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Revision as of 04:18, 15 December 2014
The Station was the major habitation and transshipment point for goods moving from The Gate to Earth and all the colonies and settlements on this side. Decades ago, the Gate failed catastrophically, and we've been on our own ever since. Key adjectives for the campaign: cold, vast, dark, degenerate.
The station has many rings around the central core. Each ring runs independently and can be locked off from the rest. They come in sets of three - 100m wide, 300m wide, 100m wide. In the years since The Gate closed, some rings have lost power, some have lost life support, and some have lost bearings and stopped spinning. The simple way to go from ring to ring is to go to the core, move vertically, and enter the ring you want. Between ring triads, reflectors gather sunlight and illuminate the top and bottom of each ring. The central ring of a triad does not receive light and gets used for industry and other purposes that do not require light. At the bottom of the station is an area whose primary function is to rotate opposite the rings and keep the station from precessing. At the top of the ring, there's a large command and control area, also counter-rotating.
There are 16 ring clusters (making a total of 48) and the station as a whole is about 8km tall. Rings are about 1500m in radius and spin at 0.77rpm.
Within a lit ring, the edge areas are often given over to green space, and those areas are usually more open.
The station orbits the moon of a gas giant. The moon was captured somewhat after the system formed. At any given time, one can usually see half the planet from a station window.
Game Logs
Recent logs:
- The cannibal, the lunatic, and the wormhole generator, the 3 May 2015 session log
- Another one has turned, the 12 April 2015 session log
- High-v road trip, the 29 March 2015 session log
- Quarantine, the 22 March 2015 session log
- Ark 17, the 8 March 2015 session log
- Look into my eyes II, the 15 February 2015 session log
- A slight attack (of cryopsychosis), the 8 February 2015 session log
- Don't try the fish, the 18 January 2015 session log
- Proscriptions against production, the 11 January 2015 session log
- No room for prisoners, the 28 December 2014 session log
- Wallowing in your neural matter, the 14 December 2014 session log
- Chainsaw Massacre, the 7 December 2014 session log
- Radiation alert, the 30 November 2014 session log
- Huffing fumes, the 23 November 2014 session log
- Painwave projection, the 2 November 2014 session log
- Coronal Mass Ejection, the 26 October 2014 session log
- Look into my eyes, the 19 October 2014 session log
- You woke the witch!, the 5 October 2014 session log
- Everyone wants to pick something apart, the 28 September 2014 session log
House Rules
- When you get a move from another playbook, if that playbook is already in use, you must receive permission from the player using that playbook. Players have the discretion to preserve the uniqueness of their character.
- You can only get xp from using a highlighted stat once per move per scene.
PCs
- Absinthe, Battlebabe, played by Lisa
- Chronos, Driver, played by Leon
- Cipher, SavvyHead (ex-Brainer), played by Joe
- Dr Raskolnikov, The Wolf, played by Jason
- Glinda, Witch, played by Lisa
- Puff, The Damned, played by Jacko
- Swan, Hard holder, played by Jacko
- The Breaker Boys, Urchins, played by Joe
- Torch, Hocus (ex-Faceless), played by Jason
Add a PC:
NPCs
Name | Role | Harm | Armor | Gang Size |
---|---|---|---|---|
Abner | Swan's tunnel rat | |||
Anastasia | Person most important to Cipher | |||
Apollo | Chronos' second in command | |||
Booboo | Big dumb construction worker | |||
Calibanos | Vendor at the Farmer's Market | |||
Cato | Member of Cutter's gang, deceased | |||
Chainsaw | Weapons dealer in the Den | |||
Chauncey | Swan's repair man | |||
Chelsea | Manager at the Waxing Gibbous | |||
Cletus | Head of molten metal in the Din | |||
Cooze | Constable in Absinthe's neighborhood | |||
Crank | Foreman at the Den, deceased | |||
Cutter | Muscle for hire, aspirant warlord | |||
Dr Oculus | Leader of the Farsight Brotherhood | |||
Eyeball | Swan's surveillance expert | |||
Falstaff | Member of Cooze's gang | |||
Farquhar | Works for Savage in Maintenance | |||
Farsight Brotherhood | Faction dedicated to reopening the gate. | |||
Fist | Member of Cutter's gang | |||
Flail | Member of Swan's gang | |||
Fletch | Doctor | |||
Flint | Re-pressurization engineer for the station | |||
Florence | Ag worker | |||
Fungus | Bouncer at the Waxing Gibbous | |||
Fusty | Owner of Fusty's bar, duh | |||
Gerard | Research weenie | |||
Grover | member of Torch's gang | |||
Henri | Broker | |||
Hephaestus | Chronos' engineer | |||
Hermes | Chronos' gofer | |||
Honey | Mutual friend of Absinthe and Cipher | |||
Janet | Freelance intelligence operative | |||
Kylie | Machinist in the Den | |||
Libby | Runs things on part of Ring 12 | |||
Lou | Red Stripe heavy | |||
Louis | Doctor, biologist, possible botanist | |||
Lucy | Absinthe's cousin, diamond trader | |||
Mite | Cooze's 2nd in command | |||
Mouse | Runs a makeshift hydroponics bay in Ring 23 | |||
Needham | Member of Torch's gang | |||
Neers | Tribe that run the reactor | |||
Nova | Swan customer in Control | |||
Paint | Senior survivor from the old Din security crew | |||
Peanut | Server at the Waxing Gibbous | |||
Phelps | Absinthe's representative in the ship's techs | |||
Plinko | Member of Torch's flock | |||
Plinko the Peg-leg | Member of Torch's flock | |||
Private Sykes | Torch's right hand | |||
Raskol | Small time grifter, deceased. | |||
Rattle | Fletch's enemy | |||
Rocko | Member of Cutter's gang | |||
Roger | Louis' assistant | |||
Savage | Department chief in maintenance | |||
Skinny | Head of Electrical in the Den | |||
Sover | Member of Torch's gang | |||
Sparky | Den chief of maintenance | |||
Table | Swan's EVA specialist | |||
Takahashi | Marine leader on Ark 17 | |||
Tatsuko | Cipher's lab assistant | |||
Test | Fixer, rumored not to be as cunning as Swan | |||
Teton | Fixer who deals in secrets | |||
Trace | Union's second-in-command | |||
Trina | Member of Cooze's gang | |||
Turf | Member of Cutter's gang | |||
Twerp | Bouncer at the Waxing Gibbous. Deceased. | |||
Union | Gang leader in the shell, opposed to Turf | |||
Vert | Member of Torch's flock | |||
Warchest | Member of Swan's gang | |||
Willie | Member of Cutter's gang | |||
Woots | Very weird station gang | |||
Yvette | member of Torch's gang |
Station Layout
RING | ATMO | GRAV | NOTES |
---|---|---|---|
1 | Y | Y | |
2 | Y | Y | |
3 | Y | Y | |
4 | Y | Y | |
5 | Y | Y | |
6 | Y | Y | |
7 | Y | Y | |
8 | Y | Y | |
9 | Y | Y | |
10 | Y | Y | Fusty's (Sector B), Absinthe's place |
11 | Y | Y | The Den |
12 | Y | Y | Fletch the medic |
13 | Y | Y | Heat exchangers don't work, so this area is very hot |
14 | Y | N | The Shell |
15 | Y | Y | Waxing Gibbous, Cipher's apartment |
16 | Y | Y | |
17 | Y | Y | |
18 | Y | Y | |
19 | Y | Y | |
20 | Y | N | Flycatchers |
21 | Y | Y | |
22 | Y | Y | |
23 | Y | N | Swan's turf |
24 | Y | Y | |
25 | Y | Y | |
26 | Y | Y | |
27 | Y | Y | |
28 | Y | Y | |
29 | Y | Y | |
30 | Y | Y | |
31 | Y | Y | |
32 | Y | Y | |
33 | Y | Y | |
34 | Y | Y | |
35 | Y | Y | AgDome w/some connection to Doc Oculus |
36 | Y | Y | |
37 | Y | Y | Woots and 1/4 without power |
38 | Y | Y | |
39 | Y | Y | |
40 | Y | Y | |
41 | Y | Y | |
42 | Y | Y | |
43 | Y | Y | |
44 | Y | Y | |
45 | Y | Y | Savage's place/Station Maintenance |
46 | Y | Y | |
47 | Y | Y | equipment warehouse for Control |
48 | Y | Y |
Places
- Control
- Core
- Deepcore 6
- Den
- Fusty's
- Gate
- Lefty's Bar
- Ring 13
- Ring 20
- Ring 23
- Ring 45
- Shell
- Truncheon
- Waxing Gibbous
Custom Moves
- When you go naked into the void (i.e. encounter hard vaccuum without the benefit of an intact vac-suit or breathing apparatus), you are taking 2-harm (ap) per tick you spend depressurized. Further, anything you attempt is acting under fire. This situation can be helped by:
- breathing gear, which reduces the harm to 1-harm (ap) per tick.
- a damaged vac-suit, which removes the act under fire condition.
- When you rummage through your oddments to find something useful to your present situation, roll+sharp. On a 10+ you have just the thing, or near enough that it'll work more or less like you need it to. On a 7-9 you can make it work if you have to, but using it this way will be acting under fire. On a miss, you try to make it work and something goes horribly wrong in the process.