CHARACTERS ACTIONS Judith: Judith: "If you don't mind me asking - who are your customers? Is there a significant threat in this region that demands this sort of weaponry?" Blacksmith: "Weer near th'old waazone of us and Grevet. We took back tha continent 'round 3 months ago, and they let us 'ave it 'cause they're goin after the new guys, Bunok. They only formed 'round 50 years ago, when a bunch of the dukes of Grevet thawt they could have a rebellion. Ended up makin a new 'dom for us ta fight. Not complainin though, it splits our enemies. But now, we got nobody ta fight, and I only get calls for stock 'round 3 or 4 taimes a month. Used ta be bustling, with out troops here everyday, but now..." Jakob: Jakob: "Yeah. The capital suite." Arica holds up 2 fingers. Barkeeper: "Kay, just transfer me the funds." (You can do this with your mind, as you all have basic implants.) You look around. Nobody seems too bothered by the bar fights. Kyr: Kyr: "Yeah, that's what I thought pinky." You walk out of the bar, looking for a weapons shop. Well...there's a blacksmith, and a general shop. Blacksmith seems like a better option. The door's wide open. Someone 1: "If you don't mind me asking - who are your customers? Is there a significant threat in this region that demands this sort of weaponry?" Someone 2: "Weer near th'old waazone of us and Grevet. We took back tha continent 'round 3 months ago, and they let us 'ave it 'cause they're goin after the new guys, Bunok. They only formed 'round 50 years ago, when a bunch of the dukes of Grevet thawt they could have a rebellion. Ended up makin a new 'dom for us ta fight. Not complainin though, it splits our enemies. But now, we got nobody ta fight, and I only get calls for stock 'round 3 or 4 taimes a month. Used ta be bustling, with out troops here everyday, but now..." Arica: Jakob: "Yeah. The capital suite." Arica holds up 2 fingers. Barkeeper: "Kay, just transfer me the funds." (You can do this with your mind, as you all have basic implants.)
Judith Trovare (CaveCricket48)
Name: Judith Trovare
Race: Human
Backstory: Born with a cataract in her right eye, Trovare spent the first few years of her life half-blind until her lower class family managed to scrap enough money together to have her right eye fixed at a shady medical clinic in the crime-rampant isolated space station where she lived. While this was successful in removing the cataract, it left her right eye with a distorted eye lens, requiring a heavy optical correctional lens so she could see properly. Despite her less than stellar vision, she has a high attention to detail almost to a fault, making her adept in engineering weapons and instruments.
Description: A somewhat-short, lithe female in her early 20s. Short brown hair, brown eyes, and pale skin from a lack of natural light. She wears a pair of metal round-framed glasses that only have a single lens, which is for her right eye.
Abilities: Critical Eye - Hold still and analyze. Temporarily decrease Agility by 2 and increase Perception by 4. Steady Hand - Nimble fingers find a place tinkering with delicate machinery or pulling the trigger on the perfect shot. Increase success for fine tasks by 3.
Contacts: Kark Hopkins - Brown-haired, light-skinned, lanky and roughly shaven. Fellow engineer, often works with Judith to get large builds together and occasionally a competitor on black-market arms dealing. Nothing like a little healthy competition.
Charles "Charlie" Harrison - Judith's loyal customer that works as a part-time bodyguard. Short dark hair, slightly tanned skin. Tall and strong, but not exactly a walking mass of muscle. He's decent with a gun, but often misses critical shots.
Tabi Konai - Long black hair, dark skin, small frame. Infamous for blowing up government buildings. She has a knack for electronics, be it remote-controlled detonators or rigging up a basic computer from scrap electronics. On good terms with Judith, the two often trading equipment/materials and information or working on a coop project.
John Freemaneth - Average height, short hair, athletic build. Pretty sure that's not his real name, but he can't remember ♥♥♥♥ ever since he got smacked in the head with a brick in an alley fight. Judith throws weapons and equipment at him, points him at a job that needs taking care of, and he more or less gets it done, only asking for new toys in return.
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram
Inventory: 10000 GalCreds 1 Copper Coin
Jakob Stennard(TheKebbit)
Name: Jakob Stennard
Race: Human
Backstory: A vanguard colonist and military vacuum repair worker attached to a far outpost of human civilization. Serving aboard the heavy polar-orbit station CMS3920 - a monolith of steel towed from system to system in the belly of super-battleships that drove back the dark frontier - Stennard served three 6-year terms firing exploration crawlers and terraforming packages from his orbital home down into unknown worlds. Nurturing and defending fledgling colonies was not without its dangers, as savage pirates and rivals to humanity assailed the CMS with everything they had to kill its crew and loot the planets.
The attack that led to Stennard's honorable discharge from the navy left him bleeding and marooned for 170 days in the guts of the CMS, left behind in the chaos after the evacuation shuttles took away all his colleagues. Trapped in the station's corpse with a burnt radio transmitter, he nearly lost his mind. When late-coming salvage crews cut open the wreck expecting to find valuable equipment, they found only an emaciated man.
Returning home to a failed marriage, an Earth family that forgot him and a pension not enough to support his medical debts, he has returned to space to find friendship and make his fortune.
Description: Swarthy, shaven skull, scars and lines in the features. Dark eyes which are noticeably sunken in; Stennard shows heavy signs of wear. His shattered chest cavity is partially supported with a mesh of biocompatible plastics - Stennard's breathing is deep and slow, and he chews blue wads of painkilling gum to forget that he is no longer the man he used to be. His disposition is warm, though he has good excuse to be cynical. He is only glad to be alive, to see the stars for some time longer.
Abilities: Will Through Pain - Stennard's hardened system means that for purposes of pain calculation, his dice total is multiplied by 7 rather than 10 in the final step that determines whether he has been stunned by trauma. Null-G Control/Exobody - Intimately familiar with the mechanics of spacesuits, manipulator arms and hard orbital maneuvers performed with shuttles and manned maneuvering units. Excellent working knowledge of life support and orbit-keeping functions of space stations.
Contacts: Rackham Modular Orbital Systems: a firm specializing in all things related to space hab assembly and commercial exploitation of planetary orbit. Architects of the standardized power, life support and data linkage protocols used in civilian stations throughout human space. Its executives are willing to cut Stennard unusual deals, knowing that he is qualified to deliver on their investments.
Major Conrad Devlin: commanding officer of the CMS, a war hero and expert pilot who continues burning pirates out on the frontier in a stealthed frigate which has become notorious for bringing just death to ruthless warlords. Assisted Stennard in evacuating the station during its dying descent. Never forgave himself for accidentally leaving Stennard behind.
Dr. Genevieve Martel: an ecosystem engineer of some renown, responsible for developing the Martel Optimized Phototroph biosphere that is used for famine relief on backwater worlds. Aboard the CMS during its final moments - Stennard saved her life.
Janna: favorite childhood friend. A mathematical prodigy who studied the mysteries of FTL travel in a prestigious Lunar university while Stennard was drafted into the frontier corps. Separated physically, but never forgotten by each other.
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram
Inventory: 10000 GalCreds
Kyr(maart3n)
Name: Kyr
Race: Twea'd: Bipedal lanky humanoids with 4 long arms. Extremely dextrous but physically frail.
Stats: Strength 2 Agility 4 Perception 4 Speed 3 + 2 Intelligence 4 + 1 Charisma 2 + 3 Will 2 Tetrabrachius: Can manipulate four things at once
Skills: Slick Willy: Can talk himself out of almost every situation. +2 to Charisma, +4 if being interrogated. Split vision: No/lower penalty to aiming at multiple things at once.
Associates: "Nico": A clone bred to be a fighter pilot turned aerospacecraft salesman. Nico can provide and modify anything that flies. Jonah Silverton: Arms Dealer Mike Re: Fence "Fox's legacy": Heavily modified Gaunt-class gunship. Two seat cockpit layout swapped for a single seat with an extra stick on either side to control the ball turrets on the sides of the fuselage. Forward turret swapped for gun array. Room for 6 passengers and 40 cubic meters of cargo. (think B25-H with some 40k fire raptor mixed in.)
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram
Backstory: A bit of a mystery. 3 years ago, a pale girl in a ripped jumpsuit shows up in a battered pod on a no name station in the middle of nowhere, and then through pantomime and a bit of writing, manages to get food, clothes, and travel to a central hub station. From there, she's gone on to make something of a name for herself with an unusual set of innate magical abilities, wordlessly taking all sorts of small time mercenary work to make ends meet. Or at least, that's what everyone thinks she's doing. Whether it's by choice or inability, no one she's met can claim to have heard her speak. Since then, she's found two more people with similar magic to her own, though none are willing to share anything about their background. Her nickname "Celsius" is thought to come from both her skill with thermal magic, and her general behavior as an "Ice Queen".
Description: A strikingly beautiful young woman, probably in her mid twenties, with pale skin, a thin frame, and long silvery hair down to her waist. Constantly has an expressionless or vacant look on her face. Never seems to show emotion, never talks.
Abilities: Ice Queen - Her thermal magic allows her to rapidly cool and even freeze things within several feet of her. Works especially well on water, easily forming ice shards. Frozen - Even in tremendous stress or danger, Arica never loses her cool. Resistant to panic or intimidation.
Contacts: "Salamander" Om - An older human man, at least 60 years old. Arica met him on her travels, seems to have similar powers relating to fire. Has great skill with his flames, though not much power. A skilled machinist and welder.
"Behemoth" Shorwick - A middle aged man, probably about 30, built like a bear. Arica met him on her travels, seems to have similar powers relating to metal. Can powerfully manipulate metal, tearing panels off walls and warping it with only his force of will. Likes to make improvised armor from the floor and then charge into enemies during mercenary work.
Hecate Shorish - Young woman similar age to Arica. Dark skin and hair, energetic and proud. Shuttle pilot, always willing to fly Arica if she's nearby, or really needs it. Met on a mercenary job, became friends after Arica's abilities prevented the shuttle she was driving from meltdown while redlining it to flee from pursuers.
Catalina Hendricks - 44 year old woman, owns a successful exotic pet business that sells to stations all across the galaxy. Met Arica while touring one of the retail outlets for her business. Arica entered one the store with an armful of stray cats, hoping to find someone to care for them. Knows a surprising number of people in high places with exotic pets.
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram
"I need a shotgun, boomstick, deck clearer, whatever you people call it and 2 pistols. What do you got?"
Tue May 30, 2017 12:36 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: RTD Galactic Reboot!
"Business goin' down, huh.
What's the agriculture scene like? How does food come into town?"
Tue May 30, 2017 3:26 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: RTD Galactic Reboot!
> Pay, then check out the room. That other girl can take the other bed, if she arrives.
Tue May 30, 2017 3:34 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: RTD Galactic Reboot!
>Pay, go upstairs, check out the accommodations.
Tue May 30, 2017 3:59 am
TheMysticDreamer
Joined: Thu Sep 29, 2016 4:04 am Posts: 241
Re: RTD Galactic Reboot!
Uh...I accidentally deleted the post, and I can't redo it...
Last edited by TheMysticDreamer on Wed May 31, 2017 2:28 pm, edited 2 times in total.
Tue May 30, 2017 4:57 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: RTD Galactic Reboot!
> Checkout the rifles while the blacksmith is helping out Kyr. Semi-auto or bolt-action stuff. See if there are any optics, too.
Tue May 30, 2017 5:02 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: RTD Galactic Reboot!
"I'll take that break action and a box of ammo. Throw in those semi autos and 240 rounds too. I'll throw in these local coins if you point me towards someone who'll drive without asking question." Load the guns. Strap the shotgun to my back and head out to whoever is willing to drive me to my bloody gunship.
Wed May 31, 2017 2:20 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: RTD Galactic Reboot!
>Close up the room, head downstairs and get back to the street. Is there a workshop or a grain mill around? I might need work for a bit.
Wed May 31, 2017 3:54 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: RTD Galactic Reboot!
> Fill up a glass or a jug or both, set it by the bed where it's easily accessible. Then, pomf on my bed. Fluffy?
Wed May 31, 2017 4:13 am
TheMysticDreamer
Joined: Thu Sep 29, 2016 4:04 am Posts: 241
Re: RTD Galactic Reboot!
GM Rolls: STUFF: 2246 CHARACTERS ACTIONS
Judith: Rifles and optics, huh. For optics, there's a variety of sights, mostly dot sights, up to 3x zoom, around 100 to 300 GC. There's also a couple ACOG for 4-8x zoom, for 600GC, and a thermal 4x, for 1000GC.
Rifles:
Wooden Hunting Rifle: There are many, many of these, hung on every wall. they have anywhere from 2 to 10 round capacities, and shoot .33. Some are breech loaded, some are bolt-actions. Every variety is available. 500-1250GC, depending on how good it is, and the decorations. 30GC for 80 rounds
Specialist Rifle: Uses military standard 20-round 3.11 (7.62mm), light, wooden with no carvings, semi-auto, shoots about as fast as you can pull the trigger. 1500GC, 50GC for 100 rounds, bulk deal of 400 for 1000 (Party Pack!)
Heavy Rifle: Plasteel gun, long, thin, fires .60, 1 round clip. Manual load, deadly precision. Has a 2x to 20x magnification sight. 2800GC, 15GC for 10 rounds
Light Sniper: Plasteel, 10 rounds, semi-automatic. Fires .338. Comes with ACOG. No much else to say. 2100GC, 80GC for 100 rounds.
Kyr: Kyr: "I'll take that break action and a box of ammo. Throw in those semi autos and 240 rounds too. I'll throw in these local coins if you point me towards someone who'll drive without asking question." The blacksmith picks up all three guns, then digs around in a large pile of small boxes, eventually putting 3 boxes on the table. Blacksmith: "1200, 50, 1200, 120...so 2400, 170, so 2570. Handle thais one with care," He says as he points to the shotgun, "She's one'o a kaind. And abaut dravas, thare's Old Rick daon tha raod, in tha house with tha green sedan. Keep tha coins, you'll need them ta pay'im." You pay the blacksmith into his GalTram, and grab the guns. Where are you going to keep them?
Jakob: You exit your room, lock it, and go outside. As you look around for businesses, you see a blacksmith, a leatherworker's, a general store, and a grain mill. Most of them seem locked up, though the blacksmith's has distinct chatter coming from it.
Arica: You look around for water. None in the room, so you'll have to go downstairs. There's a large plastic jug, around 2 meters tall and very long, with a small pump attached. You take one of the pitchers, which looks mostly new, and a metal mug, that smells faintly of bleach, and fill the pitcher with water. Balance: Strength and/or Agility > 4 = Yes You carefully carry the large pitcher up to your room. After putting down on the middle nightstand, you let yourself fall onto the bed. It easily absorbs your weight, and you feel the feathers, though slightly stiff, is overall supportive and soft, although not quite "fluffy". However, the wool is very soft, from use or perhaps treatment. Either way, it feels incredible after spending hours stuck in a metal escape pod, bolted down.
Judith Trovare (CaveCricket48)
Name: Judith Trovare
Race: Human
Backstory: Born with a cataract in her right eye, Trovare spent the first few years of her life half-blind until her lower class family managed to scrap enough money together to have her right eye fixed at a shady medical clinic in the crime-rampant isolated space station where she lived. While this was successful in removing the cataract, it left her right eye with a distorted eye lens, requiring a heavy optical correctional lens so she could see properly. Despite her less than stellar vision, she has a high attention to detail almost to a fault, making her adept in engineering weapons and instruments.
Description: A somewhat-short, lithe female in her early 20s. Short brown hair, brown eyes, and pale skin from a lack of natural light. She wears a pair of metal round-framed glasses that only have a single lens, which is for her right eye.
Abilities: Critical Eye - Hold still and analyze. Temporarily decrease Agility by 2 and increase Perception by 4. Steady Hand - Nimble fingers find a place tinkering with delicate machinery or pulling the trigger on the perfect shot. Increase success for fine tasks by 3.
Contacts: Kark Hopkins - Brown-haired, light-skinned, lanky and roughly shaven. Fellow engineer, often works with Judith to get large builds together and occasionally a competitor on black-market arms dealing. Nothing like a little healthy competition.
Charles "Charlie" Harrison - Judith's loyal customer that works as a part-time bodyguard. Short dark hair, slightly tanned skin. Tall and strong, but not exactly a walking mass of muscle. He's decent with a gun, but often misses critical shots.
Tabi Konai - Long black hair, dark skin, small frame. Infamous for blowing up government buildings. She has a knack for electronics, be it remote-controlled detonators or rigging up a basic computer from scrap electronics. On good terms with Judith, the two often trading equipment/materials and information or working on a coop project.
John Freemaneth - Average height, short hair, athletic build. Pretty sure that's not his real name, but he can't remember ♥♥♥♥ ever since he got smacked in the head with a brick in an alley fight. Judith throws weapons and equipment at him, points him at a job that needs taking care of, and he more or less gets it done, only asking for new toys in return.
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram
Inventory: 10000 GalCreds 1 Copper Coin
Jakob Stennard(TheKebbit)
Name: Jakob Stennard
Race: Human
Backstory: A vanguard colonist and military vacuum repair worker attached to a far outpost of human civilization. Serving aboard the heavy polar-orbit station CMS3920 - a monolith of steel towed from system to system in the belly of super-battleships that drove back the dark frontier - Stennard served three 6-year terms firing exploration crawlers and terraforming packages from his orbital home down into unknown worlds. Nurturing and defending fledgling colonies was not without its dangers, as savage pirates and rivals to humanity assailed the CMS with everything they had to kill its crew and loot the planets.
The attack that led to Stennard's honorable discharge from the navy left him bleeding and marooned for 170 days in the guts of the CMS, left behind in the chaos after the evacuation shuttles took away all his colleagues. Trapped in the station's corpse with a burnt radio transmitter, he nearly lost his mind. When late-coming salvage crews cut open the wreck expecting to find valuable equipment, they found only an emaciated man.
Returning home to a failed marriage, an Earth family that forgot him and a pension not enough to support his medical debts, he has returned to space to find friendship and make his fortune.
Description: Swarthy, shaven skull, scars and lines in the features. Dark eyes which are noticeably sunken in; Stennard shows heavy signs of wear. His shattered chest cavity is partially supported with a mesh of biocompatible plastics - Stennard's breathing is deep and slow, and he chews blue wads of painkilling gum to forget that he is no longer the man he used to be. His disposition is warm, though he has good excuse to be cynical. He is only glad to be alive, to see the stars for some time longer.
Abilities: Will Through Pain - Stennard's hardened system means that for purposes of pain calculation, his dice total is multiplied by 7 rather than 10 in the final step that determines whether he has been stunned by trauma. Null-G Control/Exobody - Intimately familiar with the mechanics of spacesuits, manipulator arms and hard orbital maneuvers performed with shuttles and manned maneuvering units. Excellent working knowledge of life support and orbit-keeping functions of space stations.
Contacts: Rackham Modular Orbital Systems: a firm specializing in all things related to space hab assembly and commercial exploitation of planetary orbit. Architects of the standardized power, life support and data linkage protocols used in civilian stations throughout human space. Its executives are willing to cut Stennard unusual deals, knowing that he is qualified to deliver on their investments.
Major Conrad Devlin: commanding officer of the CMS, a war hero and expert pilot who continues burning pirates out on the frontier in a stealthed frigate which has become notorious for bringing just death to ruthless warlords. Assisted Stennard in evacuating the station during its dying descent. Never forgave himself for accidentally leaving Stennard behind.
Dr. Genevieve Martel: an ecosystem engineer of some renown, responsible for developing the Martel Optimized Phototroph biosphere that is used for famine relief on backwater worlds. Aboard the CMS during its final moments - Stennard saved her life.
Janna: favorite childhood friend. A mathematical prodigy who studied the mysteries of FTL travel in a prestigious Lunar university while Stennard was drafted into the frontier corps. Separated physically, but never forgotten by each other.
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram
Inventory: 9840 GalCreds Room Key (Capital Suite)
Kyr(maart3n)
Name: Kyr
Race: Twea'd: Bipedal lanky humanoids with 4 long arms. Extremely dextrous but physically frail.
Stats: Strength 2 Agility 4 Perception 4 Speed 3 + 2 Intelligence 4 + 1 Charisma 2 + 3 Will 2 Tetrabrachius: Can manipulate four things at once
Skills: Slick Willy: Can talk himself out of almost every situation. +2 to Charisma, +4 if being interrogated. Split vision: No/lower penalty to aiming at multiple things at once.
Associates: "Nico": A clone bred to be a fighter pilot turned aerospacecraft salesman. Nico can provide and modify anything that flies. Jonah Silverton: Arms Dealer Mike Re: Fence "Fox's legacy": Heavily modified Gaunt-class gunship. Two seat cockpit layout swapped for a single seat with an extra stick on either side to control the ball turrets on the sides of the fuselage. Forward turret swapped for gun array. Room for 6 passengers and 40 cubic meters of cargo. (think B25-H with some 40k fire raptor mixed in.)
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram
Backstory: A bit of a mystery. 3 years ago, a pale girl in a ripped jumpsuit shows up in a battered pod on a no name station in the middle of nowhere, and then through pantomime and a bit of writing, manages to get food, clothes, and travel to a central hub station. From there, she's gone on to make something of a name for herself with an unusual set of innate magical abilities, wordlessly taking all sorts of small time mercenary work to make ends meet. Or at least, that's what everyone thinks she's doing. Whether it's by choice or inability, no one she's met can claim to have heard her speak. Since then, she's found two more people with similar magic to her own, though none are willing to share anything about their background. Her nickname "Celsius" is thought to come from both her skill with thermal magic, and her general behavior as an "Ice Queen".
Description: A strikingly beautiful young woman, probably in her mid twenties, with pale skin, a thin frame, and long silvery hair down to her waist. Constantly has an expressionless or vacant look on her face. Never seems to show emotion, never talks.
Abilities: Ice Queen - Her thermal magic allows her to rapidly cool and even freeze things within several feet of her. Works especially well on water, easily forming ice shards. Frozen - Even in tremendous stress or danger, Arica never loses her cool. Resistant to panic or intimidation.
Contacts: "Salamander" Om - An older human man, at least 60 years old. Arica met him on her travels, seems to have similar powers relating to fire. Has great skill with his flames, though not much power. A skilled machinist and welder.
"Behemoth" Shorwick - A middle aged man, probably about 30, built like a bear. Arica met him on her travels, seems to have similar powers relating to metal. Can powerfully manipulate metal, tearing panels off walls and warping it with only his force of will. Likes to make improvised armor from the floor and then charge into enemies during mercenary work.
Hecate Shorish - Young woman similar age to Arica. Dark skin and hair, energetic and proud. Shuttle pilot, always willing to fly Arica if she's nearby, or really needs it. Met on a mercenary job, became friends after Arica's abilities prevented the shuttle she was driving from meltdown while redlining it to flee from pursuers.
Catalina Hendricks - 44 year old woman, owns a successful exotic pet business that sells to stations all across the galaxy. Met Arica while touring one of the retail outlets for her business. Arica entered one the store with an armful of stray cats, hoping to find someone to care for them. Knows a surprising number of people in high places with exotic pets.
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram
Last edited by TheMysticDreamer on Thu Jun 01, 2017 4:19 am, edited 1 time in total.
Wed May 31, 2017 2:28 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: RTD Galactic Reboot!
>How good is the "signal" on my Galtram? Can I access any sort of internet? Are any of my contacts within reach?
Thu Jun 01, 2017 3:39 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: RTD Galactic Reboot!
> Look for a bolt-action rifle with an internal magazine that can be loaded via door on the side of the receiver. Capacity of 5+1. Adjustable iron sights via knobs. Picatinny rail on the top.
Thu Jun 01, 2017 4:28 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: RTD Galactic Reboot!
Strap the shotgun to my back and shove the pistols in my belt gangster style. Ammo can just go in every pocket I have. Set of to the house with the green sedan? "Judith right? Do you want to come along?"
Thu Jun 01, 2017 9:01 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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