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Everything posted by Phere

  1. No worries. Sometimes our lives get swamped. Good luck with everything. I'll still be here and ready to go whenever you are.
  2. "Squidge and I have been partners for some time. And like she said, our eyes were opening. The final straw was the war. The Coalition was no better than their enemy. Both doing horrific things and justifying it to themselves." Phere said, as she rose and cradled her rifle, stepping closer again. "The final straw was when we were needlessly sacrificed on an opp. The order came down and we obeyed because we thought that command had intel and knew what it was doing." Phere explained. "Squidge and I made it out, barely, but I lost my entire pack that day." the large, intimidating psi-stalker sighed, with the loss she felt was apparent both on her face and in her voice. "After that, command thought we were all dead, so Squidge and I saw no reason to correct them and left, making sure to stop at a supply depot on our way out." she said with a shrug. Phere held out an arm, looking over the armor plates as she spoke again, "This is the new, advanced prototype stuff. Even better protection than what the Spec-Ops boys get."
  3. Phere's vibroblades retracted once the Super SAMAS squad was a good distance away. At the hologram's question, she replied. "I'm Phere, and that's Squidge, Firanis, BB and Tamika." she said, nodding to each. "Squidge and I were part of Psi Bat, but we got fed up with the Coalition bullshit, seeing they were just as bad as the 'monsters' they claimed to fight... probably worse, during the war. So we left." she explained and then nodded toward Squidge. "Squidge can probably explain it better." she said with a shrug of her broad shoulders. "The others we just met, but we all stepped up and took out that hive fragment, so good in my book." she added as she stepped out of the cluster of gathered people. Phere took a knee and brought up her rifle, watching the SAMAS depart through her scope, making sure they were indeed departing.
  4. "What's it to you if I die? "I mean, I'm not much better than she is to you, right?" Phere asked, her naturally blackened eyes narrowed, showing no signs of backing down. She glanced over to Squidge and asks, "Is that what they call it when you escape the people that kidnapped you as a child? Desertion?" only to shrug and then turn back to the SAMAS. When the Glitter Boy fired, Phere still stood her ground, though a small, almost predatory smile tugged at the corners of her lips. ""If you had the kind of juice with high command to call in a death's head bombing run, then this place would be cratered already rather than you risking facing a swam of these bugs. No. Instead they sent you guys in, and you got here just in time to see us handle our shit ourselves, while you needed Super SAMAS to mop up our leftovers." she commented as she looked over the SAMAS. "So you're faced witha choice now. You can either take the 'thanks' an leave, or you can stay and make what'll likely be the the biggest mistake of what'll be your tragically short life. So what'll it be? The carrot, or the stick?" she asked with the vibroblades extended from Phere's vambraces with an audible hum as she stepped closer to the SAMAS. "It makes no difference to me, because one way or the other you'll be gone in a few minutes an me and mine will be having beers. The choice is yours." Phere knew that Squidge would be... disappointed.... but right now, she really did not care. The SAMAS' comment and casual disregard for non-human life had struck a nerve with her, considering Tamika risked her life and fought along side the rest of them to destroy the hive and save the town, and that said a lot about her in Phere's book.
  5. I was waiting too, but I can post something I guess. And having a rule like that only slows things is the players do not know about it. Heh.
  6. Phere tilted her head back and inhaled deeply. Though her could be fully environmentally sealed, she rarely did so since it interfered with her psi-stalker senses. Right now though, despite having just had her hunger sated shortly before, she was feeding once again, soaking in the energy from the dead queen. Blissfully 'full', at least in a psychic sense, she looked over the Grinning Demon, specifically rank and unit insignia and such, for a moment before she stepped between Tamika and the super samas, finally speaking from behind the grim, emotionless visage of her helm. "They're no more Coalition than me an Squidge are." Phere said flatly, "The CS doesn't travel via ley line, and those are not CS markings either." she added, nodding towards the super samas. She was calm, but far from relaxed. These were still new people, an unknown, but they had helped. "The radio message said they were the 'Tomorrow Legion', whatever that is. Some merc outfit is my guess." she commented with a shrug. Phere knew full well that some of the more unscrupulous mercs sometime plant a threat near a settlement, then show up and 'save' the town and after take the settlement, grateful or not, for all they have to cover their 'fee'. These guys were well-equipped though, they even had the new CS Super SAMAS, so such a petty scam would be well beneath what they could make with legitimate work. Though... the thought that they could be truly altruistic crossed her mind, based off of the radio message, but she had her doubts. "At least they got here in time to help mop up after we did the heavy lifting ourselves." she explained as she slipped off her helm, revealing her pale, hairless head and face, the unmistakable appearance of a psi-stalker. "Still though, it's more than most would do, or anybody else did."
  7. Phere looked around and motioned to the powersuit stuck in the wall. "What about that? Can you make its powerplant blow?" she asked. Phere continued to examine her surroundings, hoping for something a bit more purpose built for their needs, hoping beyond hope for a CS Fusion Block.
  8. Behind the black, one-way glass of her helm, Phere blinked at what the trapped mage had said. This could be bad. Really, really bad. The Feds can drop hive fragments outta ley lines now? That's well beyond a weapon. That's playing with fire. And you DO NOT HELP the xiticix spread. THAT'S madness. They are a plague to be stopped, not aided in their expansion. "Hrumph." was Phere's only response as she looked at the mage trapped in the wall, then to Adam then back to the trapped mage. Her head tilted back just slightly, as if she were sniffing at the mage, hoping to gain some more sustenance off of his residual magical energy if he had passed away. "You know this guy? If there's anything we should know about him, you or this, now would be a good time." she said to Adam as she turned back toward the tunnel to proceed on. "And we should be nearing the queen, or the completion of our search. Stay sharp." she added.
  9. Phere waited a few moments, until she was relatively sure that their camouflage was working, to finally sling her rifle. She motioned for the others (who could not fly) to follow, and approached the hive fragment. There were no entrances at ground level, but there was a decent enough prospect not too far up. "There. That entrance is our goal. Everybody stay close. If anybody has a rope, I'll take it up." she said, pointing it out to the others as she walked over to the fragment and began to climb up. Her pace was somewhat slowed, as thinking of others, she would alternate, extending her forearm vibroblades, one at a time as she climbed, to cut simple hand and foot holds in the surface, making the climb much easier for those who followed. The psi-stalker, for as large and brawny as she was, was also surprisingly nimble. Climbing up the hive fragment without too much difficulty. She slipped once, but caught herself, and continued up. Once at the top, she pulled herself up and crouched, checking down the passageway and then nodded, guarding and helping the others, as needed, as they made their way to the entrance, by whatever means.
  10. Phere nodded to Squidge. "We may be able to avoid, or at least minimize detection." she said over the radio as she quickly moved to the dead Xiticix and kicked one over. She cradled her rifle in her arm as a vibro-blade extended from her other forearm with a hum. She swing her arm and the blade sliced through the Xiticix' torso carapace nearly effortlessly, allowing a flow of putrescence and alien organs to burst forth out of the large wound. "The Xiticix 'see' with a combination of scent, their sound-detecting antennae, and psionic capability." she began as she cut out a large gland from the body. "We can disguise our scent with the scent from this scent gland, by rubbing it on our armor... or body, in the case of the dragon, I guess." she said, holding the large gland she had extricated from the dead bug. "A low-level white noise generator would nullify their antennae, and some magical or psionic countermeasure would work for their psionics." she explained. "Any one of these countermeasures will help some, but with the techno-wizard and Squidge, we may be able to manage all three. allowing us move through the hive, undetected, or at least ignored, so we can search for a queen possible queen. At the very least, we could find a choke point inside that would negate their numbers." she added. "Tamika? Squidge? Think you can each handle your part?"
  11. "This is what I do. Besides, they will show us no mercy." Phere said simply through the audio unit of her suit. She was a predator, that was clear. A predator that moved and acted with swift, silent, merciless precision, without hesitation. A predator that did not kill simple, small game either. She needed the arcane and psychic energies of the supernatural, other dimensional creatures, or that of those skilled in magic of the powers of the mind, to sustain herself. With the loss of her mother while she was still a child, Phere had to learn to hunt these more dangerous types of prey or face starvation. The desperation of hunger was a powerful motivator, and so when Phere, then only a pre-teen, was found by the CS, she had grown strong, being well-fed by her own hand. The CS took her (her willingness, or lack there of, was irrelevant). The CS taught her many things over the next decade or so, but no matter how innocuous these things might be, they were with one goal; to make her a better killer. They took the child, raw, but talented in the ways of hunting and killing, and honed her to a razor edge, making her an even better predator... to be unleashed on the enemies of the CS. For Phere, killing was reflexive... instinctual.. and only the direct orders of her (former) superiors, or the intervention of her partner, Squidge, would stop her from taking life, and even they were not always effective.. For now though, that lethality was a welcomed thing. The Xiticix could not be negotiated with and gave no quarter. They were a plague on the Earth from another dimension, and they only understood one thing. Unending expansion. They were somewhat primitive though, instinctual. Tricky too, communicating by smell with pheromones. Perhaps their own trick could be used against them.
  12. Tamika could not see Phere's raised eyebrow at the offer, and at the simplified description and instructions. Though she was a 'wild' psi-stalker originally, Phere had learned to speak well enough. She rarely had difficulty understanding, but occasionally had some difficulty recalling the correct pronunciation of some words. Understand is not what gave her pause though, it was the offer of magical aid, something Phere had never had. She was trained to root out and destroy magic users and beings, so this was something quite new to her. All Tamika could see the cold, grim, expression of her death's head helm. This was a new day though. The CS was behind them, her pack was gone and she was on the run with her only friend left and riding into battle with a techno-wizard and a magic sword-wielding knight atop a dragon overhead, something she never even would have considered a possibility just weeks ago. Phere took the disk and held it up to Tamika. "Thanks." she said as she placed it in her palm and slapped it to her rifle. Watching the 'borg jump out of the Rambler, Phere held her pulse rifle close to her chest, tucked tightly, and rolled out the back of the Rambler, only to hit the ground and come up into a kneeling firing position with a grace and agility that belied her size. Her advanced, helmet optics hummed as she took in the scene before her, sighting in on the bugs, giving her range, heading and other factors. Phere's eyes though did not focus on much of anything, instead taking in all of the data as she squeezed off shots, one after the other at each of the four bugs, in rapid succession, like needles of light streaking through the air. Hmm. A new day indeed...
  13. Phere looked to the two boys with her passionless, death's head visage and with her voice slightly amplified from her suit's system she said, "Told you." to the pair as they stood in shock at Kensie's transformation. She then disappeared as the rear door of the Rambler closed automatically. Phere elected to stand as the vehicle set out toward the piece of the hive, holding onto some support beam or or loose cargo strap. She took stock of the borg and D-Bee. BB would certainly be of use. She had seen what a pair of CS full conversion combat cyborgs could do, and it was impressive. Tamika though... she was not sure about. This was not a joke or a game. It was a battle with an unreasonable, alien enemy that would not hesitate to kill and likely eat them. She would try to keep an eye on her, like every time an officer decided to accompany Squidge, herself, and her dog boys into the field for 'evaluation' or some non-sense. Hopefully Tamika would turn out to not be a liability to be managed.
  14. Once Phere felt that Adam was not a threat, she relaxed slightly and began going over her gear in preparation for combat, while speaking to him. "Their weapons hit hard, but they are not so tough. Engage at range..." she said as she glanced at Adam's sword and shrugged, "..if you can. If not, prepare to be swarmed." she finished as she slipped on her deaths head helmet, matching the rest of her camouflage patterned "Deadboy" armor. To any familiar with the CS, it was clear that the armor both Phere and Squidge wore was slightly different than even the standard 'new' suits of armor worn by the CS military. The upgraded, external optics over her right eye whirred as she looked they adjusted and focused and then the dual vibroblades extended from her vambraces, humming to life for a moment to allow Phere to inspect them before they retracted once more. She then checked her laser rifle and e-clips before glancing back at the hive, the expression on her helm a cold, uncaring grimace of death. "Give no quarter. We are just vermin to be exterminated to them, so let's return the favor." she remarked as she boosted Squidge up to the Red Rambler.
  15. Phere glanced over at the exchange taking place and rolled her eyes, holding her palm out to Squidge's question for the moment. "Instead of threatening a man in his own shop, who was worried about you, maybe it's best you and your 'friends' leave his shop instead." she explained in a passionless, simple tone, over her shoulder, glancing at Kensie and then the boys. "Though be wary of 'friends' like those two." she added with a nod at the boys. "If they and their 'friends' knew what you really were, then you would not find them so welcoming." she warned, clearly having no problem with possibly blowing up the newfound relationship between the fire-haired girl and the two boys, for the girl's own good. Phere then dismissed them and the whole exchange for the moment and looked around, her eyes narrowing, taking on a predatory hint as she listened and faintly, almost imperceptibly sniffed at the air around her, noting the change once again. "I am not sure right now, but it's strong. I might be able to narrow it down though." she answered her friend.
  16. Phere walked up to the 'groundskeeper', looking the smaller psi-stalker over closely as she stepped uncomfortably close. "Those will sustain you?" she asked the other psi-stalker flatly, and without waiting for an answer added, "I'm hungry as well." as she held out her opened hand, clearly expecting one of the fruit bars.
  17. She sniffed lightly once at the air, the action barely noticeable, as her eyes scanned her surroundings, taking note of the people and their positions, sensing the magical and psionic energies radiating off of more than half the people in the room. Even the faint, ever present residual magical energies in the background had changed. Somehow it was stronger, cleaner even sweeter, to her senses. She nudged Squidge with her elbow, and when the smaller woman turned to look at her, Phere's expression had changed, even if most others might not notice it. She was serious now, almost predatory. She displayed a very brief series of one-handed gestures for her friend and then took a step forward while slipping an arm across Squidge's body, guiding her friend behind her a bit protectively, interposing herself, as best she could, between Squidge and the others in the room, while doing her best to not obscure her vision. With her friend somewhat shielded, her thumbs began to lightly brush over the releases for her vibro-blades, waiting for a clear threat. "Wherever where are, there is more background magic here.. and it is more powerful too." she said aloud and over her shoulder to Squidge, though she made no effort to hide what she said from the others in the bar.
  18. "I dunno. I would judge her. Prolly others too." Phere said with a shrug of her broad shoulders. "She came to this town, with her magic helped it grow and... thrive... by making herself indefensable. Hmm.. wait." the large psi-stalker woman said, taking a moment to recall a word and then pronounce it slowly, "In-di-spen-sable.." before she continued, "to them, and then scurry away at the first sign of danger, instead of trusting they had her six. A coward is one thing, but a coward that makes people de-pen-dent on them and then runs off and leaves the people screwed is another." she explained in a casual, matter-of-factly tone. "Anyways, who attacked you then, and where?" Phere asked and then added, "And do you know where I can buy a duffel bag?"
  19. "You and..." Phere leaned closer to the horned woman, looming over her somewhat. Even if she were not trying to be intimidating, but it was somewhat unavoidable. She sniffed at the air lightly at the woman and continued, "...your magic... help this place. They depend on you. Scurry away if you must, but understand what you will do to this place if you do." she said matter of factly. She looked over her shoulder at the two men leaving the bar after being ejected by Grep, looking them over for a moment before turning back to Lanoko. "And if it wasn't them, then who was it?"
  20. "That's just hurtful." Phere said, shaking her baled head, feigning insult. "Huh? What is?" Squidge asked, concerned. "That you think anybody would even know who killed them. I'm not that sloppy. I'd clear out their whole little den. There's nobody to see me do it if there is nobody left to see me do it." she answered with a grin. "And besides, in my experience, decapitations tend to resolve most situations, not escalate them." she added teasingly with a small shrug of her shoulders and a satisfied grin. "Yeah, you are right though. It wouldn't hurt to interro-" was all Phere got out before catching a narrowed eyed look from Squidge, "-view. Interview her. What? Old habits." she said, shrugging it off. "besides, you handle that stuff anyways. Finger wagglers," Phere's occasional term for magic practitioners, "...tend to get uncomfortable around me anyways. Which is kind of offensive, really. I mean, if I was stalking them to kill them and feed, they wouldn't even see me coming." "Anyways, what do you mean by 'friends in town'?" Phere asked, again with a bit of confusion. "How long are you wanting to stay here? I thought we were resting and swapping gear. Are you wanting to put down roots now?" she asked her friend.
  21. "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.
  22. 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
  23. 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: Str+d8, 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
  24. "Secret mission? What secret mission?" Mitsuko asked as she looked around. "Hey, on a totally unrelated note, did you know there are some rare ghost mushrooms that grow on and around Mount Mistal? They would be great in this dish I am making. We should go collect some. And bring your gear in case we bump into some raiders." she said with a smile and an overly exaggerated wink. "I bet we could even borrow the bus!"
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