In the End, There Was Light in the Darkness...

Alright, calling the vote now for Plan Orwell
Adhoc vote count started by Sir_Travelsalot on Nov 13, 2021 at 1:27 PM, finished with 8 posts and 7 votes.
 
Character Creation, Part 2
7 is a baseline, untrained civilian or convict.
8-9 signify a self-taught individual.
10-11 is on the level of a formally trained but otherwise average person.
12-13 is a professional in the field, with at least a few years of working experience.
14-15 is a specialist who could expect to have employers compete amongst themselves to hire them.
16-17 is a once-in-a-generation genius in the field.
17+ is the domain of people whose actions and words shape the world long after their deaths.

Martial: 3d6, drop lowest = 10 (Whether your aptitude at directing a group of people in a fight was learned in Perdition or in your prior life, you are certainly able to appear capable by most people's standards.)
Diplomacy: 3d6+4, drop lowest = 13 (Making deals and compromising is how most everyone survives aboard the Gehenna. You have thrived.)
Stewardship: 3d6, drop lowest = 8 (You're no accountant by trade, but you're not hopeless at managing resources.)
Intrigue: 3d6+2, drop lowest = 9 (It's not paranoia when there's an entire ship full of people and a robot overlord out to get you.)
Learning: 3d6, drop lowest = 7 (You underwent an education like that of most other people under the New Regime. Whether you can blame little of it applying to the conditions of a prison ship on the prison or the education is up to you.)
Piety: 3d6, drop lowest = 6 (Life aboard the Gehenna and the terrors and betrayals alike you underwent in Perdition have left you somewhat more jaded than most people.)
Personal Combat: 3d6, drop lowest = 11 (Most of the other inmates know by now not to try to take you on in a fistfight. Or alone, for that matter.)

Now, for your Bonus Points. These can be spent on positive traits, listed below. You have 2 to start with, and can increase the amount by taking on negative traits. It is possible to run up a debt of these, but be aware; for each Bonus Point that you have in debt, as it were, will be an additional point I can spend to fudge the results of a dice roll in a manner of my choosing. I am not obligated to inform you when I have done so.

Positive Traits:

[ ] Advanced Curriculum: Prior to your incarceration, you were an outstanding student. (+3 Learning)(-1 BP)
[ ] Beneficial Glitch: Through some quirk of programming, you always got double rations, and you weren't a glutton. (+2 Stewardship, +100 starting Smokes)(-2 BP)
[ ] Buddy System: Through riots, hunger, cold and finally hell itself, you have had a friend survive. (Start with one Advisor who you can be sure is both reasonably capable and trustworthy.)(-1 BP)
[ ] Bureaucrat: Pencil-pusher you might have been, but paperwork has made or broken armies throughout history. (+4 Stewardship)(-2 BP)
[ ] Combat Experience: Whatever the side, whatever the conflict, you have been bloodied before you were behind bars. (+2 Martial, +2 Personal Combat)(-1 BP)
[ ] Combat Training: You were among the last generation to be soldiers, in a world that now despised you. (+4 Martial, +4 Personal Combat)(-1 BP) (Restricted to Murderer Conviction)(Pre-requisite Trait: Combat Experience)
[ ] Deceptive: A good lie has a sprinkling of truth, and the best liars don't need to speak a single false word to lead you astray. (+3 Intrigue, -2 Diplomacy)(-1 BP)
[ ] Diligent: If at first you don't succeed, try, try again. (Failed actions gain a +10 to the next attempt. (-1 BP)
[ ] Educated: Whether among credited academia or a hoarder of forbidden books, you are very well read. (+4 Learning)(-1 BP)(Requires Advanced Curriculum)
[ ] Elaborate Tattoos: When everyone's in the same clothes, you have to be creative at displaying wealth in a way that can't just be taken off of you. (+2 Diplomacy)(-1 BP)
[ ] Fixer: Whatever people needed, you could usually get for them. At a price, obviously. (+2 Stewardship, +2 Intrigue)(-2 BP)
[ ] Honest: Your word is all you have, and that word is good. (+2 Diplomacy, +2 Piety, -2 Intrigue)(-1 BP)
[ ] Innocent: You didn't deserve to be here, to suffer. Knowing that is a cold comfort, but comforting regardless. (+3 Piety)(-1 BP)
[ ] Large: You stand out in a crowded room. (+2 Personal Combat, -2 Intrigue)(-1 BP)(Cannot be taken with Small)
[ ] Small: You are of modest stature. (-2 Personal Combat, +2 Intrigue)(-1 BP)(Cannot be taken with Large)
[ ] Trustee, Level 3: Through good behaviour, you held additional priviliges even prior to Perdition. And good luck trying to revoke it, Warden. (You hold Level 3 security clearance, granting you access to all portions of the Gehenna save for the colony supply vaults. As this access is keyed to an implanted microchip coded for your biometrics alone, nothing short of your death will revoke it. -4 Diplomacy, +4 Intrigue.)(-2 BP)
[ ] Young: You're still in the prime of your life. (+10 to rolls for improving personal ability scores, -2 Diplomacy.)(-1 BP)

Negative Traits:

[ ] Isolation: At some point of the voyage, the Custodians cast you down into that lightless hole known as a maximum security cell and left you there in silence and scarce(r) food for months. You were, unfortunately, not among that rare breed who fully recover from that kind of experience. (-3 Diplomacy, -3 Piety, -3 Personal Combat)(+2 BP)
[ ] Pretty Face: You were blessed with delicate features at birth, but here they were only ever a curse. (-2 Martial, -2 Diplomacy. Negated when commanding/interacting with characters with the Unadjusted trait. +10 to Diplomacy actions for characters with the Unadjusted trait.)(+1 BP)
[ ] Psychobaric Treatment: You were confined to a chamber and strapped to a chair, subjected to flashing lights, deafeningly loud noises and images of your victims in a brain-scrubbing intended to make even contemplating violence or wrongdoing upon your fellow man. You suppose you should consider yourself fortunate it only did that instead of turning you into a drooling vegetable. (-4 Personal Combat, -4 Intrigue.)(+2 BP)
[ ] Public Menace: As flexible as morals are in prison, most inmates will still have some level of standards, or at last fake them. And what you did to get sent here was beyond any line in the sand. (Secretly guilty of a crime that would inspire visceral disgust and hatred in all who learned of it. So far as you know, only the Warden is aware of the truth besides yourself, seeing as how you haven't been killed in your sleep yet.)(+2 BP)
[ ] Shy: You're not one for conversation, and much prefer being left alone. (-3 Diplomacy, +1 Intrigue)(+1 BP)
[ ] Stool Pigeon: You're not proud of it, but you did what you had to to survive. Of course, the people you snitched on are not likely to look at it like that. (Start with one unknown rival leader with a grudge against you and the ability to have good odds of carrying out their revenge.)(+1 BP)
[ ] Tortured: You still have the scars from when you were nothing more than fresh meat to this place. (-2 Personal Combat)(+1 BP)
[ ] Unadjusted: For whatever reason, you've never adapted to being in prison. On the one hand, your moral principles are still intact. But on the other hand... (-3 Diplomacy, -3 Intrigue, +1 Piety)(+1 BP)

Omake Challenge: For writing up a comprehensive and fitting backstory of Smith's life, crime and eventual conviction, you may earn one additional Bonus Point. Feel free to take your cues from how his stats turned out, but do not feel constrained by them; some skills might have simply had a chance to improve during the Gehenna's voyage. A defined first name would also be appreciated. :V

Moratorium on voting for the first 3 hours. Plan voting will be in effect.
 
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[ ] Trustee, Level 3: Through good behaviour, you held additional priviliges even prior to Perdition. And good luck trying to revoke it, Warden. (You hold Level 3 security clearance, granting you access to all portions of the Gehenna save for the colony supply vaults. As this access is keyed to an implanted microchip coded for your biometrics alone, nothing short of your death will revoke it. -4 Diplomacy, +4 Intrigue.)(-2 BP)
[ ] Buddy System: Through riots, hunger, cold and finally hell itself, you have had a friend survive. (Start with one Advisor who you can be sure is both reasonably capable and trustworthy.)(-1 BP)
these would be invaluable to us the trustee one obvious but having someone in prison who you can rely on no matter what would be a massive aid for the negative traits..
[ ] Unadjusted: For whatever reason, you've never adapted to being in prison. On the one hand, your moral principles are still intact. But on the other hand... (-3 Diplomacy, -3 Intrigue, +1 Piety)(+1 BP)
maybe this, better to hold onto your morals
 
[ ] Fixer: Whatever people needed, you could usually get for them. At a price, obviously. (+2 Stewardship, +2 Intrigue)(-2 BP)

This is great. We need to repair the ship, and we need to see any double cross coming a mile away. This gets both of these up to formally trained.

[ ] Buddy System: Through riots, hunger, cold and finally hell itself, you have had a friend survive. (Start with one Advisor who you can be sure is both reasonably capable and trustworthy.)(-1 BP)

I can't disagree with this one, and a hero unit sounds like a massive bonus to me.
[ ] Trustee, Level 3: Through good behaviour, you held additional priviliges even prior to Perdition. And good luck trying to revoke it, Warden. (You hold Level 3 security clearance, granting you access to all portions of the Gehenna save for the colony supply vaults. As this access is keyed to an implanted microchip coded for your biometrics alone, nothing short of your death will revoke it. -4 Diplomacy, +4 Intrigue.)(-2 BP)
Seems good, but given how people voted for a double bonus to Diplomacy in the first place ot seems like a longshot. If we only had level 1 or level 0 I could see it but we are starting at level 2. 1 level higher doesn't feel like it's worth it.

[ ] Bureaucrat: Pencil-pusher you might have been, but paperwork has made or broken armies throughout history. (+4 Stewardship)(-2 BP)
[ ] Combat Experience: Whatever the side, whatever the conflict, you have been bloodied before you were behind bars. (+2 Martial, +2 Personal Combat)(-1 BP
Alternatively we could grab these two instead of my earlier suggestions and and have 3 skills at professional levels.

Right. The negatives.
[ ] Stool Pigeon: You're not proud of it, but you did what you had to to survive. Of course, the people you snitched on are not likely to look at it like that. (Start with one unknown rival leader with a grudge against you and the ability to have good odds of carrying out their revenge.)(+1 BP)
[ ] Tortured: You still have the scars from when you were nothing more than fresh meat to this place. (-2 Personal Combat)(+1 BP)
These two. The scars are fine for if we only have 3 points but honestly stool pigeon sounds like a fun narrative option. I say we take both and spend 4 BS.

Buddy System & Combat experience to compensate for Tortured, with either Fixer or Bureaucrat as our 2 BP trait.
 
[]The Many Arms (And Scars) of Smith
[ ] Shy: You're not one for conversation, and much prefer being left alone. (-3 Diplomacy, +1 Intrigue)(+1 BP)

Explination: I don't think that we were all that good with people in Prision, and most first timers are shy.

[ ] Tortured: You still have the scars from when you were nothing more than fresh meat to this place. (-2 Personal Combat)(+1 BP)

Torture by the Guards and Fellows are an issue even in the best of time.

[ ] Buddy System: Through riots, hunger, cold and finally hell itself, you have had a friend survive. (Start with one Advisor who you can be sure is both reasonably capable and trustworthy.)(-1 BP)

HERO UNIT GET!!

[ ] Combat Experience: Whatever the side, whatever the conflict, you have been bloodied before you were behind bars. (+2 Martial, +2 Personal Combat)(-1 BP)

Its Kill or BE KILLED!! I'd rather not die.

[ ] Elaborate Tattoos: When everyone's in the same clothes, you have to be creative at displaying wealth in a way that can't just be taken off of you. (+2 Diplomacy)(-1 BP)

Tattoo's are an expression of a man's Badassery...in prision.
 
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[X]The Many Arms (And Scars) of Smith
[ ] Shy: You're not one for conversation, and much prefer being left alone. (-3 Diplomacy, +1 Intrigue)(+1 BP)
[ ] Tortured: You still have the scars from when you were nothing more than fresh meat to this place. (-2 Personal Combat)(+1 BP)
[ ] Buddy System: Through riots, hunger, cold and finally hell itself, you have had a friend survive. (Start with one Advisor who you can be sure is both reasonably capable and trustworthy.)(-1 BP)
[ ] Combat Experience: Whatever the side, whatever the conflict, you have been bloodied before you were behind bars. (+2 Martial, +2 Personal Combat)(-1 BP)
Cyber, moratorium, we start with 2 BP, and maybe a little discussion before we jump to posting.

It's amusing that everyone who voted dissident is so eager to drop the diplomacy points they earned voting for it.
 
Lol. Fair enough.


Okay. This is what I have to start.
This will get us to
Martial:12 Professional Experience
Diplomacy:10 Formal Training
Stewardship:12 Professional Experience
Intrique:12 Professional Experience
Learning: 7 civilian
Piety: 6 below average(no great loss)
Personal Combat: 11 Formal Training

We also get a hero unit covering our backs

A personal rival for narrative flavoring.

It uses five BP, but I'm planning to write a background taking these traits into account. I'm think military background where you sold out on some corrupt General/Politician who's inner circle you infiltraited. Unfortunately my phone needs to charge. If someone wants to take heir own shot at it feel free.
 
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but I'm planning to write a background taking these traits into account. I'm think military background where you sold out on some corrupt General/Politician who's inner circle you infiltraited. Unfortunately my phone needs to charge. If someone wants to take heir own shot at it feel free.
Just as a quick reminder, actual military backgrounds are restricted to the Murderer Conviction. Dissident is what won.
 
How Far We've Come
Omake: How far we've come

If you were completely honest, it was a miracle you were still alive, not because of Perdition, but because of how you ended up on the ship in the first place. You'd nearly died the first day afterall.

How it started is a blur. Your not sure what you were thinking. The recruiter had asked for fighting men for a dangerous undercover operation, and you were just some pensil pusher with a bit of self training. Maybe it was his speech, maybe the whiskey Connor had given you a shot of, maybe just the fact that connor had volunteered himself.

Whatever it was you barely passed, more do to connors help and your knack for deception making you suited to selling the lies you were expected to tell. You were given a false Identity, and resume which got you recruited into the private security force of a retired general turned diplomat. On paper you were supposed to guard your charge and not ask questions. In reality you were there to collect proof of backroom dealings and government conspiracy.

Somehow you pulled it all off. The lies, finding evidence, even a taste of actual combat. You'd nailed the basterd bad enough that nothing could keep him and some of his compatriots from getting seats on the Gehenna.

For a short time you even convinced yourself that it had all been worth it. All the years pretending to be someone else, doing government dirty work to see the men ordering it brought to justice, and even having to shoot and kill other human beings, gratified by watching that wretched man dragged aboard the Gehenna in chains. Then the other shoe had dropped.

However much you'd forced the powers that be to acknowledge the government corruption and punish those responsible, you hadn't removed the root of that corruption. Power, and the fear of it's loss. Your tracks were cover enough that their was no way they could pick you out among the thousands of people capable of leaking the information you had, but they didn't need to find the responsible party, only punish everyone sufficiently connected.

No one managed to avoid taking the fall for your actions, not even connor. You were gathered, one and all, and placed on the Gehenna with men who knew someone among you was responsible for them being there, and just as willing to punish all of you as the politicians who had arranged you be there in the first place. While the rest of the ship was establishing a pecking order, "The Furies" as your group were eventually named, were already under attack.

You were almost one of the earliest casualties, singled out and overwelmed with numbers, your aggressors decided to make a show of taking you appart, piece by piece. Unfortunately for them, all they accomplished was giving Connor the time needed to Rally the members of your old security team. Together they overwelmed your attackers quickly enough to save your life.

What was meant as a puplic execution became a rally to unify for survivals sake. You don't remember what you said, the warden won't share the logs, and you trust Connors recollection as far as you can throw a Custodian with a single hand. Regardless, you ended up being the first Gang to organize, and the projected strength of that Organization and Unity drew countless others seeking the same protection your members enjoyed.

For a time things went as well as you could hope for. Established, with the numbers and influence to make any foe second guess themselves, you were nearly untouchable. Then Predition began, and Untouchable was a childs dream. Things should have ended there, as much as they should have the day Gehenna launched, but instead of being overrun by Predition's horrors, your gang ended up being one of the few that held strong.

It was simple really. You'd held your territory the longest, and in the time you'd held it, had done more to twist it to your advantage than any other gang would ever think to. It, your numbers, and the ever unifying force of a common foe had turned your gang into a kind of machine which could bleed the horrors that stalked thru the ship without ever allowing said horrors to trap and massacre your gang in return.

In order to keep that machine running, you'd needed more. More men, more resources, more info about the ships structure. The first two were simple to get. Survival had united your gang and it allowed you to draw yet more into your desparate game of survival. For the last, there was only one entity which you could turn to.

You weren't quite sure just how much the warden bought into your pitch and how much was it playing the long game, but what matter was it gave you what you wanted, no, needed to survive Intact enough to hold up your end of the deal. Now you just need to keep it all from falling apart. It wasn't the first time you'd beaten the odds, and as long as you still had Connor covering your back, you'd probably make it thru alive.

This omake was specifically tooled to both the dissident start and the traits I intend to vote for.

Hopefully you'll support that build so this counts and we can still get the free point this is intended to earn.
 
[X] Plan Morals with safety precautions
-[X] Trustee, Level 3: Through good behaviour, you held additional priviliges even prior to Perdition. And good luck trying to revoke it, Warden. (You hold Level 3 security clearance, granting you access to all portions of the Gehenna save for the colony supply vaults. As this access is keyed to an implanted microchip coded for your biometrics alone, nothing short of your death will revoke it. -4 Diplomacy, +4 Intrigue.)(-2 BP)
this way we have nothing impeding us and the warden can't revoke it like they could with level 2
-[X] Unadjusted: For whatever reason, you've never adapted to being in prison. On the one hand, your moral principles are still intact. But on the other hand... (-3 Diplomacy, -3 Intrigue, +1 Piety)(+1 BP)
 
[X] Plan Morals with safety precautions
-[X] Trustee, Level 3: Through good behaviour, you held additional priviliges even prior to Perdition. And good luck trying to revoke it, Warden. (You hold Level 3 security clearance, granting you access to all portions of the Gehenna save for the colony supply vaults. As this access is keyed to an implanted microchip coded for your biometrics alone, nothing short of your death will revoke it. -4 Diplomacy, +4 Intrigue.)(-2 BP)
this way we have nothing impeding us and the warden can't revoke it like they could with level 2
-[X] Unadjusted: For whatever reason, you've never adapted to being in prison. On the one hand, your moral principles are still intact. But on the other hand... (-3 Diplomacy, -3 Intrigue, +1 Piety)(+1 BP)
Drops diplomacy to 6(below average) after specifically choosing a background which gave diplomacy a second boost. Then their is the flaw which gives us an unused BP point. Again we start with two. You could take Trustee and have no flaws, or take it, another positive trait to balance out unadjusted.

Frankly any build which deliberately drops our highest stat below average and raises other stats by only a point each is a terrible one, no matter the narrative aspects.

[X] Plan Orwell Smith, Ex Undercover Dissident.
-[X] Buddy System
-[X] Bureaucrat
-[X] Fixer
-[X] Deceptive
-[X] Tortured
-[X] Stool Pigeon

This will get us to
Martial:10 Formal Training
Diplomacy:11 Formal Training
Stewardship:14 Specialist
Intrique:14 Specialist
Learning: 7 baseline untrained
Piety: 6 below baseline untrained (no great loss)
Personal Combat: 9 Self Trained

We also get a hero unit covering our backs.

A personal rival for narrative flavoring.

-1 BP but I'm sure it will be saved for something fun narrative wise.
 
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[X] Plan Morals with safety precautions
-[X] Trustee, Level 3: Through good behaviour, you held additional priviliges even prior to Perdition. And good luck trying to revoke it, Warden. (You hold Level 3 security clearance, granting you access to all portions of the Gehenna save for the colony supply vaults. As this access is keyed to an implanted microchip coded for your biometrics alone, nothing short of your death will revoke it. -4 Diplomacy, +4 Intrigue.)(-2 BP)
this way we have nothing impeding us and the warden can't revoke it like they could with level 2
-[X] Unadjusted: For whatever reason, you've never adapted to being in prison. On the one hand, your moral principles are still intact. But on the other hand... (-3 Diplomacy, -3 Intrigue, +1 Piety)(+1 BP)
-[X] Honest: Your word is all you have, and that word is good. (+2 Diplomacy, +2 Piety, -2 Intrigue)
[x] Plan: Words & Swords
 
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[x] Plan: Words & Swords
-[x] Combat Experience: Whatever the side, whatever the conflict, you have been bloodied before you were behind bars. (+2 Martial, +2 Personal Combat)(-1 BP)
-[x] Honest: Your word is all you have, and that word is good. (+2 Diplomacy, +2 Piety, -2 Intrigue)
-[x] Elaborate Tattoos: When everyone's in the same clothes, you have to be creative at displaying wealth in a way that can't just be taken off of you. (+2 Diplomacy)(-1 BP)
-[x] Stool Pigeon: You're not proud of it, but you did what you had to to survive. Of course, the people you snitched on are not likely to look at it like that. (Start with one unknown rival leader with a grudge against you and the ability to have good odds of carrying out their revenge.)(+1 BP)

The idea is to capitalise on our strong stats like Diplo and Personal Combat / Martial.

Martial:12
Diplomacy:17
Stewardship: 8
Intrique:7
Learning: 7
Piety: 8
Personal Combat: 13
 
Considering trading combat experience for Fixer and taking a point in dept to get stewardship and intrique to 14. Thoughts?

Also @Sir_Travelsalot my omake did earn me a free BP correct?

Also do we still get an education roll or has that been determined already?
 
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