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= Station Layout =
= Station Layout =


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!RING !! ATMO !! GRAV !! NOTES
!RING !! ATMO !! GRAV !! NOTES
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Revision as of 07:00, 1 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

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Recent logs:


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

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NPCs

NameRoleHarmArmorGang Size
AbnerSwan's tunnel rat
AnastasiaPerson most important to Cipher
ApolloChronos' second in command
BoobooBig dumb construction worker
CalibanosVendor at the Farmer's Market
CatoMember of Cutter's gang, deceased
ChainsawWeapons dealer in the Den
ChaunceySwan's repair man
ChelseaManager at the Waxing Gibbous
CletusHead of molten metal in the Din
CoozeConstable in Absinthe's neighborhood
CrankForeman at the Den, deceased
CutterMuscle for hire, aspirant warlord
Dr OculusLeader of the Farsight Brotherhood
EyeballSwan's surveillance expert
FalstaffMember of Cooze's gang
FarquharWorks for Savage in Maintenance
Farsight BrotherhoodFaction dedicated to reopening the gate.
FistMember of Cutter's gang
FlailMember of Swan's gang
FletchDoctor
FlintRe-pressurization engineer for the station
FlorenceAg worker
FungusBouncer at the Waxing Gibbous
FustyOwner of Fusty's bar, duh
GerardResearch weenie
Grovermember of Torch's gang
HenriBroker
HephaestusChronos' engineer
HermesChronos' gofer
HoneyMutual friend of Absinthe and Cipher
JanetFreelance intelligence operative
KylieMachinist in the Den
LibbyRuns things on part of Ring 12
LouRed Stripe heavy
LouisDoctor, biologist, possible botanist
LucyAbsinthe's cousin, diamond trader
MiteCooze's 2nd in command
MouseRuns a makeshift hydroponics bay in Ring 23
NeedhamMember of Torch's gang
NeersTribe that run the reactor
NovaSwan customer in Control
PaintSenior survivor from the old Din security crew
PeanutServer at the Waxing Gibbous
PhelpsAbsinthe's representative in the ship's techs
PlinkoMember of Torch's flock
Plinko the Peg-legMember of Torch's flock
Private SykesTorch's right hand
RaskolSmall time grifter, deceased.
RattleFletch's enemy
RockoMember of Cutter's gang
RogerLouis' assistant
SavageDepartment chief in maintenance
SkinnyHead of Electrical in the Den
SoverMember of Torch's gang
SparkyDen chief of maintenance
TableSwan's EVA specialist
TakahashiMarine leader on Ark 17
TatsukoCipher's lab assistant
TestFixer, rumored not to be as cunning as Swan
TetonFixer who deals in secrets
TraceUnion's second-in-command
TrinaMember of Cooze's gang
TurfMember of Cutter's gang
TwerpBouncer at the Waxing Gibbous. Deceased.
UnionGang leader in the shell, opposed to Turf
VertMember of Torch's flock
WarchestMember of Swan's gang
WillieMember of Cutter's gang
WootsVery weird station gang
Yvettemember 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)
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
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
48 Y Y

Places


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.