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Bounty Hunter - The Guild
Bounty Hunter - The Guild Join in Bounty Hunter - The Guild Game System: Traveller MgT2 (Mongoose 2nd Edition) Skill Level: Experienced gamers preferred but open to all Max # Players: 4-6 (CLOSED) Post Frequency: Moderate/Fast-Paced - 2 post per week-ish Recruiting Period: 15 FEB 2025 or until positions are filled In the depths of Behind the Claw, the Guild reigns supreme—a shadowy organization of elite bounty hunters bound by an unbreakable code and a ruthless efficiency. Here, contracts are currency, loyalty is measured in credits, and survival hinges on cunning, skill, and the strength of your allies. From the sleek megacities of Imperial worlds to the lawless outposts on the fringes of known space, the Guild’s reach knows no bounds. But in a galaxy riddled with betrayal, political intrigue, and dangerous secrets, even the hunters can become the hunted. As a member of the Guild, you’ll take on high-stakes contracts that test your resolve, pit your wits against dangerous marks, and force you to navigate the shadowy corridors of power. Forge alliances—or rivalries—with fellow hunters, and uncover the secrets of an organization as mysterious as the stars themselves. Whether you’re a sharpshooter with a grudge, a cunning tracker with a past, or a tech-savvy infiltrator with a flair for the dramatic, Bounty Hunter - The Guild is your stage for intense, character-driven action. Do you have what it takes to thrive in the Guild—or will you become just another name on someone else’s contract? Apply now and take your shot at glory, survival, and a piece of the galaxy’s most dangerous game. The hunt begins here. Game Theme In the shadows Behind the Claw, where Imperial authority weakens and lawless sectors thrive, the Guild is a force unto itself. Bound by an strict code, its bounty hunters walk the razor's edge between order and chaos, taking on contracts that others wouldn’t dare. For them, every mission is a gamble, every target a test, and every step an opportunity—or a trap. Operating out of dimly lit cantinas, hidden safehouses, and high-tech command centers, Guild members balance loyalty to one another with the ruthless competition of the trade. They are warriors, spies, and survivalists, navigating a galaxy riddled with corruption, betrayal, and secrets that even the Imperium fears to uncover. In Bounty Hunter - The Guild, players will embrace this high-stakes lifestyle, stepping into the boots of elite hunters who must forge alliances, outwit rivals, and claim their prize—all while walking a thin line between survival and honor. Game Summary The Character Creation Mini-Game Universe Information - The Setting A Galaxy on the Brink Behind the Claw sectors are a volatile, sprawling expanse where power is fractured and the struggle for dominance plays out in every corner. Feudal noble houses maneuver like chessmasters, controlling vast planetary systems with bloodlines steeped in intrigue and tradition. Their influence stretches through secret alliances, mercantile monopolies, and the iron grip of private fleets, shaping the ebb and flow of the sector’s economy and politics. Intertwined with this aristocracy are the galactic mega-corporations, their sleek logos concealing labyrinthine hierarchies of profit-driven ambition. They extract, exploit, and expand with ruthless efficiency, wielding resources that rival the power of Imperial fleets. For these corporations, hunters are often tools of convenience—disposable assets hired to eliminate competition, recover stolen secrets, or protect lucrative investments from raiders. Yet amidst this towering structure of wealth and influence, independence thrives in the shadowed cracks. Free traders, smugglers, and bounty hunters navigate the chaos with cunning and grit, carving out livelihoods between Imperial law and the opportunities left by its neglect. These individuals embrace freedom with ferocity, knowing that out here, survival often means standing apart from the crushing weight of authority. The galaxy teeters on the edge of war. Rumors of a Fifth Frontier War between the Imperium and the Zhodani Consulate sweep through spacers' cantinas and high-tech boardrooms alike. The whispers grow louder with every sudden military movement, every unscheduled fleet patrol, every mysterious disappearance near the frontier. For hunters, this backdrop offers a grim kind of promise—war always brings bounties. Adding to the chaos are threats from beyond the Imperium’s reach. Aslan slavers prowl the fringes, their ships shadowing trade routes, preying on the vulnerable to fuel their Hierate’s insatiable appetite for labor and power. Meanwhile, the Vargr packs, unpredictable and united only by opportunistic greed, raid the outer colonies with devastating precision. Their incursions leave planets in turmoil, sparking desperation and lucrative contracts for those skilled enough to strike back. Here, the Guild thrives. Bounty hunters are the secret weapons of power struggles both grand and small, hired to settle disputes, eliminate obstacles, and recover prized assets. To be a hunter is to walk the line between opportunity and danger, to claim glory and credits in equal measure while navigating a galaxy defined by its fractured alliances and looming threats. The game is simple: take the contract, get paid, and stay alive. But in a galaxy rife with betrayal, intrigue, and war, even the most skilled hunters may find themselves asking — who is the predator, and who is the prey? The Guild The Guild Halls Neutral, high-tech sanctuaries where hunters can resupply, network, and negotiate contracts. Found in key systems Behind the Claw, these facilities are protected by the Guild’s ironclad rules: no violence, no bounty hunting, and no exceptions while on Hall grounds. Each Guild Hall is unique, reflecting the culture and architecture of its system, but all feature essentials like encrypted contract terminals, repair bays for ships and equipment, private meeting rooms, and well-stocked cantinas for quiet (or not-so-quiet) negotiations. Their neutrality is sacrosanct, enforced by automated defenses and loyal enforcers. The Guild Council is a governing body of influential hunters and allied factions that oversees the Guild’s operations. Each council seat is held by a representative of a major faction: noble houses, megacorporations, planetary leaders, and powerful hunter clans. The Council establishes and enforces the Guild’s strict code of conduct, ensures contracts are honored, and maintains the Guild’s reputation as a neutral but formidable force in galactic affairs. Defying the Council is rare and often fatal, as their influence reaches into even the most lawless corners of the galaxy. Guild Credits The Guild uses Guild Credits, a sophisticated digital currency that functions outside Imperial or corporate control. These credits are encoded with blockchain-like security and can only be exchanged for services and goods tied to Guild operations. Guild Credits can buy fuel, weapons, starship repairs, information, or even safe passage through dangerous territory. Their value isn’t just monetary—it’s symbolic of trust within the Guild. Hunters earn them through successful contracts and lose them for breaking the code. Guild Marks are physical, high-tech tokens representing a binding agreement or debt between hunters. Each Guild Mark is a unique metallic disk or chip encoded with a hunter’s biometric signature and contract details. Once activated, it cannot be refused or revoked without facing severe consequences. Guild Marks represent loyalty, obligation, and, at times, betrayal. A hunter returning a completed Guild Mark is both an act of closure and a signal that a debt has been paid in full—often with blood. The Guild Code The Guild operates under a rigid set of rules that preserve order within its chaotic and dangerous profession. These rules are enforced ruthlessly by the Guild Council and its agents. Key tenets include: No hunting on Guild grounds. Contracts are sacred. Once accepted, they must be fulfilled. Breaking a Guild Mark is punishable by exile—or death. Neutrality is mandatory during declared ceasefires or negotiations. Violating the Guild Code can result in suspension of Guild privileges, a bounty placed on the offender’s head, or even termination by other hunters. Haven Systems While Guild Halls are physical sanctuaries, certain star systems are designated Haven Systems, zones where the Guild guarantees safety and neutrality. These systems are often independent of Imperial or corporate control, maintained by treaties and agreements. Hunters can rest, refuel, and recover in Haven Systems without fear of retaliation from rivals. However, the moment a hunter crosses the system’s borders, all bets are off. These havens are rare and highly valued, offering a brief respite in the chaos of Behind the Claw. Guild Enforcers Guild Enforcers are elite bounty hunters tasked with maintaining order within the Guild. They ensure the rules are followed, resolve disputes, and eliminate threats to the organization’s reputation. They operate with near-total autonomy and answer only to the Guild Council. Hunters often fear Guild Enforcers, as their presence signals that someone has broken the code—or is about to. Enforcers are relentless and operate with the precision of assassins, ensuring the Guild’s authority is respected throughout Behind the Claw. The ongoing war with the Zhodani Consulate, raids by Vargr packs, and Aslan slaver incursions provide endless opportunities for bounty hunters. The chaos creates a galaxy-wide market for Guild contracts, with bounties ranging from high-ranking deserters to stolen technologies. Hunters operating in these volatile regions risk everything but stand to gain immense rewards, earning fame—or infamy—within the Guild. Key setting concepts include: The Guild - You reputation within the guild is a measure of your competency in their profession. Bounty - The reward for completing a contract. Mark - The person or object the hunter seeks when they accept a contract. NOT to be confused with a Guild Marker (see above). Contract - A job offered to a bounty hunter. May by a formal contract with the weight of Imperial (or other) law behind it, a dossier containing all information an employers thinks a hunter will need to capture a mark, or simply a set of verbal instructions. A Guild contract will lay out what a hunter is expected to accomplish and how they will be rewarded for its successful completion. Referee and Player Expectations Shared Storytelling This campaign will rely heavily on collaboration. As your Referee, I’ll guide the narrative and handle cinematic moments, but the unfolding story is shaped by you. You'll live and die by your contracts, warrants and bounties. The Foundational Principle - read it here and if you can’t live by it, please don’t apply. Acts and Interludes The game will alternate between Acts (focused specific contacts) and Interludes (longer periods of time spent alone or in your guild headquarters). Yes, we are going to be playing Traveller but in the same spirit, I follow simple maxim of Gold, Silver and Bronze Rules in all my games. Please read them and again, if you can’t live with these, don’t apply to my games. Application Info and Selection For now... Your application only needs to have these four parts. Full character creation will happen once you have been SELECTED and the game has started. 1. Commit to a long-term game: Write a few sentences about why this concept excites you and your experience with Traveller. (No prior experience is required.) 2. Name & Core Personality: Describe the kind of bounty hunterJust generally speaking... character creation may change the way you think and the personality. That's OK. This is just a starting point. personality you’d like to play. Are you a cold, calculating professional who views every contract as a puzzle to solve? Or perhaps a roguish charmer who uses wit and charisma to stay one step ahead of rivals? 3. Alias and Sigil: This is both a call sign and an identity by which you'll market and brand your special set of skills. 4. The Road Less Taken: Share a brief narrative or vignette of your life. What about your lifepath is leading to this type of life as a young adult? (Characters begin the creation mini-game at age 18.)
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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF),
Traveller: The Third Imperium, Bounty Hunter - The Guild New here? Try a New Player Solo Game for 13th age, CoC, DnD, FATE, Pathfinder, Traveller. Last edited by savoylen; Feb 1st, 2025 at 10:41 AM. |
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__________________
GM of: Dark*Matter: The Hoffmann Institute (2007 HOF),
Traveller: The Third Imperium, Bounty Hunter - The Guild New here? Try a New Player Solo Game for 13th age, CoC, DnD, FATE, Pathfinder, Traveller. Last edited by savoylen; Feb 1st, 2025 at 10:50 AM. |
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Last edited by A7ice; Jan 25th, 2025 at 04:31 AM. |
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Quote:
I hope that helps!
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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF),
Traveller: The Third Imperium, Bounty Hunter - The Guild New here? Try a New Player Solo Game for 13th age, CoC, DnD, FATE, Pathfinder, Traveller. |
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Oh wow... I've always wanted to try Traveller and this looks like an amazing opportunity!
I'll start thinking on a character idea. Yes, this would be my first game on here and no, I don't have Traveller experience, but I have a lot of PBP experience and I am 100% on board with the principles you've outlined here. Love collaboration and communication in a PBP game. |
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Let me preface my application with a brief but very cogent statement.
Damn you Savvy. Damn you to Hel for sucking me in with another irresistible gaming concept. Now that that is out of the way. Wow, great mix of themes. I've discovered that I can post more than I used to be able to manage. There's probably a reason for that somewhere that doesn't have to do with my retirement. LOL. So, here goes. Commit to a long-term game: Sci-fi has been one of my passions since childhood. It started with Heinlein's "Starbeast" and went through the gamut of his material, especially the young adult stuff, then Starship Troopers and The Moon is a Harsh Mistress. By the eighties I was playing Battletech and Traveller as well as all of the TSR portfolio. Gamma World, Top Secret, Boot Hill and more. For decades the Traveller game was no more than a fond memory until I joined one on RPGX. That one was amazing fun, but I had to bow out to other commitments. Since then, I've stuck my withered old pinky toe into a couple more Traveller pools. As an avid gamer and writer I can commit to something like this. Core Personality: I'm looking at the beef hopefully. A skilled brawler and combatant with most weapons,(hint, the bigger the gun and the louder the bang, the happier the Bounty Hunter) he can also scrap with belligerents in the bar if necessary. Punching isn't his favorite thing, but it works, especially if you can enhance that strength through a suit or some type of mech. He's not going to be the brightest tool in the deck, but he knows where to apply pressure when the time comes. Alias and Sigil: Bjorn Ullers. or Thunar, The Thunder Bear.
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Cattle die.Kindred Die. All men are mortal.But the good name lasts forever. Last edited by ogamodyna; Jan 30th, 2025 at 06:20 PM. |
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Posting interest! I'll get this filled out over the next couple of days.
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"Deep into that darkness peering, long I stood there, wondering, fearing,
doubting, dreaming dreams no mortal ever dreamed before." Last edited by epelj1; Jan 28th, 2025 at 10:54 AM. |
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Oh very interesting!
I'm running a Traveller game but I'd like a chance to play a PC for once. I'll have to give this some thought! Last edited by RossN; Jan 23rd, 2025 at 06:47 PM. |
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@A7ice
I'm looking forward to see more of Astra!! @Europa Perfect. I have a short "quick start" video for you... but regardless, I'm looking forward to have your experience in story-telling! I'll help with the simple mechanics as we go along. @ogamodyna Quote:
I'm loving what you're laying down so far. Bjorn looks like they're a force to be dealt with! @epelj1 Great to have you on board... please let me know if you have any questions along the way. @RossN Nice to see you here - The Guild has its eyes on you!!
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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF),
Traveller: The Third Imperium, Bounty Hunter - The Guild New here? Try a New Player Solo Game for 13th age, CoC, DnD, FATE, Pathfinder, Traveller. Last edited by savoylen; Jan 24th, 2025 at 02:05 AM. |
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I had some time so Astra is done. If I miss anything let me know savoylen.
I purposefully left it without any picture as with Traveller you might get what you want at late 20s but as well mid 30s in terms of age and that makes a difference when comes to visualization ![]() I guess I can't be a gynoid? Right? Last edited by A7ice; Jan 24th, 2025 at 11:02 AM. |
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@savoy Is that quickstart vid regarding the site or Traveller? If Traveller, I'd like to see it too, if you don't mind.
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"Deep into that darkness peering, long I stood there, wondering, fearing,
doubting, dreaming dreams no mortal ever dreamed before." |
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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF),
Traveller: The Third Imperium, Bounty Hunter - The Guild New here? Try a New Player Solo Game for 13th age, CoC, DnD, FATE, Pathfinder, Traveller. Last edited by savoylen; Jan 25th, 2025 at 12:52 AM. |
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Sweet, thanks!
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"Deep into that darkness peering, long I stood there, wondering, fearing,
doubting, dreaming dreams no mortal ever dreamed before." |
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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF),
Traveller: The Third Imperium, Bounty Hunter - The Guild New here? Try a New Player Solo Game for 13th age, CoC, DnD, FATE, Pathfinder, Traveller. Last edited by savoylen; Jan 25th, 2025 at 12:52 AM. |
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@ogamodyna
I've got you marked "COMPLETE" - thanks, your app looks great!!
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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF),
Traveller: The Third Imperium, Bounty Hunter - The Guild New here? Try a New Player Solo Game for 13th age, CoC, DnD, FATE, Pathfinder, Traveller. |
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