The airship Cloudchaser cuts north through the skies with a dull drone of propellers, while the motley band that make up the crew scurry back and forth across the decks. The bounty hunters pay little attention to the mundane scenery of the skies around them, each of their minds bending in some form or another to their quarry. Somewhere ahead, crossing out of the familiar skies of the border states into the ranges of the clansmen, is the Falcon's Wing, and aboard it the thieves they chase. The reward for the recovery of the famous Burnished Band is enough make the crew of the Cloudchaser rich indeed, and for that they are more than willing to brave the old tales of the monsters beyond the borders...
Well, here we go again for another DTAC. It's been a while since anybody tried a steampunk AC*, so for this game we'll be messing around in a setting I've had rattling around in the box for a while. You are, if it wasn't obvious, the bounty hunting crew of the airship Cloudchaser, setting out in search of your biggest reward yet; the thieves of an ancient treasure from some stuffy old Baron back in the 'civilised' lands south of your standard hunting grounds in the border states. Your quarry has set off north into the area known as 'the ranges', where airships are rarer and semi-nomadic clans rule the ever-colder ground. Your goal is simple: Bring back the Burnished Band to it's rightful owner, and get paid for it. How hard could it be?
Basic Rules:
[Generic anti-troll rules]
As the GM I reserve the right to do anything in the game, up to and including booting players for my own twisted amusement.
This is an Action Chatroom Game. Most of you whole will join probably know what that is, but for those who don't I will explain now. You will create a character, using the Character creation stuff below. You will then come on the Chatroom at certain times and play as that character in missions, where you attempt to carry out your goals despite a near-total lack of information, planning, and resources. Hey, I never promised it would be easy.
Character Creation will use FATE, because coming up with another system is too much effort. There are a bunch of guidelines on the FATE website, as well as a number of helpful guides to the system in the development thread, which should help if you don't know much about the system.
And once that is done you should be set to start! Missions will most likely run on Mondays at 10PM my time, or 5PM EST, although this is potentially open to change. If you have any questions feel free to contact me on CFC, although I can usually be found on AC chat as well.
The Chatroom is Here.
[Anything I missed will be added here when I remember it.]
DT
Throwing Caution to the Wind
Well, here we go again for another DTAC. It's been a while since anybody tried a steampunk AC*, so for this game we'll be messing around in a setting I've had rattling around in the box for a while. You are, if it wasn't obvious, the bounty hunting crew of the airship Cloudchaser, setting out in search of your biggest reward yet; the thieves of an ancient treasure from some stuffy old Baron back in the 'civilised' lands south of your standard hunting grounds in the border states. Your quarry has set off north into the area known as 'the ranges', where airships are rarer and semi-nomadic clans rule the ever-colder ground. Your goal is simple: Bring back the Burnished Band to it's rightful owner, and get paid for it. How hard could it be?
Basic Rules:
[Generic anti-troll rules]
As the GM I reserve the right to do anything in the game, up to and including booting players for my own twisted amusement.

This is an Action Chatroom Game. Most of you whole will join probably know what that is, but for those who don't I will explain now. You will create a character, using the Character creation stuff below. You will then come on the Chatroom at certain times and play as that character in missions, where you attempt to carry out your goals despite a near-total lack of information, planning, and resources. Hey, I never promised it would be easy.

Character Creation will use FATE, because coming up with another system is too much effort. There are a bunch of guidelines on the FATE website, as well as a number of helpful guides to the system in the development thread, which should help if you don't know much about the system.
Spoiler The Character Sheet :
[B]Name[/B]:
[B]Gender[/B]:
[B]Age[/B]:
[B]Description[/B]:
[B]Bio[/B]:
[B]Refresh[/B]:
[B]FATE[/B]:
[B]Stress[/B]:
[I]Physical[/I]: 1[] 2[]
[I]Morale[/I]: 1[] 2[]
[B]Consequences[/B]:
[I]Mild[/I]:
[I]Moderate[/I]:
[I]Severe[/I]:
[B]High Concept[/B]:
[B]Trouble[/B]:
[B]Aspect[/B]:
[B]Aspect[/B]:
[B]Aspect[/B]:
[B]Skills[/B]:
[I]Great[/I]:
[I]Good[/I]:
[I]Fair[/I]:
[I]Average[/I]:
[B]Stunts[/B]:
[B]Gender[/B]:
[B]Age[/B]:
[B]Description[/B]:
[B]Bio[/B]:
[B]Refresh[/B]:
[B]FATE[/B]:
[B]Stress[/B]:
[I]Physical[/I]: 1[] 2[]
[I]Morale[/I]: 1[] 2[]
[B]Consequences[/B]:
[I]Mild[/I]:
[I]Moderate[/I]:
[I]Severe[/I]:
[B]High Concept[/B]:
[B]Trouble[/B]:
[B]Aspect[/B]:
[B]Aspect[/B]:
[B]Aspect[/B]:
[B]Skills[/B]:
[I]Great[/I]:
[I]Good[/I]:
[I]Fair[/I]:
[I]Average[/I]:
[B]Stunts[/B]:
Spoiler The Character Sheet in Depth :
Name: What your character is called.
Gender: Your character's gender.
Age: How long your character has been alive.
Description: What your character looks like.
Bio: How your character came to be aboard the Cloudchaser. Note that the construction of the team is being left mostly in the hands of the players, so I would advise consulting with the others to come up with a coherent backstory for the team.
Refresh: How many FATE points your character restores to as minimum at the start of each mission. Starts at 3, and goes down by 1 for each additional stunt obtained.
FATE: Points spent invoking aspects for boosts and to manipulate mission details. Starts at 3.
Stress: A measure of how much damage you have taken in a mission, all boxes can hold stress up to their size, and empty out at the end of a session.
Physical: 1[] 2[] If You have the Physique skill at fair or good, you gain a 3[] box. If you have the Physique skill at great you gain both a 3[] and a 4[] box.
Morale: 1[] 2[] If You have the Will skill at fair or good, you gain a 3[] box. If you have the Will skill at great you gain both a 3[] and a 4[] box.
Consequences: Temporary aspects gained as a result of damage, the impact of the consequence depends on how much stress could not be assigned to a stress box.
Mild: Contains up to 2 Stress, creates an aspect that lasts for one scene.
Moderate: Contains up to 4 stress, creates an aspect that lasts for one mission.
Severe: Contains up to 6 stress, creates an aspect that lasts until a successful treatment roll is made, at which point it is replaced by a less disruptive aspect that lasts for one mission.
Aspects: Facets of your character that determine who they are and what they do. Each aspect can be invoked or compelled via the transfer of FATE points, so it is recommended that they be double-edged for maximum utility.
High Concept: An aspect representing the general shape of your character: think about what you wanted when you first came up with the idea.
Trouble: An aspect representing a persistent problem your character has: preferably one that will come up in the context of the game.
Aspect: An aspect representing something about your character: their personality perhaps.
Aspect: An aspect representing something about your character: their physical abilities perhaps.
Aspect: An aspect representing something about your character: their history perhaps.
Skills:
Great: Skills that gain +4 to their roll when used. You have one skill here at start.
Good: Skills that gain +3 to their roll when used. You have two skills here at start.
Fair: Skills that gain +2 to their roll when used. You have three skills here at start.
Average: Skills that gain +1 to their roll when used. You have four skills here at start.
Stunts: Special abilities that alter the way your character uses their skills in some way. You start with 3, and additional stunts cost 1 refresh point. Making stunts is too complex to be covered in depth here, so if you don't know how they work already you can find more detail in the dev thread or on the FATE website.
Gender: Your character's gender.
Age: How long your character has been alive.
Description: What your character looks like.
Bio: How your character came to be aboard the Cloudchaser. Note that the construction of the team is being left mostly in the hands of the players, so I would advise consulting with the others to come up with a coherent backstory for the team.
Refresh: How many FATE points your character restores to as minimum at the start of each mission. Starts at 3, and goes down by 1 for each additional stunt obtained.
FATE: Points spent invoking aspects for boosts and to manipulate mission details. Starts at 3.
Stress: A measure of how much damage you have taken in a mission, all boxes can hold stress up to their size, and empty out at the end of a session.
Physical: 1[] 2[] If You have the Physique skill at fair or good, you gain a 3[] box. If you have the Physique skill at great you gain both a 3[] and a 4[] box.
Morale: 1[] 2[] If You have the Will skill at fair or good, you gain a 3[] box. If you have the Will skill at great you gain both a 3[] and a 4[] box.
Consequences: Temporary aspects gained as a result of damage, the impact of the consequence depends on how much stress could not be assigned to a stress box.
Mild: Contains up to 2 Stress, creates an aspect that lasts for one scene.
Moderate: Contains up to 4 stress, creates an aspect that lasts for one mission.
Severe: Contains up to 6 stress, creates an aspect that lasts until a successful treatment roll is made, at which point it is replaced by a less disruptive aspect that lasts for one mission.
Aspects: Facets of your character that determine who they are and what they do. Each aspect can be invoked or compelled via the transfer of FATE points, so it is recommended that they be double-edged for maximum utility.
High Concept: An aspect representing the general shape of your character: think about what you wanted when you first came up with the idea.
Trouble: An aspect representing a persistent problem your character has: preferably one that will come up in the context of the game.
Aspect: An aspect representing something about your character: their personality perhaps.
Aspect: An aspect representing something about your character: their physical abilities perhaps.
Aspect: An aspect representing something about your character: their history perhaps.
Skills:
Great: Skills that gain +4 to their roll when used. You have one skill here at start.
Good: Skills that gain +3 to their roll when used. You have two skills here at start.
Fair: Skills that gain +2 to their roll when used. You have three skills here at start.
Average: Skills that gain +1 to their roll when used. You have four skills here at start.
Spoiler The Skill List :
Athletics - Your characters general physical fitness and agility.
Crafts - Your characters ability to work with machinery, building and fixing things. This will also be used as the standard skill for piloting airships, although other skills may be used if they are appropriate to the situation.
Deceive - Your characters ability to lie and misdirect people.
Empathy - Your characters capacity to read other people and their moods.
Fight - Your characters skill in melee combat.
Investigate - Your characters proficiency in discovering things through intense or prolonged observation or research.
Lore - Your characters knowledge of the world and the events and people within it.
Notice - Your characters ability to spot things at a glance.
Physique - Your characters strength and endurance. Provides additional stress boxes.
Provoke - Your characters ability to elicit negative reactions such as fear and anger from others.
Rapport - Your characters capacity to make positive connections with others such as to be liked and trusted.
Shoot - Your characters skill at ranged combat.
Stealth - Your characters proficiency at remaining hidden and moving around unseen.
Will - Your characters state of mental fortitude, concentration and determination. Provides additional stress boxes.
Crafts - Your characters ability to work with machinery, building and fixing things. This will also be used as the standard skill for piloting airships, although other skills may be used if they are appropriate to the situation.
Deceive - Your characters ability to lie and misdirect people.
Empathy - Your characters capacity to read other people and their moods.
Fight - Your characters skill in melee combat.
Investigate - Your characters proficiency in discovering things through intense or prolonged observation or research.
Lore - Your characters knowledge of the world and the events and people within it.
Notice - Your characters ability to spot things at a glance.
Physique - Your characters strength and endurance. Provides additional stress boxes.
Provoke - Your characters ability to elicit negative reactions such as fear and anger from others.
Rapport - Your characters capacity to make positive connections with others such as to be liked and trusted.
Shoot - Your characters skill at ranged combat.
Stealth - Your characters proficiency at remaining hidden and moving around unseen.
Will - Your characters state of mental fortitude, concentration and determination. Provides additional stress boxes.
Stunts: Special abilities that alter the way your character uses their skills in some way. You start with 3, and additional stunts cost 1 refresh point. Making stunts is too complex to be covered in depth here, so if you don't know how they work already you can find more detail in the dev thread or on the FATE website.
And once that is done you should be set to start! Missions will most likely run on Mondays at 10PM my time, or 5PM EST, although this is potentially open to change. If you have any questions feel free to contact me on CFC, although I can usually be found on AC chat as well.
The Chatroom is Here.
[Anything I missed will be added here when I remember it.]
DT
Throwing Caution to the Wind
