouts of his soul is currently unconfirmed.


Doctor Boden continues his work with Hermon, and testing the virtue of leviathan blood in medicine on the rogues that visit him for healing. 

The Dissidents have had a proper kicking. The Runagate Commune is destroyed, its leaders executed. The Janglers and Red Beggars are broken and in hiding. The Lost get caught in the crossfire and their campaign to protect the people of Charhollow is weakened. A few people are radicalised by the City Council’s clampdown, however. The Red Beggars become a crew of assassins and extortionists who specialise in hitting government targets. Crowsfoot has the People’s Militia now, with ties to the remaining Lost.

The Dagger Isles Orchid is left in the hands of Grace.

Hoxley will be missed. Poor guy.

Mister Pale’s real name and Agenda will never be known, he never gets the chance to avenge his niece Nensia Dunsane’s murder.

The Whispered Scream reach Tier 2, becoming a major player in Charhollow and threatening to push into Crowsfoot.

Midnight’s Bones continues to be the secret centre of monstrous, supernatural vice in the city. They begin to expand into other endeavours….

Mr. Wick remains Baszo’s right hand man and trusted killer.

Lord Scurlock has become “interested” in life in the city again… well done.

Roland Wott escapes blackmail due to the death of Hugo. His son remains a “bad un” he covers for though.

Riven is dead, his secret recipe for ‘Red-T’ remains a mystery.

The Demon Setarra: Lives free and relatively unrestrained, a force of major corruption in the city. Her strange and subtle “game” with Lord Scurlock continues…

The Silver Nails come out of this nightmare with a better reputation as reliable ghost hunters. Tier 4 is potentially within their reach.

Tick-Tock is a strange pre-pubescent transgender tinkerer, who was a friend of Ruric.

Willow is lured back to her brother’s side and is the Sons of Ruric’s new (insane) whisper.

The Bar / What should I run next year?
« on: June 10, 2017, 02:43:24 PM »
What should I run next year? I can’t decide! Post on the Facebook group.

What might people be interested in?

Three options, basically:

𝗖𝗼𝗿𝗶𝗼𝗹𝗶𝘀: Stylish Swedish sci-fi, describes itself as 𝘍𝘪𝘳𝘦𝘧𝘭𝘺 Meets 1001 𝘈𝘳𝘢𝘣𝘪𝘢𝘯 𝘕𝘪𝘨𝘩𝘵𝘴. The general look feels very 𝘋𝘶𝘯𝘦 and 𝘊𝘩𝘳𝘰𝘯𝘪𝘤𝘭𝘦𝘴 𝘰𝘧 𝘙𝘪𝘥𝘥𝘪𝘤𝘬 with bits of 𝘞𝘢𝘳𝘩𝘢𝘮𝘮𝘦𝘳 40𝘒 and 𝘍𝘢𝘥𝘪𝘯𝘨 𝘚𝘶𝘯𝘴 𝘙𝘗𝘎. PC free agents, warring factions and a shadowy supernatural menace – sort of space age 𝘎𝘢𝘮𝘦 𝘰𝘧 𝘛𝘩𝘳𝘰𝘯𝘦𝘴. You design your own ship and what the party does for a living (smugglers, journalists, pirates, etc)

𝗠𝘂𝘁𝗮𝗻𝘁: 𝗬𝗲𝗮𝗿 𝗭𝗲𝗿𝗼: Post-apocalyptic fight to survival a ravaged world – currency is bullets and food. You play a community of radiation-powered mutants with special powers: 𝘟-𝘔𝘦𝘯 do 𝘍𝘢𝘭𝘭𝘰𝘶𝘵 / 𝘛𝘩𝘦 𝘞𝘢𝘭𝘬𝘪𝘯𝘨 𝘋𝘦𝘢𝘥. You’re not just fighting for yourselves: Your community has its own character sheet and develops alongside the characters – which lots of meaty decisions like “𝘴𝘩𝘰𝘶𝘭𝘥 𝘸𝘦 𝘣𝘶𝘪𝘭𝘥 𝘱𝘦𝘳𝘪𝘮𝘦𝘵𝘦𝘳 𝘥𝘦𝘧𝘦𝘯𝘤𝘦𝘴 𝘰𝘳 𝘸𝘰𝘳𝘬𝘪𝘯𝘨 𝘵𝘰𝘪𝘭𝘦𝘵𝘴?”

𝗦𝘁𝗿𝗼𝗻𝘁𝗶𝘂𝗺 𝗗𝗼𝗴: Pulp space opera from the pages of 2000𝘈𝘋. You play mutants in a fascist future Britain. The only job available to you hideous muties is as bounty hunters, catching the scum of galaxy: Blasters, madmen, black magic, time grenades, countless hives of scum and villainy and a healthy dose of satire – sort of 𝘝 𝘧𝘰𝘳 𝘝𝘦𝘯𝘥𝘦𝘵𝘵𝘢 meets 𝘎𝘶𝘢𝘳𝘥𝘪𝘢𝘯𝘴 𝘰𝘧 𝘵𝘩𝘦 𝘎𝘢𝘭𝘢𝘹𝘺.

Blades in the Dark / The Drop Out Problem List
« on: March 14, 2017, 11:43:02 AM »
The current list of 'problems' afflicting the Drop Outs, in no particular order.

Pressing Problems...

Mister Ogre - Your mysterious captor, master of veteran cutters (now suspected to be the Belltower Mercenary Company) and torturers. He says you work for him now. He demands you pay up to him, and do various little "favours". His very professional people take no nonscense.

Pressure from the Sashes – Mylera Klev claims the title ward boss. Her colourful  enforcer, Cottonmouth says you have to pay up or there's be trouble.

Pressure from the Crows - Lyssa has always claimed the title ward boss, and now she's got round to demanding her rightful tribute from you. Her colourful  enforcer, Rooster says you have to pay up or there's be trouble.

Captain Lachlan's Shit List - You are on it (-1 status with the Bluecoats) until you get her the promised "major dirt" on someone big (Tier 2 or higher). Good luck with that.

Other Trouble...

Wanted: Their are wanted posters up for Toku, Dr Hong, and Flint (the PC). The posters claim Hong and Flint were involved in "acts of terror" against Duskvol. Toku they just want for mass murder.

Tombwights in Six Towers - restless dead, accidentally released by Dr. Hong, are ravaging the Six Towers district, which has been sealed off by imperial soldiery. Let's hope they don't find out its you.

Velvet Affections: Velvet and her girls are back and looking for "round two" with Frankie Sin.

Whispered Scream – they are expanding, getting near your turf – but are also your customers. Is this a problem?

Dissident Debts – you have failed to pay back both  the Janglers and the Red Beggars. While the Janglers may be content to malign you in the dissident press, the Red Beggars have a harsher policy on those who fail them. Imperial forces are also cracking down on dissidents and rebels of all kinds, thanks to you.

Fixed / On the Back Burner...

Baszo Baz – Thank goodness he is dead and gone.

Billhooks Business – Things are pretty stable and professional with the Billhooks now - although Coran probably doesn't like you much.

Ghost DogToku is possessed by a half-demonic spectral hound. Er.... fixed now?

Ironhook – Breaker is now inside, smoothing things over with Sgt. Lachlan and the Bluecoats. He has a big name inside, but it’s still dangerous. Done!

Rail Jacks – Weaver and Vond are back in Crows foot, looking for whoever robbed them and killed their team mate, Callista... And now, Mister Ogre knows the truth. Fixed?

The Orchid - is now up and running. This has brought you to the attention of the Whoresons, a Sillkshore gang. Not exactly friends, but now stable.

Snuffers – They hate you. They also hate Adric and the Blackouts. There’s a good chance that if the peace between them breaks down, so does the one with the Red Sashes…. and Mylera will likely hold you responsible. Definitely fixed!

Blades in the Dark / Lydra's Table
« on: February 16, 2017, 09:58:52 PM »
In the midst of the river, there's Tangletown. At the heart of Tangletown is the Leaky Bucket tavern - meeting place and neutral territory for all the gangs of Crows Foot. In the best (i.e. waterproof) and warmest corner of the Bucket sits Lydra, at an prestigiously old, old writing desk. Here, she holds court and makes deals, brokers bargains, and drinks copious amounts of gin.

Everyone knows Lydra. You got a score to sell, an artefact to fence, a plan that needs a rogue? Lydra's who you go to.

Lydra Vane, Deal broker

This is where I will post various deals and offers to the gang that represent potential scores.

Blades in the Dark / Ruffians, Rebels, and Rogues (Other Gangs)
« on: February 09, 2017, 11:43:24 AM »
In the alleys and alehouses of Charhollow, Coalridge, and Dunslough there are  outcasts, rebels, and would-be revolutionaries. the Movement is a tangled octopus - factions schism, break, change and reform, and personnel often switch gangs. There are many competing ideologies and methodologies evolving here.

An uneasy mix of intellectuals, deserters and thugs. They live in the mostly abandoned, crumbling tenements of the district. Rat and roach infested, and slowly sinking in to the mud, this is actually the best and most stable part of Dunslough. They claim their commune is the New Way, and the New World.
Turf: New Way Hospice, Dunslough
NPCs: Doctor Sabrehagen (leader, intellectual, pacifist, voracious reader); Mud, Pit, and Slag - former prisoners of Ironhook.
Notable Assets: The Ruffians, a gang of deserters and thugs who protect the commune.
Quirks: Dunslough's only stable market is at the Hospice.
Allies: Deathlands Scavengers, Ironhook, Janglers
Enemies: Inspectors, City Council, Red Beggars
Rumours: Saberhagen has drawn dilettantes from Charterhall and unionisers from Coalridge, but frankly the stinking mud and plague of Dunslough is too far a departure from their usual haunts. Sabrehagen's movement is faltering, and there are rumours he needs to move to better lodgings. What will become of the Commune then?

Dissidents and unionisers, agitators and demagogues, and smugglers of prohibited pamphlets. Their calling card is a broken shackle.
Turf: Tenements and alehouses in Coalridge, a few street corners and cellar bars in Charterhall.
NPCs: Kurt Janglers (leader, idealistic, theatrical, cheese affectionado);
Notable Assets: Concealed printing press, the Spark (a revolutionary magazine), deals with local smugglers and hawkers
Allies: The Grinders, The Lost, Ink Rakes
Enemies: Billhooks, Bluecoats, City Council, the Hive
Rumours: No one knows who really runs the crew. There are at least half a dozen men claiming to be Kurt Jangles, and to be leading the group.

Violent revolutionary fanatics, home to those rebels who have rejected peaceful methods. They finance themselves through threats and extortion.
Turf: Hidden safehouses in Charhollow and Dunslough
NPCs: Candra, anarchist explosives expert
Notable Assets: Hidden caches of explosives
Allies: Grinders, Janglers, the Lost
Enemies: Bluecoats,  Inspectors, Runagate Commune, Spirit Wardens, The Lost
Rumours: Although disparagingly called "nogoodniks" by other dissidents, the Red Beggars both defend and finance their less militant brothers and sisters, so despite their distasteful methods, they can't be disposed of.   

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