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The Premise:

The war is over, and the wrong side won.

Tolkeen, a bastion of magical theory and learning, where mystic practicioners, other-dimensional refugees, misfits and malcontents could live in peace, was forced into warfare with the human supremacist Coalition States, who had recently begun expanding after years of consolodating their gains and delving into Golden Age technological stores to upgrade their weapons and robots.

The people of Tolkeen knew what occupation would mean for an empire founded on the notion of the eradication of anything that didn't fit the Coalition's narrow definition of sentient life, so they used every means available to protect themselves, including long-forbidden magics involving blood sacrifice and pacts with ancient demons. They told themselves it would be worth it when the Coalition was driven back, that the metaphorical (and sometimes literal) genies could be put back in the bottle.

It wasn't enough. The Coalition was battered, but ultimately triumphant. Tolkeen was razed. The monsters it summoned now roam free; the people clinging to it for stability are scattered and being hunted by the Coalition. The cyber-knights have been shattered, with a significant number having joined the Tolkeen war effort and having lost their way; no one has seen or heard about their founder, or his closest associates, in many months.

Even more troubling, Lord Dunscon - self-proclaimed ruler of the Federation of Magic - has begun a campaign of consolidation of his own, seeking to unite the cities of the Federation of Magic under his own tyrannical rule, pointing out that if the only alternative is destruction by the expansionist Coalition States, his rule will at least allow free cities such as Dweomer and Stormspire to exist - even if it is the rule of a man whose chief criticism of Tolkeen was that it was too soft.

Some people joke that the second apocalypse is upon us. But it's a joke no one laughs at. Those outside the borders of the Federation and the Coalition wonder if they'll be next, and what, if anything, can be done about it. Those within said borders who don't toe the party line are wondering where they can go. Everything in North America is in flux, and no one knows what will come out the other side.

The Setting:

A sizable settlement called Prince's Landing, chiefly an argicultural and mining town. The primary crop is barley, and the local stout is noteworthy; the primary mining export is a vein of zinc which is often used in the maintenance of advanced technology. Limited robotics are used to mine, and the local hedge mage has helped ensure that harvests are reliable.

It's a relatively small town, and like most small towns in the world of Rifts, can't affort to be overtly picky about who stays there - many don't have the power to resist powerful forces such as pilots with their own power armor suits, or mages with a reasonable grasp of spellcraft, and as long as people are willing to work or have credits to spend, people tend to live and let live. There is reasonably close proximity to a ley line, but it's a weak ley line and it hasn't caused any trouble in living memory.

However, Prince's Landing is sandwiched in between the two Coalition states of Missouri and El Dorado, and to the east is the Federation of Magic. Furthermore, their two major trading partners - the city-states of Kingsdale and Whykin - are on opposite sides of "the Coalition issue," with Kingsdale a more tolerant city and with Whykin more fully embracing the Coalition ambassadors that come calling. The current mayor of Prince's Landing favors Kingsdale, but without any support from any other major powers, the Coalition could decide to wipe them both off the map with ease - and many people in Prince's Landing are in favor of taking Whykin's side, with hate crime incidents on the rise. The d-bees and freethinking scholars and radicals in the region are all waiting to hear a metaphorical pin fly out of a possibly literal grenade.

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  1. Today
  2. "Mmm...more like a 'sorry you had a rough time, but you have friends here in town who are thinking about you and hope you feel better soon,' kind of care package," Squidge corrects with a smile. "Cutting off heads just escalates the situation. You cut off someone's head, and all their friends and family get into the issue. Give the head to someone else, and now they're all after the one you gave it to. The way you fight someone trying to tear a community apart is to bring the community together." She gave the gal with the funny-colored hair a friendly wave. Squidge had seen her around town every so often, along with that 'borg friend of hers. Scuttlebutt was that they were involved, but Squidge had firsthand knowledge of how that kind of rumor could grow. "Plus, giving her a gift gives us a good excuse to talk to her about what happened, and what she saw. I do think we ought to find those guys and look deeper into this. Lets just...avoid the beheading part. At least for now."
  3. Yesterday
  4. "A care package?" Phere asked Squidge, somewhat confused. "So like a 'Sorry those CS sympathizers tried to kill you, but here's some soup, and magazines' type care package?" she asked, glancing at the magenta haired girl as she walked past them. Prices Landing really did have all types, far more of a variety than any of the Coalition cities she had Squidge had worked in. It was a nice change of scenery, though with the likelihood of more magic and psionics around, Phere kept her acute, supernatural senses open, noting possible dangers and warning Squidge of them when she did. They were an odd pair, but seemed quite close and nearly inseperable, which of course led to talk and suggestions of them being an actual couple, but it seemed to be a topic that nobody had the courage to broach with the pair, or at least with Phere present. Though 'civilized' by the CS, there was still something about the large, pale, hairless woman that put people a bit on edge. A casual, predatory hint to her gaze along with her intimidating size, unusual visage and the knowledge that she fed off of psionics and magic all combined to generally keep people away, which was a counterpoint to Squidge's charm and beauty. As a par though, they always worked well together, complimenting each other and making a potent team. "Why not find the gutless punks who did it and give her a 'severed heads in a duffel bag' care package? At least that would actually mean something." she countered.
  5. Last week
  6. "It is as she says," came the hellish rasp of Adam's voice through the helm's modulator. "From the sight of things, this place could certainly use our credits. We are here for provisions and call upon one of your residents, Winston Cambridge. We'll be an hour, three at the most and we'll be on our way." "Ol' Cambridge? Wot you want wiv that ol' codger?" Asked one of the guards, forgetting his place amongst his betters. "That is our business. I'm telling you as a courtesy, us being strangers and all," The thin slits in his helmet were where the receptors for his vision were lit up in a hellish red light. Within the helmet it gave him readouts, recorded faces for future reference and delivered a H.U.D. in his field of view that came him a complete run down of his health and armor system functionality. His black armor was midevil only in appearance, everything else was straight out of Tony Stark's wettest dream. "Now, are we to spend our money here, or do we venture elsewhere? This place looks in bad shape, would be a shame if word of poor hospitality reached the outlying settlements." "Aye, go on," the leader guy said, thumbing over his shoulder. "But we'll have no trouble out of ye', y'got that?" Adam nodded and the servos in his armor didn't whir, they silently hissed in a devilish sigh. "If, ye don't mind me askin', sir. I'm a bit of an enthusiast when it comes to armors... is that a composite duraplast chassis?" Adam stopped and turned to face the man, towering over the gate guard every this line within his armor lit aglow with a pulsing red light that streamed through it's workings. "Duraplast? No. My armor is is forged from the calcified screams of the nightmares of innocent children. Hammered by the weight of regret, tempered in the infernal balefire of whorish lust, and cooled in the tears of a wailing unicorn." He looked down, leaning into the man who reflexively leaned away, now a bit (more) intimidated. "It's vintage." The man only swallowed hard and Kensie and Adam were on their way. The pair had made it maybe thirty steps when Kensie had to ask. "You're armor... is it, really...?" "Nah," she could almost imagine a smile on his face. "It's a layered cerametal with a composite gel weave to absorb impacts. But he doesn't know that..."
  7. They walked up the path they had found after coming out of the woods, a few workers in the fields stopped and stared. Kensie waved at them and smiled but didn't stop Adam hated it when she stopped to meet new people. If He noticed (and surely he did) he gave no sign other than to growl under his breath as he put one heavy boot after another walking beside the girl. They were certainly a sight, Kensie slender with a flowing mane of scarlet hair, barefoot, wearing a pair of cutoff shorts and a sleeveless tunic which in another life had been a sack of potatoes. And Adam, The Black Knight in full panoply including his terror inspiring helm, his breath echoing through the helmets modulator making even his breathing sound menacing. The guards at the gate were flabbergasted at the sight when these two came round the bend. A shout and quickly they were joined by two more regular guards and a man who appeared to have some autority who raised his arm palm out ward and called to them. "Halt there, come no closer. State your business." He was addressing Adam and was a bit surprised when Kensie stepped up and in front of Adam. "Hi, I'm Kensie and this is Adam, we are here for supplies... and no novels" She gave the guard a very obvious wink.
  8. "Fucking shit and burning rifts!" the magenta-haired woman cursed sourly as she stomped down the main boulevard of Prince's Landing, her helmet banging at her hip. Not many went about Prince's Landing in body armor, but Firanis' accounted for half her engineering and mechanics tools, as well as being protection. A cerasteel-toed boot kicked a rock as she headed towards Grep's before she went to find Marks. "I so shoulda went for the Skelebot Graveyard instead of winching up that booze-hound of a cyborg." It was an regret voiced more than once. She'd taken a look at the town's exoskeleton and it had been hard to keep the contempt from her face. It was a relic that belonged in a museum. She'd fixed the couplings on the e-clips powering the thing so it wasn't in danger of exploding if someone looked at it cross-eyed, but she couldn't do anything for the trashed hip actuator, and didn't have the parts to rig something serviceable. Well, she supposed she could have taken it from BB, but Fi supposed he might object. If she'd gotten a couple of skelebot corpses instead, she'd have been able to fix up the exoskeleton no problem, and maybe even given it a real power source, possibly even fixed up a skelebot and reprogrammed it do to the mining itself. Also, the Rambler might not have gotten shot and ended up with the intermittent power issues. Oh well, you win some, you lose some. She could probably scrounge something up in a real city, if they weren't too picky where it came from. There was a person or two in Kingsdale she could see - or there had been anyway - and she was sure BB wouldn't mind a short road trip to break from hammering rocks. She planned on going to see Marks and find out if he could spare a few credits for the part, not that Prince's Landing had much to spare. But only after she took a break. She'd spent the morning going over the town's clean-water converter, getting it back into tip-top shape - that had just been routine maintenance that it had needed. Firanis passed a pair of women in the street, giving them a brief glance with eyes that were slightly too bright a shade of green to be natural as she made her way to Grep's . The shorter of the two was still an inch or two taller than she was and pretty, naturally pretty, not like her own cosmetically enhanced symmetry. The other was an imposingly tall female Psi-Stalker, nearly as pale and hairless as milk. Ah, right! She'd seen them a time or two around town. An odd couple. She didn't see the attraction - the hairlessness, the paleness, and the fact the Psi-stalker might just eat the smaller psychic - and besides, she much preferred cock. But hey, this wasn't the CS - whatever floated their boats. She gave them a small nod and a smirk as she entered Grep's. "Hey, Grep! One of those wonderful local beers, and another to keep it company!" Fi called out as she claimed a stool by the rustic bar and tossing a couple of chits onto the battered surface. The town didn't have much spare credits to pair for her services, but they were willing to hand out vouchers for beer and food. She struggled out of the top of her Grease Monkey body armor - skelebot parts, or an actual inoperative cyborg would have gone a long way into building it up in real power armor - letting it hang loose at the waist. A sweaty, once-white tank top clung to perky - also cosmetically enhanced - breasts, and revealed hints of tattoos on her neck and part of her left arm, depicting interlocking gears. She known several Trimadores growing up in Ishpeming, had learned some of her tinkering from a pair, and was rather fond of the long-limbed D-bees. Grep plunked down at pair of beers with their two-fingers hands, taking off the caps with a flick of thick thumbs. Fi nodded her thanks and chugged down half of first beer in one go. "Ahhh! Hey Grep, y'know, if I can get my hands on a new - relatively new - okay, a functioning hip-actuator for the mining exoskeleton, if the town has some credits to spare? Or even something to trade in kind?"
  9. "We should do something nice for Ianoko," decided Squidge. Phere looked over at her, expression mingling a moment of confusion with a dawning 'here we go again' expression. "Squidge..." "No, hear me out!" protested the psychic. She had her brown hair down from its usual ponytail, like usual when relaxing at home, and outside of her armor was a pretty, but unimposing figure. Even so, her words had a kind of...weight to them. It was hard to ignore Squidge when she was really into something. It was a talent that even Phere's psi-stalker senses couldn't quite decide if it was psionic or not. "She's important, Phere. It's not just about her...even though if it was it'd still be worth helping her. But if Ianoko goes, Prince's Landing doesn't have enough farmers to make enough money...to...you know, make things work. Especially not with that mining rig they have down. And no..." Squidge answered the question Phere may or may not have asked, since they'd discussed it before once. "...no, I can't fix it because I know computers and that thing is so old it's just...mechanical actuators and pressure-sensitive...it's barely got electronics in it at all." Squidge sighed and let some of the tension rattling around in her skull out. "Look. I just feel like it can't be coincidence. The mining suit's sabotaged and Ianoko's threatened at practically the same time. Someone's trying to sabotage Prince's Landing. And...I want to help her just because that's something that's good to do but...it'd also be a chance to try to find out what's really going on. That's all." She looked hopefully at Phere. "So. Want to hit up Grep's with me and get Ianoko a care package?"
  10. Trust. It was a strange thing for a man like Adam. At one point in his life he was honorable, noble, willing to lay down his life for his lord and land and help those needed it. His people trusted him, he trusted his lord... now he looked upon what he'd become with disgust and revulsion. Kensie had no idea who he really was. She had no idea that the day she was hatched it was not simply happenstance that he was standing over her as her new born senses took a tight grasp on the reality she'd woken up to. She didn't see the man whose blade, Agabeddon, was poised at her neck ready to remove her head so that he could harvest her heart for a dark ritual. When she'd finally focused and saw him, he just couldn't do it. She lay there so innocent and confused. For once in his Adam's blade faltered and he failed to do as his lord instructed. Then the hunters came. Not quite awakened to the world the young dragon watched as the Black Knight faught valiantly to protect her (or protect what was his?), and the rest had been several months of eventful history... She'd never even seen his face. Sealed within his black armor all she ever heard of him was his modulated voice. He'd shown her much, and everyday he showed her something new. It was in those short months that he'd discovered that she was showing him so much more. The darkness within his was ceasing it's endless call for death and murder, but his soul was blackened and the longer he denied the darkness, eventually it would consume him. Pacts with evil were not so easily broken. Kensie watched as the large man tossed and turned in his sleep. The nightmares always assaulted him the worse right before dawn and she was left to wonder how long it had been since he actually slept peacefully. On cue, like every morning since she'd met him, he awoke with a start and thew himself upright with a shout. The first several nights, she'd tried to comfort him but that only led to yelling and him being evasive and surly (well, more surly than usual). Now, she just let it happen each morning, letting him stand and angrily pace back and forth mumbling to himself to kept the darkness and rage and desire for murder in check. Each time he kept his sword clenched tightly in his fist, as if he were making demands of it, telling it to be silent. Kensie hadn't transformed into a human yet as they made their way through the forest and hills leading to the small town. In her dragon form she was big, to be sure, but not so large that she couldn't use the nearby forest as cover until they'd gotten close. "Remember," his modulated voice making him sound dark and menacing. Well, not Kensie, but to others he could be down right scary. "Do not stray to far from my side. If soemthing goes wrong, I need to be near in order to protect you." "Uh, dragon." she said to him. "You are young, arrogant, and foolish," he scolded her, like he always did. "You have power, of that we're both certain. You lack skill, experience and the lessons in life that build upon the former two. Do not think that because you are a dragon, that all your problems will make life easier, if anything-" She rolled her big dragon eyes. "I was kidding, Adam, I know. Every time we get supplies you give me the same lecture. When are you going to let up?" "When you start listening." He said flatly. By now they were hidden well enough just a quarter of a mile or so away from Prince's Landing that she could change safely and not waste too much of her time. Adam waited, his frayed cloak fluttered fluttered in the morning breeze as his hand rested firmly on Agabeddon's hilt. He wasn't going to enjoy another supply run, people bothered him more and more these days, like he was losing touch with his ability to empathize with others. He sighed and waited for his companion. "And Kensie... we're here for supplies. Not fantasy or romance novels."
  11. The soft clouds drifted by, pillowy and serene, it was so easy to image that the whole world was just fluffy and white. The wind ripples along wings as she drifted... The spurs dug into her neck and brought Kensie back to reality. <Your going to High getting hard to breath and I can't see anything from in the damn clouds> she picked up Adam's thought and craned her head around back over her shoulder to glare at him. <What did I tell you about the spurs...> “Well tapping your shoulder and shouting didn't seem to get your attention.” the armored Knight riding her back shouted into the wind as he brought his fist down hard on her scaly shoulder. She barely felt the blow. “Hmmph” she snorted and curved her wings to bleed some of the lift dropping them, maybe a little too fast for Adam's comfort, out of the clouds. Blow them in the darkness they could make out lights and not the scattered campfires they usually saw when the flew, which they mostly did at night, but rather electric lights like in a settlement or town. Kensie banked and dropped lower circling So Adam could get a better look. <What do you think> she asked her partner with her mind. “Cant make out much detail. But if nothing else we can get supplies and maybe some news. Land in those hills there,” Adam pointed off to their left, “We'll go in in the morning.” After Kensi had landed and Adam had unloaded their meager belongings from her back, they both stood on the crest of a hill overlooking the Fields where the town farmed. In the distance no more than a few miles they could make out the town proper. “When we go down into town just remember I can only hold Human form for a few hours. You better get some sleep we'll have to walk from here in the morning. I'll watch. As Adam settled into his bedroll, Kensie found some rocks to sit among and watched over her human the only person she had known since her birth. The only being on this cursed world she could trust.
  12. The reinforced mining pick dug into the rock, tearing open furrows of stone and the occasional additions of the blue-ish white flashes of zinc ore intermingled. Muscles that did not tire, that not slow or strain, with easily as much if not greater force than the power-suit assisted miner might, powered each swing. Self-contained systems that left the user free from fear of environmental troubles, or most human frailties altogether. The might of a living titan, fused with all the creativity and canniness that had kept humankind on Earth in spite of uncounted centuries of continental change, monsters, magic and psionics. And what did they give it to BB for? Sure as hell not making big rocks into smaller rocks. 'They' being: Doctor Professor Old Man McCrackpot (maybe?), Sexy Cyclops and anyone else who happened to be working with the mad scientist in question. Mind you, he didn't know why they'd made him into a cyborg, but... details. Minor details in the forthcoming greatness of his life. Which really shouldn't have included boring manual labor like this, but he was with Fi and the engine cost a fair amount to repair and she would have not let him off the hook if she was doing work to help pay for things and he wasn't. And given the loss of the exo-suit, it was well, primo excellente opportunity to put in some time and gain definite value from the townsfolk. Still boring as boring boring mind growing blank NEED BOOST. BB stopped, opened a hip flask and chugged down a spurt of whiskey. Buzz restored, he went back to knocking free and piling up loads of ore.
  13. It’s mid afternoon, towards the end of August, in Prince’s Landing, and all was not well. The town has two major means of trade; mining, assisted somewhat with the town’s exoskeleton, a worn-down patched-together not-fit-for-combat suit from the bad times after the coming of the Rifts. It ran on jury-rigged e-clips and would probably disintegrate if you stared at it for too long, but it could break rocks and lift them, and that was enough to get the local zinc vein mined without back breaking labor from the other miners, who mostly ran the less dangerous parts of the job. Except presently it wasn’t enough – the left hip actuator was out and it had been officially deemed unsafe after the last miner to use it had suffered injury. It was currently up on a rack in the foreman’s house in town, and the foreman – a human named William Marks – stared at it a lot before heading off to work, as the town debated who to ask for help: the more open and tolerant Kingsdale that was finding its political fortunes on the wane with consolidation of Coalition strength in the region, or the more prosperous Whykin, which was putting a lot more skulls on its armed forces lately. The other major means of trade was agriculture. Barley was a boring thing to farm, but it paid the bills – and was assisted by the local hedge mage, a demonic-looking woman called Ianoko. She knew one spell expertly, and it was a spell that blessed fertilizer. It was an inglorious spell compared to shooting lightning or fire, but it helped the town immensely. But recently she was attacked on the street by assailants unknown, the one eyewitness saying that they wore makeshift skull masks and shouted phrases like “you’re not pulling your weight” and “go back to your home planet.” Ianoko is expected to fully heal, but as someone who is pacifist even for a d’norr, she was badly shaken by the incident and there’s rumors that she’s considering taking their advice and moving back to the small town in the Federation of Magic that she was born in. Regardless, it’s true that she’s scared to go outside alone. She lives in a modest house on the far end of down, the interior full of strange knickknacks that are nonmagical but of spiritual significance. Finally, in the local watering hole, where they serve surprisingly good beer made from the local crop of barley, some newcomers have drifted in and out of the town. But there’s two regulars: the bartender Grep, a trimadore of nonbinary gender who is a very good listener and answers to “they” and “them,” and a young woman whose stage name is Glitter Girl and dresses in what she calls “Golden Age glam rock” style, and who is always trying to put on some kind of show to lift spirits… … fairly unsuccessfully, since everyone in the town knows things are bad. The local tavern is adjacent to the local flophouse, which is run by a fairly easygoing older man, named Simon - no last name known - who cooks breakfast for everyone staying there. He's not a great cook, but the food is included in lodging, at least, and he's pleasant enough to be around. He gets nervous around weaponry and open displays of psionic or magical power, though, and the hitch in his step combined with the strictness of his routine lead people to believe that he's an ex-military man who has no desire to ever see another firefight up close.
  14. Earlier
  15. Savage Rifts: Here Comes Tomorrow OOC Thread

    Thanks for the character posts, all. I have two rumors and need four more - again, one true rumor and one false rumor per "group," so I can pass them around and get us all started!
  16. 'Adam' The Black Knight Agility d4 | Smarts d4 | Spirit d8 | Strength d6 | Vigor d8 Skills: Fighting d10 Intimidation d6 Mysticism d8 Notice d6 Persuasion d6 Psionics d6 Riding d4 Shooting d4 Charisma: –; Pace: 6; Parry: 7 (8); Toughness: 6(7) Hindrances: Code of Honor, two Minor Enemies Edges: Arcance Background (Miracles), Arcane Background (Pisonics), Brawny, Champion, Common Bond, Improved Rapid Recharge, Killer Instinct, Sweep Equipment: SFD Huntsman Lightweight Personal Armor (+5 Armor, +1 Toughness), Long Sword (STR+d6), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit) Mystic Powers: 20PPE / 10ISP Spells: Armor, Bolt (darkness), Fear, Healing (locked) Psionics: Succor Hero's Journey Enchanted Items & Mystic Gadgets 1 Made of a metal unknown to most of the world, your character’s elegant sword is a powerful weapon and tool for magic work. The blade has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of your choice, which can come from any list. Finally, it’s a combat worthy sword (Str+d6) that even does Mega Damage if 2 PPE is channeled through it that round. (Powers left up to the ST) Experience & Wisdom 6 Some folks come to understand that lone wolves don’t make it in a world as dangerous as this one. Your hero has Common Bond. Magic & Mysticism 4-7 More PPE means more power to work with, and your character has it. He gains +5 PPE to his base. 11-13 Often, one crisis is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge if he already has the former. Training 15-16 Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first). Combat Edge: Killer Instinct. *Bound in Darkness - The Dark Knight took up evil at the behest of his superiors to grant them an edge in defending their lands and winning the war. The atrocities he committed during that time haunt him and mar his soul. His dark blade, Agabeddon is bound to him, never far from him and always thirsting for blood, as long as his soul remains blackened he can never put the sword down (meaning he will always use it over anything else in combat). He battles the lure of the dark sword but with every passing battle he feels more and more of his sou slip away. Against any being of Evil or Darkness (GM decides how that's defined), Agabeddon recognizes it's own and refuses to let slip from this word a like agent of evil. The blade always inflicts the minimum possible damage to any Evil or Dark creature or person. Also, any other assorted evils the GM wants to set up (nightmares, haunting visions, whatever). Carrying Agabeddon should be like hefting the weight of The One Ring (spiritually). Game Start - With his [kingdom, lands, lords, state, city block] in ruins The Dark Knight has set out on his own to find some means of shattering the curse he willingly placed upon himself. Hindsight is 20/20, and somewhere within him is still a spark of light. While he may never be forgiven for the acts he's committed, he can strive towards redemption... Background: Unholy Mystic Knight Dude was once a renowned warrior in the lands of Tolkeen. When the walls Pratchettville were under siege, he was there to drive back the assaulting armies. When the 5 Brigand Lords rallied their forces against Adams Shire, he was there to protect the people and drive off the invading hordes. When the dorcs raided and pillaged the settlements at the base of the Riordan Mountains, it was he who led the charge to reclaim the stolen lands in the name of King and Country. When Tolkeen went to war Unholy Mystic Knight Dude fought bravely on every front line he was sent to, win or loss, it was always Unholy Knight Dude that came back alive. With so many near death escapes and an impressive body count languishing in his wake the Kings advisors, Weiss and Hickman bent the ear of King Sal Vitore' the III, informing him that if the war to be won, then drastic measure needed to be taken and Unholy Knight Dude was the perfect candidate. They sent him to the Hallowed Pits in Lovecraft, an ancient and foreboding place locked deep between the Swamps of Sadness and the Bogs of Eternal Stench. From this quest he returned with Agabeddon, the Sword of Sorrows, The Reaper of Regret, The Killer of Kindness, the Butcher of Beauty, The Liquidator of Love and the Slayer of Synonyms. At the behest of his great king, Unholy Mystical Dude set out mastering the dark blade and it, in turn, began blackening his soul. With every battle the blade savored the blood and life force of those U.K.D. put to death and he, in turn grew drunk on its power. For all the good it did. Tolkeen still lost. Wankers. Countryless, kingless, homeless and technically unemployed, Unholy Knight Dude was on the precipice of ending his life, quite literally, in fact, when Coalition Forces had the smarts to prod a dragon and spark a battle that would last far longer than he was planning staying on the planet anyway. He didn't though... after the long, heated battle (that he didn't bother getting involved in) Unholy Knight Dude searched the battlefield, mostly for loose change, a nip of booze and something he could hawk for a bowl of ramen or something. He came upon the CF numbers decimated, but their target didn't fare to well either. The dragon was mortally wounded and her heart stopped beating only moments after he arrived. The injured few of them that managed to survive were no match for the wrath of the blade when they decided to turn their efforts to exterminating Unholy Knight Dude. Convinced that there wasn't even a quiet spot for him to kill himself in peace, he went on his way. Not far from the battlefield he stumbled upon the dragons lair where there lay a single (really frickin' big) egg. The lair was good enough for escaping the elements for the evening so he bedded down. [Meeting with Kensie]
  17. Kensie

    Name: Kensie Iconic Framework:Flame Wind Dragon Hatchling Rank: XP: Agility d8| Smarts d6 | Spirit d4 | Strength d12+4 | Vigor d8 ISP: 20 Psionic Powers: Fear, Speak Languages, Telepathy PPE: 10 Derived Stats (Base/Mod): Pace 6 | Parry 7| Toughness 7/11 in Dragon Form | Charisma -2 Skills: Fighting (Ag): d10 Notice (Sm): d6 Psionic ( ) - d6 Stealth (Ag): - d4 Tracking (Sm): - d6 HEROES JOURNEY Psionic (roll = 4) More ISP means more power to work with, and your character has it. He gains +10 ISP to his base. Training (roll = 4) Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge. Edges: Arcane Background (Psionics) - Psionicists have discovered how to tap into their own psychic powers. They can manipulate matter, create fire, or control their own bodies with but a thought. Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.(IF), Martial Artist - This character is highly trained in hand-to-hand fighting. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 87). With a successful unarmed attack, he adds +d4 to his Strength roll (as if he were using a small weapon).(HJ). Brawler - Frequent fights with his bare hands have given this thug a powerful punch. When he hits a foe with a successful bare-handed Fighting roll, he adds +2 to his damage.(HJ), Hindrances: Outsider - In a society made up of only a few types of people, your hero isn’t one of them. An Indian in a Western town, an alien in a sci-fi game of human marines, or a half-orc in a party of elves, dwarves, and humans are all examples of outsiders. Locals are likely to raise prices on the Outsider, ignore pleas for help, and generally treat him as if he’s of a lower class than the rest of their society. In addition to the roleplaying effects above, your hero’s Charisma suffers a –2 modifier among all but his own people. (IF) ABILITIES Arcane Background (Psionics): As a Minor Psionic, a Dragon Hatchling begins with three powers (from the Mind Melter list) and 10 ISP. He also has a beginning Psionic skill of d6. Impervious to Fire: Fire and heat (including plasma weapons) do not affect a Flame Wind Dragon at all. Infravision: Dragons halve the penalties for dark lighting against living targets (round down). Inherently Magical: Hatchlings know no magic spells, but they have a natural pool of 10 PPE and can use any Techno- Wizard devices. A dragon who takes an Arcane Background adds his starting PPE to any gained from the Edge. Additionally, whenever he takes the Power Points Edge, he gains +10 PPE instead of +5. Limited Metamorphosis: A dragon begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this humanoid form for a number of hours equal to his Spirit die before needing at least six hours of rest. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Weapons and other personal effects (up to body armor) are assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse, all gear carried by the dragon is dropped when transforming into humanoid form. Mighty: Even Dragon Hatchlings are incredibly strong, beginning with a Strength of d12+4. They are also very resilient, starting with a d8 Vigor. Neither attribute has a maximum limit. Nigh-Immortality: Unless killed through violence or other means, dragons can live anywhere from 6,000 to 12,000 years. They require only magical energy to sustain themselves, eating and drinking simply for pleasure. They are immune to normal poisons and diseases. Slow Regeneration: These creatures can even regenerate lost limbs over time,making a natural healing roll once per day. Only usable in Dragon Form Armored Hide*: The Hatchling has +16 M.D.C. Armor and +6 Toughness in dragon form. Claws/Bite*: Dragons can naturally attack with massive teeth and talons (Str+3d6 AP 4, Mega Damage). Fear*: In her natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him. Fire Breath*: Flame Wind Hatchlings can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage. Flight*: The Hatchling has a F lying Pace of 12" and Climb 0. Flight is usable in another form if it has wings. Size +6*: In their natural forms, Dragon Hatchlings are usually 15 –20 feet from snout to tail-tip, and weigh up to 7 tons. This means, when not using their Metamorphosis abilities, Hatchlings gain +6 Toughness. Tail Lash*: The dragon can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage). COMPLICATIONS Cybernetics: Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants. Enemies: Dragons are illegal and reviled by the Coalition. Any known dragon is immediately hunted with extreme prejudice. Form Limits: If a dragon transforms into a humanoid race with a restriction based on its body type (such as Non- Standard Physiology, see page 51), it suffers the same penalties as that race. The GM makes t he final call on what counts as a body type restriction. In their natural form, dragons cannot wear any armor and can only use vehicular weapons specially adapted for their use at four times the normal cost. Most other gear can only be used in humanoid form (again, GM’s call). Hatched: Dragons are born not made. They do not choose a race. Large: When not shape shifted into a humanoid form, dragons make for very big targets. Normal-sized opponents gain +2 on all attacks against them. Outsider : Dragon Hatchlings understand so little of the world, they inevitably cause socially awkward situations wherever they go, even in humanoid form. All Dragon Hatchlings have the Outsider Hindrance. Territorial: Dragons tend to dislike their own, and other dragons generally treat a newcomer as invading their territory unless great care is taken in interactions. Untested: Being so young and without any life experiences, Dragon Hatchlings have not had time to develop moral codes, physical limitations, or foibles. When creating a Dragon Hatchling character, the player selects no Hindrances to start (and, thus, doesn’t get the extra points to spend on character creation). Instead, he selects one Hindrance at the end of the first session. He may then select another Hindrance at the end of the second session, and a last one at the end of the third session. Only when all Hindrances are selected (one Major and two Minor, per normal rules), may the player spend the points on his character, working out what is appropriate with the Game Master. This represents imprinting and a “growth spurt” for the Dragon Hatchling. Very Young: Very Young: Dragon Hatchlings start out very young. They begin with only 3 points to adjust their attributes and only 10 skill points. Unlike the Young Hindrance (which they cannot take), this complication does not grant an extra Benny each session. POINT LOG Attributes: Agility 2 points d4 to d8, Smarts 1 point d4 to d6 Skills: Fighting 5, Notice 2, Stealth 1, Tracking 2 Weapon: Armor: Hindrance Points Advances: BACKSTORY - HOOK - rolled a 1 The Siege of Tolkeen. One of the most tragic and destructive events of recent times, the invasion and subsequent destruction of the magical state of Tolkeen by Coalition forces in 109 PA reverberates throughout North America and the world. Your character may have fought in that war, perhaps as a part of either side’s military forces, or as a mercenary hired by one faction or another. She may have been caught in the crossfire, trying to survive and help as many folks as possible. Many refugees from that war are now in or around Castle Refuge. Since she is only a few weeks old my thought is her egg was hidden in this location and since dragons are inherently psionic the psychic emanations of the battle probably left some imprint. To give a connection one of the PC's (dave's most likely since he has this incredible desire to ride a dragon) could have fought there as well and found her egg. They could have knowing or not knowing what it was took it as loot or what have you and got a big surprise when it eventually hatched a few weeks ago.
  18. BB Rodriguez

    Name: BB Rodriguez Iconic Framework: Combat Cyborg Rank: Novice XP: 0 ATTRIBUTES Agility d10 | Smarts d6 | Spirit d6 | Strength d12+2 | Vigor d12 Derived Stats (Base/Mod): Pace 8" | Parry 7 | Toughness 16 (8 Natural + 8 Mega Armor) | Charisma -2 Strain 0/6 SKILLS: Fighting (Ag) d10 Gambling (Sm) d6 Intimidation (Sp) d6 Notice (Sm) d6 Repair (Sm) d6 Shooting (Ag) d10 Streetwise (Sm) d6 Taunt (Sm) d6 HERO'S JOURNEY Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination. Training (15): Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except where an Edge has a specific predecessor: Combat Sense. Experience & Wisdom (2): Your hero knows how to make the most of second chances. He has Elan. EDGES: Combat Sense: The champion has the perception, skill, and agility to handle multiple foes. Opponents halve any Gang Up bonuses against him (round down). Dodge: Some crafty types know how to get out of harm’s way. This Edge allows them to use cover, movement, and concealment to make them harder to hit. Unless they are the victim of a surprise attack and taken completely unaware, attackers must subtract 1 from their Shooting or Throwing rolls when targeting them. Characters who attempt to evade area effect attacks may add +1 to their Agility roll as well (when allowed). Elan: When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total. Fleet-Footed: The hero’s Pace is increased by +2 and he rolls a d10 instead of a d6 when running. Quick Draw: This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual –2 multi-action penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon, he adds +2 to the roll. Upgradeable: This hero can handle a lot more cybernetic invasion in his body than most. He increases his Maximum Strain by +6. Note Combat Cyborgs and Cybernetic Techno-Warriors already have this Edge. HINDRANCES: Enemy (Minor): You'd think more people want BB dead, but someone really wants him dead - not that BB knows who, why or that they're after his head... yet. Quirk: BB consumes vast amounts of alcohol and cigars, however due to his near-completely modified body, they don't have the same consequences normally expected. It does make it easy to ask around about him, and people can get pissed off when you've sucked down all the beer. ABILITIES: Bionic Augmentation: Combat Cyborgs begin with Strength d12+2, Agility d10, and Vigor d12. These traits do not have an attribute maximum. Cybernetic Enhancements: All combat cyborgs begin with the following cybernetic systems: Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired Reflexes, Optics Package, Synthetic Organ Replacement. High-Performance Legs: Full-conversion ‘borgs possess powerful legs and actuators; they begin with the Fleet-Footed Edge. This can be enhanced with additional cybernetics. M.D.C. Armor: A Combat Cyborg alloy structure provides +8 M.D.C. Armor. This cannot be combined with body armor. More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a self-contained breathing apparatus, and are immune to poison and disease. Unarmed Combat: Metal frame construction allows the Combat Cyborg to deal Str+d6 (Mega Damage) in unarmed combat. Cyborgs are always considered armed. COMPLICATIONS: All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour. Gray Matter: Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute. Inhuman Appearance: Combat Cyborgs suffer −2 Charisma when dealing with most beings. Loss of Dexterity: While a Combat Cyborg’s systems and parts are specifically designed for combat excellence, little attention is given to anything else one might want to use his hands for. The lack of real feeling or delicacy of construction in the hands (the exception being specific sensors installed to interact with weapon triggers), as well as the “run through the battlefield” focus of the legs and feet, means the ‘borg suffers −2 to all Agility rolls and linked skills not directly related to combat. Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule). For example, a critical failure on a Strength check means penalties until the ‘borg’s strength systems are repaired. Spiritually Numb: All that metal and so little meat means no Arcane Backgrounds are available to a Combat Cyborg. Total Conversion: The process of becoming a Combat Cyborg uses all of a character’s personal Strain. A Combat Cyborg starts with 0 Strain before applying the Upgradeable Edge. CYBERNETICS: Audio Package: Ear canal replacements, embedded speakers and microphones, and a number of other enhancements give the cyborg an array of listening and projection options — +2 to hearing-based Notice checks; hyper-sonic and sub-sonic ranges to his hearing; a loudspeaker capable of projecting audio over a 100-yard radius; automatic sound dampeners that give a +2 to resist any audio-based attacks or deafening effects. Finally, the audio package allows sounds and conversations to be recorded and played back later. Bionic Strength Augmentation: These are already factored into the Cyborg’s starting Traits. Core Electronics Package: This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range. Cyber-Wired Reflexes: These are already factored into the Cyborg’s starting Traits. Optics Package: One or both of the cyborg’s eyes are replaced, granting the following: +2 all sight-based Notice checks; thermal imaging and night vision (ignore illumination penalties); 50× magnification for distance; 20× macro lens for up-close detail; glare filters that give a +2 on checks to avoid blinding flashes and related light burst effects. Finally, the Optics Package provides the ability to record still or moving images and store them for later viewing or display. Switching modes is a free action. Synthetic Organ Replacement: These are already factored into the Cyborg’s starting Traits. GEAR: NG-56 Light Ion Pistol [Range 10/20/40, Damage 1–3d6, RoF 1, AP —, Shots 12, +2 to Shooting] Mini Rail Gun [Range 75/150/300, Mega Damage 2d8+4, RoF 4, AP 6, Shots 25, No Snapfire penalty.] Vibro-Sword [Mega Damage Str+1d10, AP 4] 10,500 credits BACKSTORY Narrative Hook: Amnesia BB Rodriguez didn't remember anything beyond his name when he woke up to discover he'd been turned into a cyborg. The ranting of the mad scientist who'd achieved this, the whys and reasons, it was all noise to BB (though the one-eyed mutant chick was worth a second look) - who forced his metal ass out of there. While wondering who he was, BB wandered rather aimlessly along the ways of North America - getting into many many fights and realizing he had some rather ingrained military training and skill on hand. Until his luck almost ran out when he tried to take a short cut through a stretch of ruined Tolkeen and found himself beaten into unconsciousness by a maddened Daemonix. Once again, he woke up, this time on a truck, courtesy of Firanis, whom had picked his body up and had the kindness to not finish him off when she realized he was still clinging to life, not dead as she'd thought - and fix him up for good measure. BB was grateful enough to stick around as muscle for her - she too didn't have good relations with the CS and had people after her, so they kept going south, and the Red Rambler brought them to Prince's Landing...
  19. Firanis 'Fi' Flux

    Character Name: Firanis 'Fi' Flux Rank: Seasoned Experience: 20 Advances Left: 0 Race: Human Iconic Framework: MARS Personal Concept - Engineer Attributes: Agility d10, Smarts d12, Spirit d6, Strength d6, Vigor d6 Charisma: +2; Pace: 6 (Running +d6); Parry: 6; Toughness: 5 (+7 Armor); Strain: 6/6 Skills Climbing d6 Drive d10 Fighting d8 Investigation d8 Knowledge (Computers) d8 Knowledge (Electronics) d8 Knowledge (Engineering) d12 Knowledge (History) d4 Lockpicking d8 Notice d8 Persuasion d6 Repair d12 Shooting d10 Stealth d8 Streetwise d8 Languages American (Native), Techno-can, Euro, Dragonese/Elven, Spanish, French, Japanese, Chinese, Faerie Speak, Gobblely (3 slots open- Char, feel free to assign any of them to a specific language for narrative reasons, if you like.) Hindrances Curious (Major): Fi has a voracious appetite for learning things and figuring things out, which can lead her into sticky situations more often than they probably should. Quirk - Tinkerer (Minor): Fi just can't help modding and futzing with her tech, even if it's in perfectly serviceable condition Stubborn (Minor): Fi grew up on the streets of Ishpeming through grit and cleverness, and even after making something of herself, usually worked alone, and thus, prefer things her way. Technophile (Roleplay): Not Greedy exactly, but Fi really loves getting her hands on any new or exotic tech that comes into reach. Hunted (Roleplay): Though she works with the Black Market with few qualms, there are different Factions in the Black Market and Fi has had an incident with Le Marche Noir, when she didn't readily agree to work for them instead of the Chicago Network as an engineer, tech-scavenger, and member of Pascal L'Outré's harem. As her refusal included explosives, Pascal is after her to reconsider her allegiance and employment. Edges Rich: He’s managed to accumulate a bit of money, but more important, extra gear. He begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of his choice. Filthy Rich: This character made some major scores before the current adventure. She’s got 20,000 credits saved up and gets three additional rolls (total of five) on the above listed tables. Attractive: It’s no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful or handsome character +2 to Charisma. Ace: Aces are special pilots and drivers who feel more comfortable behind the wheel, throttle, or flight stick than on their own two feet. Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it. MacGyver: This character can improvise something when the need for a tool arises. He suffers no negative penalties on Trait rolls for lack of equipment in most situations. In addition, given a few simple tools, props, or devices, he can generally rig devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that’s needed when such a thing isn’t actually present. The extent of this is completely up to the Game Master, but creativity should be rewarded, particularly in dire situations where few other answers are possible. Mr. Fix It: The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise. Scrounger: Some people are just very skilled at knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can make a Streetwise check, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following: --Gain 1d6+2 fully charged e-clips for the firearms she and her teammates use. --Acquire a complete reload for one Mega Damage weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher. --Procure food for 2d6 people for a week. --Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NGS2 Survival Pack). --Obtain a non-secured cred-card with 2d10 × 2,000 credits on it. --Find some rare (not necessarily valuable) and needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks and treats, etc.). Connections (Black Market): (p.44 Core Deluxe Book) Thief: Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked. Thieves add +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas. Investigator: Investigators have spent a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual Private Investigators for hire while others may be sleuthing mages in a fantasy world or perhaps inquisitive college professors stumbling upon Things Man Was Not Meant to Know in the dark of night. Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence. Linguist: The character has an ear for languages and a rare talent for recognizing similarities between them. A character with this Edge starts with a number of languages equal to his Smarts die, and can make a Smarts roll at –2 to make herself understood in any language or dialect she has heard spoken for at least a week. Danger Sense: Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73). Hero's Journey Extras --She is good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks. Pet Watt - a firefox (Red Panda or very close Red Panda analogue) given to her by a grateful elf, after she repair the small town's water-treatment plant. Cybernetics Core Electronics Package: This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range. (Strain 1) Optics Package: One or both of the cyborg’s eyes are replaced, granting the following: +2 all sight-based Notice checks; thermal imaging and night vision (ignore illumination penalties); 50× magnification for distance; 20× macro lens for up-close detail; glare filters that give a +2 on checks to avoid blinding flashes and related light burst effects. Finally, the Optics Package provides the ability to record still or moving images and store them for later viewing or display. Switching modes is a free action. (Strain 1) Expanded Detection and Security Array: This combination of radar, sonar, and motion detectors grants the cyborg 360 degree awareness of his surroundings. This grants a +2 to Notice checks and the Danger Sense Edge. (Strain 2) Cyber-Wired Reflexes: The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1. This particular enhancement is a requirement for many other upgrades. (Strain 1) Targeting Eye: Requiring the Optics Package, this enhancement grants a +2 to all Shooting rolls for weapons the character spends at least a full round calibrating. (Strain 1) Vehicle Mountaineer ATV Mark 2 - The Red Rambler (Painted Chromatic Fire Engine Red) Gear NG-MRL7 Grease Monkey Body Armor (Coloured in Pink/Black/Grey Camouflage) NG-LGX Laser Rifle 'The Skittler' (Modded to manically exclaim 'Pew Pew Pew' when on autofire, and laser blasts cycle through the spectrum of the rainbow. Bellows 'Kaboom!' when firing grenades. Mod can be switched off... with reluctance) NG-S2 Survival Pack Pip-Boy (Wrist-mounted combined version of a Grade II Field Computer, a Dosimeter, and a Holo-Display Communicator, designed after an item seen in a pre-Rifts video game; 2 lb) Credits: 800 Breakdown Background Firanis grew up in the streets and alleys of Ishpeming. Her name isn't a common one among humans, and she doesn't remember her parents at all, only remembers being on her own ever since she was young, making her way however she could. Astonishingly clever, with a genius for mechanical and electrical concepts, when she couldn't beg or pilfer enough to survive, she could always find work fixing things... when she was taking them apart of figure out how they worked. Northern Gun may have been more egalitarian than many other nations like the CS or those with a hereditary royalty, with more movement between social strata, but it still can its upper echelons. The celebrated engineers and influential executives, where success was assured or assumed, while the majority lived blue-collar lives. With talent and determination, with was possible to climb the ladder to success, and Fi might have been one such, if the Black Market hadn't found her first. The Black Market was entrenched deeply in Northern Gun, and Fi hadn't had any qualms in being associated with them. They were more integral to her life than the executives and top designers of Northern Gun, fencing the little she could find or acquire, or letting her tinker and fix things despite her youth and lack of credentials. In Fi, with her smarts and aptitudes, the Black Market saw an opportunity. They arranged and paid for her schooling at one of the better engineering colleges/firms in Ishpeming, and in return, she agreed to work for them for a time. This more than suited Fi - a voracious student whose biggest problem was access to new things to learn. An actual school was paradise to her and she excelled in it, even if she was looked down upon by the better bred students. At sixteen, she graduated top of her class and earned a position on a research team for Northern Gun... just as the Chicago Network faction of the Black Market had planned. With her youth, slim figure, and large eyes, she was underestimated and often thought innocent. For two years, while working on prototypes and updates to NG products, she was sending schematics, blueprints, and technical proposals back to the Black Market. Then she was almost caught. The explosion she arranged was distraction enough to get her out without getting caught. Unfortunately, she got hit by the edge of the explosion and lost an eye. For recompense for what she had done, the Black Market paid for a pair of upgraded, Lifelike Simulated Cyber-Eyes and cosmetic surgery to fix the damage to her face. Going back to Norther Gun was out of the question and Fi felt a little melancholy at that - she may have been ultimately working for the Black Market, but she had made friends there. But the Black Market still had a use for her, as an engineer to reverse-engineer tech they got their hands on and as tech-scavenger, looking for and breaking into pre-Rift armories and factories. Fi enjoyed the work very much. Mostly on her own, she only had to answer to herself, unless she had a merc team for defense and muscle when she found a potential site. She didn't score as big as she had when working for Northern Gun, but she had some successes and the pay was good. More, she got to travel a good deal, which ended up earning her a side job as a discrete smuggler. Passing through some of the smaller communities of North America, she occasionally did time as an Operator, fixing broken or malfunctioning devices they didn't have the technical know-how to fix. That give her a sense of pride and accomplishment she didn't often feel otherwise... And if the occasional bit of tech the villagers had no clue they had or knew what it was went missing, who was hurt? This went of for three years. She was in Old Bones in Free Quebec, on a lucrative contract for Le Marche Noir, another faction of the Black Market. The contract fulfilled - opening a pre-Rifts lockbox, it had been oddly good pay for the difficulty, though she hadn't managed to get a glance of the contents - Fi decided to pick up a few more cybernetic systems after a near run-in with some xiticix to help her in a pinch in a fight. When she woke up after surgery, Fi found a few unexpected things. The cyber-systems she wanted were online and in perfect working order. The new cyber-breasts were a surprise, but a pleasant one, granting her curves she had always lacked before and a glance into a reflective surgical tool showed more work had been done on her face. That made her frown. Her features were undoubtedly more symmetrical and more attractive, but she didn't quite look like herself anymore, and there was a mark on her face, the Roman Numeral VI. And one of her wrists was cuffed to the surgical table. Pascal 'Loutré was standing over her with a big smile on his face. He had tried to buy her contract from the Chicago Network before. Both they and she had refused. It seemed like Pascal was marking a more forceful proposition this time. Fi wasn't pleased, especially with the mark on her cheek, as though she was already the sixth woman to be inducted into his harem. Fi was having know of that. The cuff was easy to pick with the tools on hand, and she had it off while she put Pascal off. With the Cyber-wire Reflexes, she was faster than Pascal expected and with the components on hand in the cyber-shop, an explosive wasn't hard to MacGyver. It had worked before after all. And it worked this time - she didn't even blow herself up a little this time. She jumped back into the Red Rambler and sped back to Ishpeming, to explain the situation to her contacts there. They understood and were on her side, angry Pascal and Le Marche Noir tried to abscond with one of their assets. But it also turned out Pascal was related to one of the high-ups in Le Marche Noir, and they found out her bomb hadn't done for Pascal either. Her contacts decided it would be best Fi went on an extended scavenging run, preferably down south out of easy reach of the Black Market of Free Quebec, and let things cool down. That sounded like a great idea to Fi. So loaded up the Red Rambler and went on a road trip. Which took her through the ruins of Tolkeen. She was just passing through, honest! Not looking for plunder... per se. But if it was just laying around.... like that broken full-conversion cyborg. She had just managed to load it up - lots of parts to scavenge there - when a CS patrol caught wind of her and the chase on. It was hard, but she didn't fire with the Heavy Laser - she might have been able to disable their transport, but if they thought her dangerous enough to call in air support, she'd never get away. She finally lost them in the bright glow of a leyline - they hadn't thought her a big enough issue to call in support and she had been the better driver. But they had taken their own shots at her and damaged the micro-nuclear reactor powering her vehicle. It still worked, but had the irritation of cutting out at the most inopportune times. When she finally had time to take a look at it, she was glad she had winched in that cyborg. It would likely have the parts she needed to repair the power source. Unfortunately, when she went to dissemble the cyborg, she found out he was not quite dead. He was on minimal power, just enough to preserve brain function. She swore. She swore a lot, and kicked the damned thing, and would have broken a toe is she had been wearing steel-toe boots. Yeah, she worked for the Black Market, and the Black Market had its share of killers and ruthless psychopaths, but she wasn't one. It took most of the spare parts she had, and she had to cannibalize her particle beam pistol to boot, but she got the cyborg functional again. And hey, it wasn't all bad having a humanoid war-machine in her debt if the CS or Pascal L'Outré caught up with her. He didn't seem all that fond of the CS either, so she decided to keep him on board for the time being. They continued south, trying to stay under the attention of the CS - if they were even looking for either of them - and Le Marche Noir, and eventually found themselves in Prince's Landing when next the Red Rambler decided it needed a rest. The town might have been a kinda basic or primitive for Fi's tastes, but it would do until she could get the nuclear engine fully repaired, and her talents should serve her well in Prince's Landing. Besides, she was also finding out BB Rodriguez was sort of an asshole. His cigars stank as all hell, and he kept drinking the last of the beer. She needed a break from being cooped up with him on the road.
  20. Squidge

    Character Name: Squidge Rank: Seasoned Experience: 20 Advances Left: 0 Race: Human Iconic Framework: MARS Personal Concept Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6 Charisma: +4; Pace: 6; Parry: 4; Toughness: 7 (+10 armor) ; ISP: 30 Skills: Psionics 1d12 (4) Notice 1d10 (2) Persuasion 1d8 (3) Shooting 1d6 (2) Fighting 1d4 (1) Driving 1d4 (1) Streetwise 1d8 (3) Knowledge: Computers 1d10 (2) Knowledge: Electronics 1d6 (2) Hindrances Overconfident (Major): "Yep, I can do this." Delusional (Minor): "If I were in charge, I could get everyone to get along." Wanted (Minor): A fugitive from a Coalition State. Edges Human: Arcane Background (Psionics) Hindrance: Major Psionic Hindrance: Master Psionic MARS: Rapid Recharge MARS: Improved Rapid Recharge F&J: Charismatic F&J: I Know A Guy 10xp: Attractive 15xp: Extra Power: Mind Reading 20xp: Telemechanics Powers: Slumber Greater Slumber Mind Reading Mind Walk Telepathy Exalted Telepathy Illusion Deadly Illusion Gear 300 cred Lightning Rod (TW), 2d8 elec dmg, gives access to Armor power vs fire/lasers/electricity/plasma only Wilk's 237 Laser Pistol; 2d6+1 laser dmg, AP4, rng 15/30/60, 16 rnds e-clip Wilk's 447 Laser Rifle; 3d6 laser dmg, AP2, rng 40/80/160, 20 rnds long e-clip Vibrosword; Str+1d10 MD, AP 4 Coalition Deadboy armor, +2 toughness +10 armor -* +1 Pace -* +3 armor NG-S2 Survival Pack 2 person tent, +20% water supplies Sleeping bag Flashlight w/knife; solar Inertial compass (+2 to Survival to navigate) Short range (5 mile) radio First aid kit (+1 to healing; 3 uses) Hunting/Fishing kit (+1 to Survival to forage) Three ‘saw wires’ Fire starter Survival Knife, hatchet, wooden cross 4 signal flares Climbing kit w/30 rope Soap and washcloth Canteen 2 weeks rations === Iconic Framework (MARS - Personal Concept) Roll 3 times on Fortune and Glory Table Roll 3 times on Hero's Journey Gain an additional Fortune and Glory Roll Gain +5 skill points Choose any two Edges, ignoring any prerequisites other than other Edges Use any IF's starting gear (Crazy) Fortune and Glory A Mighty Weapon (Lightning Rod) Strong Armor (Med CS deadboy +2 toughness, +7 armor, full environment; 2 mods from HJ Body Armor table) Smart and Learned (+1d Smarts, 3 smarts skills at 1d6) Charismatic (gain Charismatic and I Know A Guy) Hero’s Journey Narrative Hook Roll result 14 Description: Formerly associated with a Coalition State; fugitive now of course. Psionics Roll result 6 Gain +10 ISP Psionics Roll result 17 Description: Gain a powerful personal presence, giving +2 to Intimidate and Persuasion, and the Fear power if you possess it. Psionics Roll result 11 Description: Chose one power (Illusion). When your Psionics roll activating this power is successful, treat the success as if it was a raise. Advances Human: Arcane Background (Psionics) Hindrance: Major Psionic Hindrance: Master Psionic MARS: Rapid Recharge MARS: Improved Rapid Recharge F&J: Charismatic F&J: I Know A Guy 5 xp: +1d Smarts 10xp: Attractive 15xp: Extra Power: Mind Reading 20xp: Telemechanics Background Squidge was born in Chi-Town, a loyal citizen of the Coalition. Her psionic potential was spotted early on, and her parents dutifully registered her. This meant she had legal status, but it was the status of a secondhand citizen. Even her parents came under additional scrutiny, for having given birth to a potentially dangerous mutant. By the time she was about finished with her vocational training, she was also about done with her situation. She was of a relatively gentle disposition, but there was only one way for a psychic to gain an easier life in the Coalition States...and that was to join the Psi-Battalion of the military. At first it wasn't even THAT bad. Sure she was still looked on with some fear and loathing by normal soldiers but that was nothing new, and here there were others like her. The psi-hounds were friendly and a joy to work with. Their psi-stalker handlers were...scarier. There were other psychic operatives as well, and here...alone of all places...she was encouraged to develop her abilities for the good of humankind. It wasn't until later that she learned what that really meant. Her telepathic abilities made her ideally suited for interrogations. However, in probing minds for secrets, she couldn't help but notice how many of these 'threats to humanity' were nothing of the sort. Their bodies sometimes looked different, but their minds were hauntingly similar. Most of them didn't want anything to do with the Coalition, or humanity, let alone to destroy them. And then the war started. The campaign and siege against Tolkeen showed Squidge just how bad war was. Not just because of the bloodshed and death and horror, but because of what it made otherwise good people do, and feel. It was a factory of monsters, and too many of them were just as human as she was. Squidge decided...she couldn't stop the war, but that didn't mean she had to fight in it. Squidge made unlikely allies with one of the psi-stalkers in her unit...a feral that had been captured young, but who still remembered living free, named Phere. With Phere's stealth and ferocity, and her own psionic gifts, they managed to break into a Coalition armory and grab a few choice pieces before making good an escape. Phere came with her, the two having bonded over their time in service together along with their shared experience in getting away. Once away from the Coalition, she adopted a nickname in place of her given name and looked for a good place to lay low with Phere until the Coalition forgot about them. A little place called Prince's Landing.
  21. Phere

    Character Name: Phere Rank: Seasoned Experience: 20 Advances Left: 0 Race: Psi-Stalker Concept: Former CS Psi-Stalker Iconic Framework: MARS Merc Solider Attributes Agility d10 Smarts d10 Spirit d6 Strength d6 Vigor d8 Charisma: -2 with all but other psi-stalkers (Psi-Stalker), –4 if her cruel habits are known (Bloodthirsty), −4 Charisma with Simvan (Psi-Stalker) Pace: 8 (d8 running die) Parry: 7 (8 with Vibro-Blade Vambraces) Toughness: 7 -Armored: 9 +10 Armor Skills Climbing (St) d6 (2) Driving (Ag) d4 (1) Fighting (Ag) d10 (4) Healing (Sm) d8 (1) Intimidation (Sp) d6 (2) Notice (Sm) d10 (2) Riding (Ag) d6 (0) Shooting (Ag) d10 (4) Stealth (Ag) d10 (4) Streetwise (Sm) d6 (2) Survival (Sm) d10 (2) Swimming (Ag) d4 (1) Tracking (Sm) d10 (2) Hindrances Bloodthirsty (Major): Natural instinct for a wild psi-stalker that she still has difficulty controlling. Loyal (Minor): As a second class citizen, true friends are rare and valuable. Wanted (Minor): A fugitive from a Coalition State. Edges (Psi-Stalker) Ambidexterity: No off-hand penalty (MARS) Killer Instinct: Wins ties on opposed rolls of any sort. If her skill die on an opposed skill roll is a 1, she can reroll it (but must keep the second result). (MARS) Elan: +2 when spending a Benny on a Trait roll (including Soak rolls). (F&G) Brawny: +1 Toughness. Load limit is 8 x Str in lbs (as opposed to the usual 5 x Str in lbs). (HJ) Healer: +2 to all Healing rolls (including natural healing rolls for her own wounds), whether natural or magical in nature. She can give a +2 bonus to natural healing rolls to a maximum of five companions as well. (HJ) Assassin: +2 to any damage roll where she strike a foe unawares (even with ranged attacks). (Advance) Two-Fisted: When attacking with a weapon in each hand, she rolls each attack separately but ignores the multi-action penalty. (Advance) Danger Sense: She can sense when something bad is about to happen. Anytime she’s about to be the victim of a surprise attack, ambush, or other nasty surprise, she gets a Notice roll at –2 just before the attack or event occurs. If successful, she knows something is about to happen and may take appropriate action against it. This means she is on Hold for the first round of a combat. Should she fail his roll, she still follows the normal Surprise rules, if applicable (see page 73). Psi-Stalker Racial Traits Ambidexterity: Psi- Stalkers have the Ambidextrous Edge. Animal Empathy: Psi-Stalkers have an inherent empathy with animals. They start with Riding d6 and animals treat them as one of their own. This effect can be problematic if the animal in question is a territorial loner. Fast: Psi-Stalkers have Pace +2 and increase their Running die by one die type (usually Pace 8 and d8 run die). Outsider: Psi-Stalkers are creepy and off-putting, and make those with magic or psionic abilities especially nervous (for obvious reasons). They are barely more than a slave class in the Coalition and despised in the Federation of Magic. They suffer −2 Charisma with everyone except others of their kind. Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, usable at will. They use the Notice skill to detect the presence and location of any psychic or magic energies, beings, or items. They can also use the Tracking skill to track a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty when the Psi-Stalker uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See sidebar on the next page. Psychic Vampire: Psi- Stalkers require a diet of PPE or ISP drained from living beings. They gain this using the Draining PPE/ ISP rules (page 121), which only works by touch. The Psi-Stalker must cut and draw blood from her intended victim or donor (which must be super naturally, magically, or psionically active to provide sustenance). Psi-Stalkers must consume at least 5 Power Points (PPE or ISP) a day or suffer Fatigue. They starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot be used to fuel spells or psionic powers. Racial Enemy: Many Psi-Stalker and Simvan tribes have been at war for years. Meetings between the species start argumentative and get worse. Psi-Stalkers suffer −4 Charisma with Simvan. Restricted Paths: Working arcane magic is impossible for Psi-Stalkers. They cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it. Gear 8,000 creds Vibro-Blade Vambraces Damage: d6 Str+d8 MD Weight 8 Cost: 11,000 cr Notes: AP 4, Mega Damage, Parry +1. Requires Agility d8, worn as a pair. L-20 Pulse Rifle Range: 25/50/100 Damage: 3d6+1 ROF 4 AP 2 Payload 40 Weight 7 Cost: 25,000 cr Notes: Semi-Auto, 3RB "New Style" Coalition Deadboy Armor +2 toughness +10 armor -* The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks. -* Extra high-density plating and other design factors grant +3 Armor to your hero’s starting armor NG-S2 Survival Pack 2 person tent, +20% water supplies Sleeping bag Flashlight w/knife; solar Inertial compass (+2 to Survival to navigate) Short range (5 mile) radio First aid kit (+1 to healing; 3 uses) Hunting/Fishing kit (+1 to Survival to forage) Three ‘saw wires’ Fire starter Survival Knife, hatchet, wooden cross 4 signal flares Climbing kit w/30 rope Soap and washcloth Canteen 2 weeks rations === Iconic Framework (MARS - Merc Solider) Roll 3 times on Fortune and Glory Table Roll 3 times on Hero's Journey Gain +5 skill points Select any two weapons of choice from Close Combat and/or Ranged Weapons—Personal. If one of the choices is grenades, take an assortment of eight of any type. Begin with any one Body Armor, an NG-S2 Survival Pack and 3d6 × 1,000 credits Fortune & Glory 2 = Strong Armor: New Style CS Deadboy +2 toughness, +7 armor, full environment; +2 mods from HJ Body Armor table 5 = Smart and Learned: (+1d Smarts, 3 Smarts skills at 1d6) 7 = Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge. Hero’s Journey Education 3 – 4 = Your character is a talented medic and a huge boon for any group she runs with. She has the Healer Edge and the Healing skill at d6. Training 1– 3 = After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination. Underworld & Black Ops 18 = There are many killers in the world, but your character is a wetwork expert with a particular set of skills. She gains the Assassin Edge. She also gains +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties. Skill Points 15 (Base) + 5 (MARS Merc Solider) + 5 for any combination of Fighting, Shooting and Throwing (HJ) + d6 Healing (HJ) + d6 in any three Smarts skills [Notice, Survival, Tracking] (F&G) + d6 Riding (Psi-stalker) + 1d in two skills below their Attribute [Climbing, Intimidation] (Advance) Advances (Psi-Stalker) Ambidexterity (Major Hindrance) +1d Agility (Minor Hindrance x2) +1d Smarts (MARS) Killer Instinct (MARS) Elan (F&G) Healer (F&G) Assassin (5 xp) +1d to Vigor (10xp) +1d to 2 skills below Att [Climbing, Intimidation] (15xp) Danger Sense (20xp) Two-Fisted Background Phere was a 'wild' psi-stalker, orphaned as a child, but that did not stop her from surviving. A CS patrol came across the resourceful (and rather tenacious) pre-teen, and deemed her young enough that she could still be 'civilized' and be of use to the CS. They captured her and took her in to begin her education. She resented the CS for taking her from her home, but she was no fool and being ever the survivor, she quickly realized playing along with the CS was her best bet. Her natural talents for survival and killing were deemed to be of more military value, so she was enlisted into Psi-Battalion and given a team of dogboys to work with, and a partner to help rein in her killer tendencies and interrogate her quarry, from time to time. They even taught her detailed medicine, though it was meant to make her a more effective killer, she often used it to care for her dogboys, tending to their wounds herself since the CS saw them largely as expendable. To her they were anything but expendable. Over time she found it to not be so bad. She always had plenty to 'eat' and she loved her pack of dogboys; Bubba, Rufus, Laddie, Rowdy and Oliver. The pack loved her right back too. And her partner, Squidge (though she went by a different name at the time) actually treated her with respect and courtesy, which was rare since as a psi-stalker she was a second class citizen at best, and psychics tended to be on edge around her. Over the years their friendship developed and along with her dogboy pack, they became a rather effective team. Squidge's interrogations began to bring her doubts, which she shared with her psi-stalker friend, causing them both to reconsider the CS, and their place in it. And then the war started. The campaign and siege against Tolkeen was brutal. Phere did her part, but toward the end she saw just what the CS thought of her, her dogboy pack and Squidge. When it came down to it, they were fodder. Her pack was wiped out in a foolhardy mission and Phere was nearly killed herself. Both sides were desperate and were doing anything to win. It wasn't even a war anymore. It was just... one atrocity after another. Squidge decided...she couldn't stop the war, but that didn't mean she had to fight in it, and Phere stuck by her friend. Together they went AWOL, trying to leave their demons and nightmares of what they had seen, been through and done behind them. Once away from the Coalition, she adopted a nickname in place of her given name, just like Squidge, and they looked for a good place to lay low until the Coalition forgot about them, or hopefully assumed them KIA. Together, they found their way to a little place called Prince's Landing. Along the way though, they came across an old, wounded bobcat caught in a crude trap. It was missing an eye and was badly scarred from a long, hard life in the wilderness. Phere freed the bobcat, tended to its wounds and fed the animal before they set off on their way again. The bobcat followed her afterwards, and so she adopted it. He is nothing but a surly ball of fangs and claws with others, looking at at them like he is plotting their demise and in general being a mean, old bobcat. Strangely enough, with Phere though, he is all purrs and cuddles, which causes her to dismiss any stories of his surly demeanor. The only exception is Squidge, who he barely, grudgingly tolerates, but even she is cautious around the animal. Phere and Squidge
  22. Here's the official OOC thread for the game! Now, what I'd like from folks, for easy categorization, is to post your characters in their own individual threads, to make things easier to track.
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