Waltzing in a Mechsuit: a Sci-fi Mercenary Quest

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The year is 2995 and humanity has done well for itself. It's fully inhabiting the nearest of star systems and hundreds upon thousands of independent space stations drift out in the Black. But, all is not well in the hearths of humanity. Conflict and Strife, the ever present companions to humanity, provide an excellent opportunity for the enterprising mercenary to make quite the pretty penny.

Take the reins of the young captain of a freshly made mercenary company. With a ship full of mechs and a head full of dreams, how will you make your mark on history?

Posted on both SpaceBattles and Sufficient Velocity
Character Creation

I.F. Ister

Fortifying The Thread
Pronouns
He/They
GM's Note:
Welcome to Waltzing in a Mechsuit, where you'll command a mercenary company in the 30th century! Here's a selection of potential questions you may have and answers to said questions.

Q: What the hell am I looking at here?
A: My foray into running a Quest! It's a sci-fi one that runs on somewhat hard sci-fi. I say somewhat, as I have definitely flubbed and smudged some things for the setting to work.
Q: What the hell is an MBF?
A: MBF is an acronym which stands for Mechanized Bipedal Frame, think a Mobile Suit from Gundam. They're fast and can take a decent amount of hits. They're not all weapons of warfare, in fact, the vast majority are used for civilian purposes, from construction to mining and everything in between!
Q: How do rolls work?
A: I roll a d100 and then add the relevant bonuses. Your objective is to get over the DC I set for a roll.
Q: What about bonuses?
A: The more specific a bonus is, the more it's going to give but the less it's going to come into play.
Q: What do all those stats mean?
A: Well, Knowledge rolls test your character's knowledge on any given topic, Resolve rolls test if your character keeps their cool in a stressful situation, Combat rolls test your character's skills in combat, Leadership rolls test how good your character is at leading people, Contacts tests your character's web of informants to see if you can get in contact with certain people. And you can probably figure out the rest of them.

~~~~~~~

You've been standing in this line for what feels like hours now, but finally, you've made it to the front. You're in a bank, a Solar Union one at that, so it's nice and fancy inside the lobby, not at all like the ones you're used to out back at home. Marble columns, actual marble and not the synthetic stuff, lined the thick set of double doors you passed through to enter. You actually had to open them manually too, which let you determine if the dark wood it looked like was actual wood or not. Turns out, it was. A large desk sits at the back of the lobby, with a quartet of tellers, actual human ones, sorting through the lines of people waiting to be served.

You walked up and joined a line, head on a swivel as you absorbed the sheer wealth on display around you. Chairs carved from wood, the same as the doors, are arrayed in quartets around a center table, tasteful vases of flowers are placed in the center of each surface. You'd like nothing more than to taste the quality of actual wood chairs, but, unfortunately, you've got business here, business regarding your future and the future of what you hope to be a successful venture.

After waiting for what felt like forever, you finally made it to the front of the line. Your fate awaits you and you're not one to let it slide past. You'll get that loan and you'll form that mercenary company! Just like...

-[ ] Your Grandfather! (Gain Legacy of Legend: You've got connections and contacts that remember how damn competent your Grandfather was, lucky you. +15 to Contact rolls, but Renown losses on failures are doubled)
-[ ] Your Father! (Gain Big Shoes to Fill: Your Father was a man who history regards as a man of action and renown, succeeding him will be quite the challenge, but maybe you're up to it? +10 to Leadership and Resolve rolls)
-[ ] Your Brother! (Gain Friendly-ish Rival: The last time you saw your Brother was when you asked him to take you on as a pilot. He took one look at you, laughed, and you haven't seen him since. Maybe he'll change his mind once he sees just how good you are? No numerical bonuses, but you do still have his contact information)

But regardless of why you want to do this, you've still got to go through the whole process. You step up to the desk, where a bored looking lady looks you up and down through her glasses, chains dangling from the arms as she pops a bubble of gum. Her holographic name tag reads "Janice".

"Reason for visit?" She asks, the wad of gum in her mouth popping as she spoke. Janice drums her well-manicured fingers on the desk's surface before you even have a chance to collect yourself.

"I'm looking to get a loan for a, uh, a mercenary company." You hurriedly say as she rolls her eyes and pulls a dataslate from a drawer, slapping it down into your hands as another bubble pops.

"Please fill out the application form completely and entirely." The teller drolls on tiredly as she waves you aside and the next in line steps up.

You glance through the application as you make your way to the nearest open chair. Hey, it looks like you will be able to give those chairs a shot! As you plop yourself down in the cushioned chairs, which creaks and groans as you sit down, you come to the conclusion that being wealthy would rock.

The application itself is a pretty standard affair, as far as you reckon. Name, age, gender, nationality, things like that. Shrugging, you set yourself to work filling it out.

~~~~~~~

Loan Application (Please choose one per section)
Name:
-[ ] Sam Vonkartha
-[ ] Write in
Sex:
-[ ] Male
-[ ] Female
Age: 27
Nationality:
-[ ] Solarling (You were born in the slums of the orbital plates above Earth. Gain Slumming It: You know your way around slums and the underground and as such, have an instinctive ability to sniff out things of a less than legal nature. +15 to rolls made concerning illicit or illegal things)
-[ ] Beltborn (You were born in the warring states of the Minerlords out in the Asteroid Belt. Gain Zero-Gee and Free: You're at your best when the bonds of gravity aren't holding you down. +10 to rolls made in microgravity)
-[ ] Proxim (You were born in Proxima Centauri, or Proxim to the locals. Gain Get Off My Lawn!: Much like your ancestors, you prefer to stay on the defensive. +10 to rolls when you're on the defensive)
Background:
-[ ] College Dropout (Turns out, college wasn't for you. Gain Delinquent: You skipped class a lot growing up, but hey, you sure know your way around the rougher side of society. +5 to Combat rolls, +10 to Intimidation rolls, +10 to Resolve rolls, and +10 to Knowledge (Crime) rolls)
-[ ] Engineer (You've spent more time than most others inside the engines of many machines. Gain Fine-Tuned Machine: All your machines have your personal touch. +15 to all Repair and Scavenge rolls, +15 to Knowledge (Machines) rolls, and +10 to Barter rolls)
-[ ] Nurse (You've spent a good deal of time dealing with unruly patients and medical emergencies. Gain Medical Stonewall: +20 to Resolve rolls, and +15 to Medicine and Knowledge (Medicine) rolls)
Combat Experience:
-[ ] Sim Pods (You've spent a lot of time in the Simulators, too much time some may say. Gain Theoretical Ace: Hey, maybe you've never actually seen combat, but you sure know a lot about it! +10 to Combat rolls and +20 to Knowledge (Military) rolls)
-[ ] Pirate Hunter (You aren't old enough to have fought in any of the major wars, but you sure saw action against pirates and the like. Gain Fringe Fighter: You've fought battles out in the fringes of your home. +15 to Combat rolls and another +10 when in the Black, away from any celestial body)
-[ ] Mercenary (You spent a couple years in the employ of a mercenary captain, before he was spaced by a mutinous crew and you barely made it out with your life. Gain Blood and Thunder: You've fought more battles than most civilians have dreamed of. +20 to Combat rolls and +10 to Contact rolls)
Loan Amount: (A good ship, stripped down to its barebones, will probably go for about 150,000 SUDs, or Solar Union Dollars and a decent MBF will likely cost about 10,000 SUDs upfront, not counting repair costs, and crew will probably cost at least 20,000 SUDs every month)
-[ ] 1 Million SUDs (Easier time paying back your debt, but you have a limited amount of money to actually build your mercenary company with)
-[ ] 3 Million SUDs (A large chunk of debt, but more money to build a company with)
-[ ] 5 Million SUDs (A hefty amount of debt with a large amount of money to start with)

~~~~~~~

With the application filled out, you rise from the lap of luxury and re-enter the line, much to your chagrin. But hey, at least that's all over with!

Now all you've got to do is put out feelers for your prospective mercenary company…
 
Sam Vonkartha and Other Characters
You
Name: Sam Vonkartha
Rank: Commander of the White Company
Physical Description: A big guy, covered in all sorts of muscle from long years of hard labor out in the Belt. He has black hair that he prefers to be cut short, but isn't opposed to growing it out a little should the occasion arise. Brown eyes gaze out at the world around him, a cunning glint rests in them.
Bonuses:
Contact: 15+10=25
Combat: 5+20=25
Intimidation: 10
Knowledge (Crime): 10
Resolve: 10
Traits
:
-Legacy of Legend: You've got connections and contacts that remember how damn competent your Grandfather was, lucky you. +15 to Contact rolls, but Renown losses on failures are doubled.
-Zero-Gee and Free: You're at your best when the bonds of gravity aren't holding you down. +10 to rolls made in microgravity.
-Delinquent: You skipped class a lot growing up, but hey, you sure know your way around the rougher side of society. +5 to Combat rolls, +10 to Intimidation rolls, +10 to Resolve rolls, and +10 to Knowledge (Crime) rolls.
-Blood and Thunder: You've fought more battles than most civilians have dreamed of. +20 to Combat rolls and +10 to Contact rolls.
Training:
Contacts: 1/30 XP
Charm: 2/5 XP
Leadership: 1/5 XP
-Marshal in Training (1/2): You are a leader of men... at least, you will be one day. Gain "Marshal" as a title and +5 to Leadership and Tactics rolls.
Accounts:
Personal: 2,470 SUDs
Company Funds: 4,900,000 SUDs
Quests:
WLW, Women Loving Wrath
Those pirate bastards destroyed the David's Horn and hurt Captain Kamilla, they must pay for this. One of the pirate ships was disabled in the fight, but the other is still out there. Track it down and murder it.
Rewards: +15 Renown, Margarat's eternal loyalty, and +1 to acquiring Trait: Shipper (0/5). Plus whatever loot you gain from killing the pirates.
Bugged by a Bug
That bug you found on the pirate freighter has Janna proverbially drooling at the mouth. Give the device to her so she can learn what's inside. It'll take some time for you to hear back from her on it, but you're sure that it'll be good.
Rewards: Janna gains +3 Opinion and you learn of the people behind the bug.

Janna Peppers
Name: Janna Peppers
Rank: Chief Engineer
Opinion of You: 2/5 (Warm Acquaintances)
Physical Description: A slender woman who's seen some things in her career. But, despite her petite frame, she's utterly laden with working woman's muscles. She's shorter than you are by a long shot, on account of being born where there's gravity, whether artificial or natural. She's got shoulder length seafoam green hair that she keeps out of her face with a set of goggles acting as a hairband. Janna's got a well-used toolbelt that she claims has been with her since she started messing around with machines. It holds any number of tools and a healthy supply of Space Duct Tape.
Personality: She's lived an eventful life and that's impacted her. She's tough, with a vulgar tongue and a crude sense of humor. However, she's got a soft spot for her machinery and the rare person who gets through her prickly exterior.
Bonuses:
Combat: 10 (When angered)
Construct: 10
Dismantle: 10
Knowledge (General Science): 5
Knowledge (Religion): -15
Knowledge (Machinery): 15
Repair: 10+10=20
Traits
:
-???: +10 to Construct, Repair, Dismantle rolls, +15 to Knowledge (Machinery) rolls, and +5 to Knowledge (General Science) rolls.
-Anger Issues: Janna's a naturally angry person, but a youth spent amongst scientists means that she's got a solid hold on it… until she doesn't. +10 to Combat but -10 to all Social rolls when angry.
-???: +10 to Repair rolls but -15 to Knowledge (Religion) rolls.
Training:
Deduction: 1/5 XP
Repair: 1/20 XP

Jasin Smitty
Name: Jasin Smitty
Rank: Pilot
Opinion: 3/5 (Recruited me after I wronged him)
Physical Description: A spindly guy with sunken eye sockets. He seems to be a rather nervous guy.
Personality: Nervous, with a side case of slight paranoia and a dash of steel in his spine.
Bonuses:
Combat: 10
Deception: 10
Knowledge (Crime): 5
Stealth: 10
Traits
:
-Decent Pilot: He's a decent pilot, nothing special, but he's good enough. +10 to Combat rolls.
-Sketchy Past: He's got a sketchy past, laden with odd events. +10 to Stealth and Deception rolls and +5 to Knowledge (Crime) rolls.
Kamilla Alamo
Name: Kamilla Alamo
Rank: Captain
Opinion of You: 1/5 (Competent Employee)
Physical Description: A tall black woman with a shaved head. She wears rugged clothing, oftentimes with a high-necked flair.
Personality: A generally serious and professional woman who cares deeply about the well-being of those under her command.
Bonuses:
Combat: 10
Leadership
: 15+10=25
Resolve
: 10
Salvage
: 10
Traits
:
-Salvager: Long years commanding salvaging operations have given her a head for loot. (+10 to Salvage rolls and guarantees that salvaging will always result in something)
-Loyal Crew: Having her crew in good spirits is a priority of Kamilla. (+15 to Leadership rolls and +5 to Crew morale and loyalty)
-Experienced Officer: Kamilla has earned her stars and stripes. (+10 to Leadership rolls, Resolve rolls, and Combat rolls)

Margarat Kellows
Name: Margarat "Maggsie" Kellows
Opinion of You: 5/5 0/5 (Life Saving Friend)
Physical Description: Margarat is of an average height, with a build to match. Brown hair and dusky skin complete the look of an average person, though you already know that that's but a thin facade.
Personality: Margarat is a fun-loving, airhead of an adrenaline junkie.
Bonuses:
Combat: 15+15+10=35
Diplomacy
: 15
Leadership
: 15+15=30
Resolve
: 15+15+10+10=50
???
: 35
Traits
:
-???:+15 to Diplomacy, Combat, Leadership, and Resolve rolls
-Zero-Gee and Free: She's at her best when the bonds of gravity aren't holding her down. +10 to rolls made in microgravity.
-???:+35 to ??? rolls and +10 to Resolve rolls.
-???:+15 to Combat, Resolve, and Leadership rolls.
-???:+10 to Combat and Resolve rolls.

Robecca Harnought
Opinion of You: 5/5 5/5 5/5 5/5 5/5 5/5 (Totally Love Stricken)
Physical Description: Blonde hair typically styled in ringlets and fashioned with a blue ribbon. She has a figure that fills out most clothing nicely.
Personality: The very picture of the southern belle of ages past. Though, she can be quite… obsessive over things.
Bonuses:
Barter: 30
Contacts: 20
Convince: 10
Diplomacy: 30
Resolve: 15
Traits
:
-Heiress to Fortune: Robecca is a rich heiress of Haagricorp, a company that owns an eighth of all agri-stations in the Solar System. +30 to Barter rolls and Diplomacy rolls, +20 to Contacts rolls.
-Fond Memories: Robecca has fond memories of you rescuing her from marauders, very fond memories. +30 Opinion and gains Lovestruck Fool.
-Lovestruck Fool: Robecca's heart has been taken by a dashing young warrior. +15 to Resolve rolls and +10 to Convince rolls, but suffers from an obsession with a certain handsome young mercenary, locking Opinion at the max.
 
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The White Company
The White Company
A mercenary company formed on March 5th, 2995 by Sam Vonkartha. As of yet, it hasn't accomplished anything of note.

Renown: 0 (Fledgling Band)
Funds: 4,900,000 SUDs
Expenses (Trimonthly)
7,750 (Officers)
10,000 (Debt Payments)
-------------
17,750 SUDs

Intel

Pirates: 3
Profitable Asteroids: 1

Roster
Commander: You, Sam Vonkartha
Ship's Captain: NA
Quartermaster: NA
Security Officer: NA
Navigator: NA
Bosun: NA
Chief Engineer: Janna Peppers
Chief Medical Officer: NA
Chief Cook: NA
Pilot/s: Sam Vonkartha, Jasin Smitty
Crew: 0
Grunts: 0

Itari Cruiser
Ship Class: Itari Cruiser
Ship Description: A long ship, with a generally diamond shape to it. Upon reaching about halfway through, it starts expanding out a little and gains six launch bays on the underside, three on each panel. On the upper panels it has the capacity for one Fightercraft catapult. Four gimbaled engines are housed in the front section, one for each panel. These swivel around and provide a large degree of agility to the otherwise large vessel. These, along with the main engines in the back, makes the Placeholder a fairly mobile ship.
Crew: 120 for Full Operation, 25 for Skeleton Crew
Fuel: 20 Days worth
MBF Launch Bays/Fightercraft Catapults: 6 One Stack MBF Launch Bays/1 Medium Fightercraft Catapult
MBFs: P8/Corsair (450 SP), AA/Lancer (270 SP), MI/Sniper (500 SP), BT/Thunder (650 SP)
Fightercraft: NA
Armaments: Grade 3 (12 Quad-Barrelled Ballistic PD Turrets, 4 Dual-Barrelled Coilguns, 4 Missile Silos)
Armor: Grade 3
Cargo (2305/4500 SP)
Martian Spices 100 SP (15,000 SUDs)
Commercial Computer Parts 250 SP (5,500 SUDs)
Supplies 110 SP (11 Days)
Spare Armor 20 SP (1 Armor=5 SP)
Basic Targeting Computer 5 SP

Rocking Harrier
Ship Class: Cargo Hauler
Ship Description: A rather chubby ship, with trenches running through its boxy structure.
Crew: 20 for Full Operation, 5 for Skeleton Crew
Fuel: 7 Days
MBF Launch Bays: 3 External MBF Launch Bays
MBFs: None
Armaments: Grade 1 (6 Double-Barrelled Ballistic PD Turrets)
Armor: Grade 1
Cargo (0/2750 SP)
P8/Corsair:
-Pilot: Sam Vonkartha
-Armor: Limbs 2, Torso 3, Head 1
-Armaments: Laser Rifle (+5 in Space, -10 in Atmosphere), Heat Sword (Can't block or be blocked by Laser Weapons), 3 EMP Grenades (Shuts down whatever is caught in the AOE)
-Speed: 6 (Civilians are 1 and sometimes 2, Combat MBF Speed Average is 4/5)
-Systems: Basic Sensors, Basic Communications, AA Targeting Computer (+5 to Ranged Combat rolls)
-Repairs: None
AA/Lancer:
-Pilot: Jasin Smitty
-Armor: Limbs 1, Torso 1, Head 1
-Armament: Laser Lance (A combination laser rifle and spear)
-Speed: 8
-Systems: Basic Sensors, Basic Communications, Basic Targeting Computers
-Repairs: None
MI/Sniper:
-Pilot: NA
-Armor: Limbs 2, Torso 3, Head 2
-Armaments: Plasma Long-Cannon (Anti-Fightercraft), Dual SMGs, Heat Sword
-Speed: 5
-Systems: Longshot Sensors, Longshot Communications, Longshot Targeting Computers (+5 to Combat Rolls at Long Range)
-Repairs: Left+Right Leg Replacement, Left Arm Replacement, Full Body Armor (4,600 SUDs)
AA/Hoplite
-Pilot: NA
-Armor: Limbs 2, Torso 4, Head 1
-Armament: Laser Lance, Shield Projector, Shoulder Micro-Cannons
-Speed: 3
-Systems: Basic Sensors, Basic Communications, Basic Targeting Computer
-Repairs: None
 
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Character Creation Voting Closed
And votes are now closed
Our winners:

[X] Your Grandfather! with 2 votes

[X] Sam Vonkartha with 2 votes
[X] Male with 3 votes
[X] Beltborn with 2 votes
[X] College Dropout with 3 votes
[X] Mercenary with 1 vote and decided with the grace of RNGesus
[X] 5 Million SUDs with 2 votes

Looks like we've got ourselves a rough and tumble lad from out in the Asteroid Belt who's spent some time as a Mercenary, this'll be interesting for sure. Next section shall concern the company itself...
 
Ship Selection and an Opportunity
The glow of fluorescent lights shine down from the ceiling a few meters above you as you leave the lobby behind. You're in the security checkpoint now, just as nicely furnished as the lobby itself, though the auto-turrets on the ceiling does lend a bit more of a militaristic angle to it. Nothing too unusual for the Solar Union as a whole, nor the rest of Civilized Space for that matter.

The large pillars are still there and are still made of real marble. You let out a low whistle as you catch sight of the mosaic on the ceiling. It's of one of the Solar Union's founders, Leon Unar, holding a globe in one hand and a sword in the other, a fleet of warships on his brow like a crown of metal fury.

But regardless of your feelings on the politics and policies of the Solar Union, you've still gotta get your things from the checkpoint.

You stroll up to the weapon deposit area, the behatted security guard, body armor and sunglasses equipped watches you approach with a frosty expression on his face. As do the two guards, these two with reflective face masks, standing guard on either side of the opening, PEP rifles held in a relaxed pose. You grimace as you spot them, the burn on your left bicep throbbing as you pass by.

"I dropped some things off, they're under a 'Sam Vonkartha'." You tell the guard behind the counter, leaning on the surface as you watch him open the safe containing your things. The hard-faced man plops the grey plastic tub on the counter. He taps it as you reach towards it, looking up at you expectantly with a gleam of greed in his eyes.

You sigh, great, looks like even here corruption runs rampant. With a sigh, you fish out a trio of coins and slide them over, 30 SUDs in total.

He grins and nods, tipping his hat as he releases his hold on the tub, "Thank you kindly."

"Yeah yeah," You respond as you grab your things, sliding them into place. The boot knife goes in the boot, of course. The normal knife goes on your belt and the pistol, a normal firearm, goes in your armpit holster. It pays to be prepared, and if you hadn't had that pistol you'd likely not be here to talk about it.

With your head held high and an account filled with 5 Million SUDs, you set out. There's only one place to buy a ship on Orbital Plate 7B, well, only one place that would serve somebody like you, and that place is Discount Dan's. Well, there's likely other places, but none that you know of.

~~~~~~~

(Random Encounter Roll: 35, Crime Time, babes)

You're a few blocks away from Discount Dan's at this point, well, a few blocks and a couple levels down, and are currently taking what you reckon to be a shortcut through the maintenance tunnels when your ears catch the telltale pop-pop of an airgun shootin' not too far away from your position. And, being the enterprising business man that you are, you figured that you could take a look-see at what's going down, see if you couldn't get something to line your pockets with.

You have to duck through a hatch on your approach, those bound by the chains of gravity tend to be shorter than Beltborn like yourself, though you're not nearly as tall as those who've been out there for generations. Those guys are absolutely massive, though they do oftentimes have a bit of trouble operating in grav, having to wear special suits so they don't fuckin' crush themselves under their own weight if their family lived out there for too many generations.

By your reckonings, you're just about there, just beyond this corner. Peeking around it, you spot a lady who appears to be a technician of some sort, judging by her attire. Seafoam green hair with a set of goggles in place of a hairband. She's got an angry scowl on her face, a reasonable response given the situation at hand.

She's currently standing over a guy curled up in the fetal position, groaning as he clutches at his bleeding head. Blood drips off the multitool in her hands, giving you a pretty good guess to what happened. And, judging by the airgun on the floor, you reckon you're correct.

Airguns, being the generally nonlethal weapons that they are, are pretty good for incapacitating someone. And a lone technician is an easy mark, especially a female one. This one, of course, is very much not the easy mark this mook thought she was.

(Stealth Roll DC 65: 29, failure)

Her eyes zero in on you, pupils dilated to dinner plates as she raises the multitool high.

"Well, you with 'im?" She challenges you, flicking her chin at the groaning guy.

"No, not at all." You say stepping out from your spot with your hands held up, fingers splayed out to show off just how empty they are. "Just a passerby."

"A passerby that just so 'appened to be 'ere?" She asks, reasonably skeptical of the whole situation.

"As strange as that may sound, yes."

(Perception Roll DC 50: 91, success)

As you finish saying that, your eyes drift over her shoulder to catch sight of two men creeping in the low glow of the ceiling lights. One of them carries a club and the other has another airgun in his grasp.

Well, you've got a couple options here.

-[ ] Warn her, and help out of course (It just doesn't sit right with you to leave somebody to a fate like the imminent one, even if you just met them. And hey, you're probably gonna need somebody who knows their way around a wrench in your company, so perhaps she'll be amiable to that.)
-[ ] Don't warn her (This isn't your business and you've got places to be. And besides, how useful would some technician even be in the first place?)

~~~~~~~

(Contact Roll DC 75: 70+25=95, success)

You arrive outside the storefront of the warehouse, your steps still uncomfortably heavy in the artificial gravity. Sure, you've acclimated to the Earth's gravity, but that doesn't mean you're happy with it.

But no matter, you step through the automated door, a tinny jingle playing out as you do so. You have to duck under a low-hanging pipe, but such is the price of being a big guy.

"Welcome to Discount Dan's, where no questions are asked and no budget is too small!" A cheery, almost artificially so, voice calls to you. It comes from the older man behind the counter, the latest in a long line of 'Discount Dan's', it's tradition in that family to name your firstborn 'Dan', or so you've been told. He squints as you come into view, the lights illuminating your face. "...Little Sam?" He asks you, giving you pause. How does he…?

"I remember your Grandpappy bringing you 'round back in the day!" Ah, that would explain it. Your Grandfather… You really don't remember much about him. What you do know, gathered from long hours stalking the 'web and from what your junkie of a father told you, in those rare moments where he wasn't chasing that high, is that he was a feared and respected mercenary. The only real memory you have of him is of a wide grin and an itchy beard as he took you joyriding in his MBF.

A grin reaches perks up your mouth, under the scraggly thing growing on your face you call a beard. Your Grandfather, Wilfus Vonkartha, was one helluva pilot, according to the 'webs at least. He fought in a multitude of conflicts in his younger years, back when he was still part of the Itari, a nomad people that roam from place to place to ply their trade, whatever it may be, before breaking off to form his own mercenary company. He settled down in his 30s, having your Father, Uncles, and Aunt in quick succession. You never knew your Grandmother, or at least you don't have any memories of her, as she died alongside him when the pleasureliner they were on got spaced by pirates. A lot of money was spent tracking down their killers...

"You knew my Grandfather?" You finally ask as you lean on the counter, eyes dancing across the multitude of things on stock behind the old man manning the machine.

"Knew him? I practically made him!" ...Sure, whatever you say, Dan.

"Well, do you think you can make me too?"

"Why, I don't see why not? What kinda budget are we working with here?" He leans in, eyes gleaming and trademark grin shining on his face. You tell him and the grin only widens. "Go on, take a sit while ol' Dan here grabs a selection of ships and sundry!"

You nod slowly as Hurricane Dan starts up, backing off to the caf tables covered in a mountain of aged magazines, some of which are even paper! Soon enough, a selection of ships and, as Dan says, sundry finds their way in front of you.

"First things first!" He proclaims, waving his arms wildly, "we've got you a good ol' Falco-class innersystem patroller! It only recently stopped production, too, so I was able to buy this one off the Solar Union Navy for a pittance! Though if you're looking to get into the salvage game, I'd look elsewhere as Falco-classes don't have very much cargo space."

"And the reason it was pulled?" You ask, eyebrow quirked in skepticism.

He rubs at his arms, looking around. "Weeeell, it might be because it's just not enough for their standards anymore. And that it's horribly outdated compared to, well, all the competitor's ships."

"That'll do it." You nod, pausing as a thought occurs to you/ "If it's so outdated, why're you trying to sell it to me?"

Dan levels you with a dry look. "Because, even in the state it's in, it's still better than the half-slagged pieces of garbage that the scavs haul in."

"...Right." You concede with a nod. If you can have it your way, you'd much rather have an out of date ship than a half-dead craft.

"But, if you're looking for something a little more… punchier, I've got just the thing!" He grins wide as he punches the air. "The Punchette-class destroyer! It's a little beastie of a ship, punching hard and fast… though it's armor does leave quite a bit to be desired."

You open your mouth to comment, but Dan interrupts that, tossing the next ship out in front of you. "And finally, we've got a big boy ship! A Tableman-class cruiser. The epitome of the Titanites' brick style of ship design. It's got guns and by the Sun does it have armor! Just don't ask too many questions on how I managed to get a hold of a Titanite ship of all things, just be happy that I have it at all!"

You glance through the list, but none really stick out to you. You grimace, you'd very much prefer to have something a bit nicer looking than… a brick. "This is all you've got for me?" You eventually query Dan, trying your best to be gentle with your wording.

"Well, it's the best of my selection. By the Black, these are the only actual warships I've got, what with the SU gearing up for another go at Mars." You file that away mentally, could be a good opportunity for you to make a name for yourself, if it kicks off sometime soon, anywho.

Right as you go to shrug and get back to the ship selection, Dan leans in, a conspiratorial look on his face. "Say, if these don't satisfy your desires, I have a little something something you could go after if you wanted."

You squint at him. "Go on."

He grins his trademark grin, all smarmy and used-hovercraft salesman-y. "I've got a lead on a custom-built Itari cruiser drifting out in the Black." That… would be one helluva ship to start with. Sure, you're not overly familiar with the Itari, but you, like everyone else, know that they build good stuff. "I've got a scav crew gearing up to go out and grab it and they're looking to shore up their security with another guard, there's been reports of pirates in that area, but that's nothing special."

"And you're just telling me this outta the goodness of your heart?"

He throws back his head and laughs. "Ha haaa, no, no." He wipes a tear from the corner of his eye. "Sorry, ol' Sammy boy, but I am a businessman. So lets say… 100k SUDs as a finder's fee? I know you've got the creds for it."

He leans in. "So whadduya say? You can even count this as a job for that new band o' mercs of yours."

-[ ] "So when am I shipping out?" (Accept the job. -100,000 SUDs but gain a custom-built Itari cruiser, should the mission go smoothly)
-[ ] "Thanks, but no thanks. I'll just choose one of these here." (Decline the job and choose from the below)
--[ ] Falco-class innersystem patroller. Little more than a flying stick with a couple guns bolted on, it's only saving grace is that it costs little more than 230,000 SUDs. (3 MBF launch bays, 5 days of fuel, 500 tons of cargo space, 20 crew space, and Grade 1 Armor and Armaments)
--[ ] Punchette-class destroyer. A ferocious little ship with a price tag to match: 470,000 SUDs (4 MBF launch bays, 1 Fightercraft catapult, 9 days of fuel, 1,500 tons of cargo space, 70 crew space, Grade 3 Armaments, and Grade 1 Armor)
--[ ] Tableman-class cruiser. A big brick with big guns and a big cost at 1.5 Million SUDs. (8 MBF launch bays, 2 Fightercraft catapults, 12 days of fuel, 2,250 tons of cargo space, 150 crew space, Grade 3 Armaments, and Grade 4 Armor)

~~~~~~~

"I'll give you a moment to think it over." Dan says, leaning back up from the table, leaving a dataslate in his place. "Here, you're gonna need to actually make that company, unless you already have."

You pick it up with a nod of thanks and begin filling it out.

-[ ] What's the name of your new mercenary company? (Write in)

~~~~~~~

GM Note: I screwed up a little bit with calling it too soon, but hindsight's 20/20 and all that. Votes will be called at 1 PM CST tomorrow, or around that time as I might get distracted by something or another.

Q: What is a Fightercraft?
A: Did you think that conventional fighters and bombers went anywhere after the advent of the MBF? Nope! They instead evolved, becoming significantly more armored and armed. Think of MBFs as your WWII fighter plane and Fightercraft as your B-17.
Q: What do the Grades mean?
A: They're a general description of the level of weapons and armor that a ship class or similar has. It goes from 0-10. Grade 0 is civilian while 10 would be fortress station levels. While Grade 0 is technically civilian, it's not super uncommon to see civs rocking Grade 1's or rarely a Grade 2.
 
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Mooks vs Sam and Technician Girl and Choosing Your Starting MBF
"Behind you!" The words barely leave your lips before the maintenance tunnel erupts into chaotic action.

(Technician Girl's Combat Roll DC 70: 66+10=76, success)

A pocket of condensed air slams into the metal wall, denting it slightly as the girl reflexively ducked, her face a mask of anger. Her free hand darts to her belt, grabbing a wrench, and flinging out her arm. She hurls the wrench at the nearest man, the one clutching the club, and…

(Technician Girl's Combat Roll DC 65: 59+10=69, success. holy shit, lady, you just keep skirting by the DC)

With a roar of wrath, the wrench flies true, slamming into club guy's nose with a sickening crack, a trail of blood following the man's head as it whips back. The club rattles against the grated floor as his hands rush to his face and the very broken nose that lay there.

The girl seems somewhat surprised to see her haphazardly thrown wrench actually accomplish something other than a distraction, but she's not one to waste an opportunity. She tosses aside the multitool, it clatters off to her right, and scoops up the airgun off the floor. It's finished its recompressing stage, the big drawback to airguns is how long they take to reload, and is ready to fire again.

Of course, you've not been idle in this fight, not at all. With a smooth, practiced action you draw the stubby Pilot's Pistol from its shoulder holster and have the boxy gun pointed at mister airgun.

"You should probably drop the gun." You say, nodding towards the airrifle held in his wavering hands.

(Intimidation Roll DC 45: 66+10=76, success)

Faced with both the airgun's and your pistol's barrels pointing at him, he makes the wise decision to drop his own gun and raise his arms to the ceiling, a fearful look to his face as he trembles in his boots.

"I… W-we." He stammers as the technician kicks the gun away. "W-we didn't me-mean anything by it!"

"What-the fuck-ever." She dismisses the stuttering intonations of the would-be kidnapper, shuffling through the pockets of the incapacitated duo.

You cover her as she finishes looting, approaching her hesitantly as she's still wary of you, though you reckon that she's starting to warm up to you. Her eyes widen as she comes across a patch on the grey jumpsuit the man's wearing under his jacket, the same color jumpsuit as the technician girl. She tears it off with a slight grunt, standing up straight as she does so.

"You recognize that?" You ask as you come to a halt in front of her. You're still keeping an eye on the surrendered guy, your gun lazily pointed in his rough direction. The patch itself is a star shape, five points with a wrench and hammer crossing behind it. A bird's head, one with black feathers, sits in the center of the star.

"Yeah, yeah I do." She grunts out, gritting her teeth as she does. Your eyes drift to the patch on her own jumpsuit, the same as the one in her hand. "I also recognize their faces. Rickel, Kon, and Jimm." She gestures at the head wound guy, the broken nose guy, and hands up guy in order.

She stalks over to Jimm, an expression of pissed off intent clear on her face as her boots stomp. "Now why the fuck are my coworkers trying to grab me!?" She demands of him, grabbing his own jumpsuit and lifting the significantly taller man off the ground with a hefty flexing of her well-muscled arms.

"Y-you pissed off M-management, J-janna!" His words stumble from his lips like a waterfall of language. "Y-you should've just told t-them what they w-wanted to know! Y-you had to have k-known this was coming!" He pleads with Janna, as you assume her name is, begging her to let him go with his life.

What do you reckon should be done with them?
-[ ] Spare No Traitor (Janna would appreciate it, but you might piss off a company)
-[ ] Let Them Go (It's not worth it to leave a trail of bodies in your wake)

~~~~~~~

Janna turns to you after that's over with, giving you a calculating look. She eventually comes to a decision and sticks her hand out. "The name's Janna."

"Sam." You take it, giving her a good handshake.

"Thanks for the assist." Janna rubs at the back of her head, the airgun having been slung over her shoulder. "It'd probably 'ave been curtains for me 'ad you not turned up."

You nod, thinking of your response.

-[ ] "You know, I'm in need of a person who knows their way around a wrench and you look like someone in need of a job." (Give her the pitch and recruit Janna to the White Company as your Chief Engineer)
-[ ] "Good thing I was, yeah?" (You can probably do better than her, pass on the opportunity)

~~~~~~~

You glare at the note on your digiwatch as you wander around the dockyards of Orbital Plate 7B. You're currently looking for the meet-up point with the scav crew that Dan had set you up with. Of course, he had given you the location for it, a Stan's Eatery. What he had failed to mention was that Stan's is a heavily franchised company, meaning that there's what feels like one on every street!

With a half-sigh half-grunt, you shoot Dan a message on your digiwatch. <Which Stan's? There's dozens of them!>

He answers you a few moments later. <The one on 5th and Wessen>

You shoot a glance up at the street sign, 5th and Wessen. You shoot him a half-hearted thanks and get to searching for your contact. Dan said that they'd be wearing a weasel patch on a green hat. Very helpful of him.

You step into the Stan's. It's a bustling burger joint, and, since it's currently lunch, filled to the utter brim with people grabbing a bite to eat in their limited time off duty. It's got a throwback style to it, black and white checkered tiles on the floor and red, overstuffed booths lining the walls. The air itself feels like you just stepped through a cloud of grease, but you'll be out of there soon enough, you hope.

You scan the people milling about, buying greasy burgers by the bagful from the eatery. Ah, there's the guy. He's spotted you too and has risen from his booth to wave you down. You return a polite wave as you slide into the booth seat across the table from him.

"Hello!" The ginger teen across from you says, lips smacking as he takes a bite of his burger. "You're Sam Vonkartha, right?"

You nod, holding out a hand for him to shake, which he does with gusto. You grimace as you feel grease apply itself liberally to your palm. Great, well, at least you weren't wearing any nice gloves, not that you have any nice gloves to wear but that's besides the point.

"That's me." You confirm as you wipe your hand off with the stack of napkins resting on the table. "Dan said that your crew needed another guard."

He nods vigorously, the ketchup around his mouth flying about. Fortunately, none splatters on you. "Yessir! The last guard took a lance to the gravity sphere last outing, we had to spend hours cleaning his gibs off the siding! You think he could've been a bit more considerate in his death." You sigh as he continues oversharing, you really didn't need to know just how the guy and, frankly, you don't care.

You tap your digiwatch as the guy continues talking, he doesn't pause in his burger consumption, so he's spraying burger chunks everywhere as he continues his very one-sided conversation. Pulling up your MBF ID, you quickly print off the tags for it and pass the flash-grown paper on over to him. He snatches it up as soon as he notices it, eyes scanning the small paper.

His eyes flick back up to you as he begins to launch into another topic, this time over your MBF. "Oh scaff, you've got a…"

-[ ] AA/Spearman. (The current backbone of the Solar Union. The Spearman is produced, like most of the SU's MBFs, by Ad Astra. It's pretty standard as far as MBFs go, with an Assault Rifle, a deployable Shield, and a Heat Spear for its weapons. It can keep up with most MBFs, with the endurance to fight for hours on end without a recharge, should its pilot be conservative with ammunition use.)
-[ ] SF/Killerkaw. (The Killerkaw is an interesting piece of equipment from the relatively new Star Fusioneers, but it is one that's proven them worthy of the title of Major Corporation. The Killerkaw has a KFW (Kinetic Force Weapon) that blasts nearby targets into oblivion. That, combined with its Short-Range Boosters, means that escaping from its grasp is a challenge.)
-[ ] P8/Corsair. (Known to be a top-tier MBF for its price range, the Corsair has proven itself time and time again. The Corsair is a rather surprising product to see from a Minor Corporation such as Particle Eight, but it performs well. The Corsair is an incredibly modular machine, coming standard with a Laser Rifle and a Heat Sword, as well as EMP Grenades.)

~~~~~~~

GM Note: Alrighty, everyone, it's time for you to decide on the mech you start out with! I hope you all had a good Thanksgiving yesterday, for those of you who celebrate it. Votes will be called tomorrow at 1 PM CST.

Q: What are the differences between weapons?
A: Honestly, it's primarily for flavor purposes. Though, certain weapons will do better in certain environments. For example, lasers do really well in space, but do poorly in atmosphere while electrolasers do really well in atmosphere, but do poorly in space. In combat, unless you're going up against an Ace or some other special character, you'll only really need to succeed in a single Combat roll to kill a mook. In an Ace Duel, however, it's the strength of your plan (and the derivative rolls) that decide the ultimate victor.

And, by the way, feel free to ask any questions you've got or have me expand upon things.
 
Recruiting Janna and Boarding the Scav Crew's Ship
The pistol in your hand wavers as you release a slight sigh. The barrel finds itself being pointed at the ceiling as you speak to Janna.

"Let him go." You stuff the pistol away as she rounds on you.

"What, why?!" The technician demands an answer, head whipping around to give you an astonished look.

"Leaving bodies behind is typically not the brightest idea, if you don't want to piss people off, that is." You approach, hands splayed out to your sides. "And whoever they work for, they clearly have enough power to order a hit on someone. I don't know about you, but I don't have the resources to protect myself from that 24/7, not forever and not against somebody who's properly pissed."

(Charm Roll DC 75: 100+5(Life Saver)=105, success and +1 XP to Charm)

Janna seems to waver, until, finally, her grip on the traitorous technician loosens and he slides to the ground, breathing heavily.

"...Fine, fine, you may 'ave a point." She admits, kicking at a loose nut. The thugs, upon seeing their chance, skedaddle. You watch them scramble out of sight as they round a corner, light trails of blood trailing behind them.

"Now that that's over with, how about introductions?" You ask after you both make sure that they're gone.

Janna turns to you as you speak, giving you a calculating look. She eventually comes to a decision and sticks her hand out. "The name's Janna."

"Sam." You take it, giving her a good handshake.

"Thanks for the assist." Janna rubs at the back of her head, the airgun having been slung over her shoulder. "It'd probably 'ave been curtains for me 'ad you not turned up."

"The universe has a funny sense of humor." You nod as an idea comes to you, your eyes on the patch on her jumpsuit as she begins collecting her tools and parts. "You know, I'm in need of a person who knows their way around a wrench and you look like someone in need of a job."

Janna pauses in her self-appointed task. You can almost see the gears turning in her head as she processes your offer. "...what kinda job?" The technician eventually asks, standing up straight and fixing you with an apprehensive look.

"I'm starting up a merc band and I'm gonna need a Chief Engineer to fix things up when they break." You tell her as she stares at you, mouth slightly ajar.

"You're asking me, some random technician that you just met, to be your Chief Engineer?" You nod. "You're either insane or… or something, I dunno." She shakes her head incredulously, but, it seems she's made up her mind, "Ah what the 'ell, what's the pay like?"

What's your payment plan? (The standard pay period in Civilized Space is every three months. 1 SUD is worth about 17 USD. These amounts also don't consider bonuses or other things)
-[ ] "500 SUDs for grunts and other enlisted, 1,500 for Officers and Pilots." (Less than average. Results in lower quality troopers and lower efficiency, but doesn't cost nearly as much in upkeep and support)
-[ ] "750 SUDs for grunts and other enlisted, 2,250 for Officers and Pilots." (Average. You're paying average amounts for your lads, so you're gonna get average quality results)
-[ ] "1k SUDs for grunts and other enlisted, 3k for Officers and Pilots." (More than average. You're gonna be getting some high quality recruits, but that comes with more money needed for them to actually operate efficiently)
-[ ] Write in

"Well," Janna begins, hand reaching for the patch on her jumpsuit, "that's certainly better than what I'm currently making." With a rip, she tears the patch from her suit and tosses it to the ground, where she grinds it beneath her boot.

"I'm in." She shoots you a grin.

(Janna Peppers has been signed on as your Chief Engineer)

~~~~~~~

You step out of the hovercraft as James, the ginger's name, stopped the vehicle. He'd been jabbering all the way about this and that, and you're just about ready to strangle him. Fortunately for both him and you, it didn't have to come to that.

Here you are, Bay 121, where David's Horn, the little salvager that is to be your home for the next couple days, resides. David's Horn is an Axehead-class salvager, produced by the Luhmans back in the day. At the prow, it's got an axehead like shape to it, the 'edge' of the prow facing downwards. The back has a sort of horizontal half-moon shape to it, with what looks to be two MBF launch bays facing forwards from there. Mounted on the back of the ship are a quartet of external launch rails for what you assume to be salvage MBFs.

Bay 121 is a hive of activity, most of it focused on loading up a pair of MBFs into the internal launch bays. One of which is your Corsair, all smooth and sleek lines, while the other one looks to be a BrickTech model.

Which design? Well, if you're not mistaken, that's a Thunder, one of BrickTech's newer models. The Thunder has a hunchbacked design to it, with an almost crab-like hood over the head of the MBF. Instead of a right hand, it's got a triple-barreled Autocannon with belts of ammunition being fed into it from the engorged back of the MBF. Like all of BrickTech's designs, it's absolutely covered in armor, with little consideration for speed.

All in all, it's not a bad MBF, from what you've heard at least.

You can feel eyes lay their gaze on you as you scan the bay, James sliding on up to your side as a pair of women approach you. James opens his mouth to continue whatever he'd been talking about in the vehicle, but shuts his mouth as who could only be the captain of the vessel skewers him with a glare.

"Sam Vonkartha?" The Captain asks as you take her appearance in. She's obviously seen hard work, and lots of it judging by the callouses you feel as you shake her hand. She's tall, at least by gravity-born standards. Hard brown eyes meet your own as you give her a firm handshake.

"That's me. Dan said you needed another guard." You nod your head towards your Corsair. "And since you're loading my MBF up I figure that that's true."

"Yeppers, poor Paul got fuckin' splatted!" The other woman, who could only be a fellow pilot as there are very few other professions out there that see such a lackadaisical approach to death as that, interjects just as the Captain was about to introduce herself.

"...yes, quite." The Captain sighs, rubbing at her bald head's temples. "This is Margarat. She is your teammate in this endeavour."

"Call me Maggsie!"

"And my name is Kamilla, Captain Kamilla." Captain Kamilla carries on as Maggsie grins vibrantly in the back, bouncing up and down on her heels. Maggsie is of an average height, with a build to match. Brown hair and dusky skin complete the look of an average person, though you already know that that's but a thin facade.

You can already feel a headache coming on. Sure, pilots are eccentric, you'd be the first to admit that, but this 'Maggsie' seems to be on an entirely different level than most you've come across, save for Darrin back on Captain Conracer's ship, 'fore Darrin spaced the Captain, of course.

"Ah, well, when are we shipping out?" You ask after a moment's pause.

"Tomorrow, if everything goes well." Captain Kamilla answers you before she turns to Maggsie. "Margarat, if you could show Pilot Vonkartha to his quarters." Well, technically you're a Commander, but arguing that would just be pedantic.

"Aye aye, Captain!" Maggsie gives Captain Kamilla a salute as she metaphorically drags you off.

~~~~~~~

You're in your quarters, as a pilot you've got some privileges that you're sure to make full use of. The David's Horn only has a crew of 35, after all, so they've got room to spare. It'll be about one and a half or so days to actually get out where the cruiser's drifting in a patch of asteroids, so you've got time to kill.

Janna is currently down in a launch bay, the one containing your Corsair, familiarizing herself with the specifics of it. She seemed a bit annoyed with you on the comms, but there's not a whole lot you could've done to give her more time.

Maggsie is probably somewhere nearby, given that you are in the Pilots' Quarters, perhaps you could talk to her?

That said, learning the names of the other officers is probably a good idea if you might have to defend their lives. And actually knowing the layout of the ship might just be a good idea too.

Though, it has been a hot minute since you last had to operate a MBF in a combat situation, perhaps some time in the sims would help shake the rust off?

~~~~~~~

Travel Time Actions (You may pick up to 3)
-[ ] Spend time with someone
--[ ] Janna
--[ ] Maggsie
--[ ] Write in
-[ ] Get to know the crew and officers
-[ ] Familiarize yourself with the layout of the David's Horn
-[ ] Get some time in at the sims
-[ ] Write in

~~~~~~~

GM Note: Welp, time to settle in for travel. The only question is, what do you do to kill time? Votes will be called tomorrow at 1 PM CST.

Q: How do we improve Sam?
A: There are a couple ways to go about doing so.
1. Sam will naturally, upon getting 100 or twice the DC (though scoring that on a low DC won't help if Sam's already good at that skill) on a roll, gain an experience point in the skill he was using. After reaching a set amount of XP in said skill, he will gain a +5 in that skill.
2. Using skill trainers such as a skill book or teacher or something of that sort. Upon using a skill book he will gain 1 XP in said skill. If Sam has already read the book, he won't gain anything from it. Teachers are significantly rarer than skill books and always have a price attached, but they skip the XP grind and fully level Sam to the next level in that skill.
3. Getting Traits. Traits always have something that Sam can use, though not all Traits are bonuses. How does one get a Trait? Do cool stuff and/or complete quests.
 
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Voting closed
And voting is now closed, our winners are:

[X] "750 SUDs for grunts and other enlisted, 2,250 for Officers and Pilots." with 8 votes

[X] Get to know the crew and officers with 7 votes
[X] Familiarize yourself with the layout of the David's Horn with 8 votes
[X] Get some time in at the sims with 6 votes
 
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