Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: RTD Galactic Reboot!
"Major Devlin, good to hear from you. I'm not surprised you heard about the last ship of Whish Oil getting shredded by pirates, it must have swept galactic news by now.
For now I'm alive and well. I'm also stranded down on a medieval world - Eriborth. I'm told that the Galfed has been bombing pirates here for quite some time, and that it's really a notorious haven for the like.
There's a ship coming down in the capital in two days. Either pirates or 'Rifters'. I don't know what the hell Rifters are, and I don't know how it would be possible for law and order to deteriorate so badly that pirates can land openly in a seat of planetary government.
What I need to know is if the Federation has a secure site on this world that I can get to for extraction and possibly rejoining the forces.
I know I was medically discharged, but I can't die down here in the dirt."
Sat Jun 17, 2017 8:44 pm
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: RTD Galactic Reboot!
Charge the bandit, spray him with the pistol.
Sat Jun 17, 2017 11:37 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: RTD Galactic Reboot!
> Excellent. Pay for it, and then let's see how to get to these interesting cliffs.
Sun Jun 18, 2017 2:55 am
TheMysticDreamer
Joined: Thu Sep 29, 2016 4:04 am Posts: 241
Re: RTD Galactic Reboot!
CHARACTERS ACTIONS
Judith, Kyr: Initiative: Judith: 4 + 4 = 8 Kyr: 5 + 6 = 11 Bandit 3: 2 + 6 = 8 Bandit 1 Resist Check: 8, 4 + Roll of 2 - 6 Bandit 1 bleeds out, and dies. Kyr rushes the bandit remaining, and fires 3 shots. 3 Roll + Perception - 3 (Strafing/Movement) vs 1 Roll + Speed + 2 (3 Shots) + 1 (Desert Bandit) 4 + 6 + 4 + 4 - 3 = 15*0.63 = 9.5 vs 5 + 2 + 2 = 10 But the first 2 thud into the plane, and the third only rips a small tear into the bandit's robe. Judith tries to get a clear shot, and fires. 1 Roll + Perception vs 1 Roll + Speed + 4 (High Cover) + 1 (Desert Bandit) 6 + 7 = 13 vs 6 + 2 + 4 + 1 = 13 The shot grazes, doing 1 damage. 10/11 P, 12 S -9% CE Pain: 1 6 1 4 4 1 3 4 4 3 = 31*1 2/3 = 51 > 9 Intelligence Check: 6, 4 + Roll of 4 = 8. The bandit realizes that Kyr's shotgun is most likely out of ammo, and tries to kick the handgun out of Kyr's hand. Strength + Agility + 1 Roll vs Speed + 2 Rolls 3 + 4 + 5 = 12*0.91 = 11 vs 5 + 1 + 6 = 10*0.63 = 6 The handgun goes flying. The bandit backs up a bit, and yells: 3: "Let me leave, or your friend's brains go flying!"
Jakob: Jakob: "Major Devlin, good to hear from you. I'm not surprised you heard about the last ship of Whish Oil getting shredded by pirates, it must have swept galactic news by now. For now I'm alive and well. I'm also stranded down on a medieval world - Eriborth. I'm told that the Galfed has been bombing pirates here for quite some time, and that it's really a notorious haven for the like. There's a ship coming down in the capital in two days. Either pirates or 'Rifters'. I don't know what the hell Rifters are, and I don't know how it would be possible for law and order to deteriorate so badly that pirates can land openly in a seat of planetary government. What I need to know is if the Federation has a secure site on this world that I can get to for extraction and possibly rejoining the forces. I know I was medically discharged, but I can't die down here in the dirt."
Devlin: "The bankruptcy was spectacular, turns out a bunch of the executives were laundering money for the mobs to keep it afloat, they got off easy after they turned a bunch of their clients over. Anyways...There's a marine cruiser headed to Grevet, recruiting for the marines. I'll send a recommendation if you want, so you're not stuck as a grunt."
Arica: As you try to pay, the boy shakes his head, and says: Boy: "Just return it after you're done with it." The cliffs, hm. They're a good 3 hour hike away, but there are at least paths to follow.
Judith Trovare (CaveCricket48)
Name: Judith Trovare
Race: Human
Backstory: Born with a cataract in her right eye, Trovare spent the first few years of her life half-blind until her lower class family managed to scrap enough money together to have her right eye fixed at a shady medical clinic in the crime-rampant isolated space station where she lived. While this was successful in removing the cataract, it left her right eye with a distorted eye lens, requiring a heavy optical correctional lens so she could see properly. Despite her less than stellar vision, she has a high attention to detail almost to a fault, making her adept in engineering weapons and instruments.
Description: A somewhat-short, lithe female in her early 20s. Short brown hair, brown eyes, and pale skin from a lack of natural light. She wears a pair of metal round-framed glasses that only have a single lens, which is for her right eye.
Abilities: Critical Eye - Hold still and analyze. Temporarily decrease Agility by 2 and increase Perception by 4. Steady Hand - Nimble fingers find a place tinkering with delicate machinery or pulling the trigger on the perfect shot. Increase success for fine tasks by 3.
Contacts: Kark Hopkins - Brown-haired, light-skinned, lanky and roughly shaven. Fellow engineer, often works with Judith to get large builds together and occasionally a competitor on black-market arms dealing. Nothing like a little healthy competition.
Charles "Charlie" Harrison - Judith's loyal customer that works as a part-time bodyguard. Short dark hair, slightly tanned skin. Tall and strong, but not exactly a walking mass of muscle. He's decent with a gun, but often misses critical shots.
Tabi Konai - Long black hair, dark skin, small frame. Infamous for blowing up government buildings. She has a knack for electronics, be it remote-controlled detonators or rigging up a basic computer from scrap electronics. On good terms with Judith, the two often trading equipment/materials and information or working on a coop project.
John Freemaneth - Average height, short hair, athletic build. Pretty sure that's not his real name, but he can't remember ♥♥♥♥ ever since he got smacked in the head with a brick in an alley fight. Judith throws weapons and equipment at him, points him at a job that needs taking care of, and he more or less gets it done, only asking for new toys in return.
Backstory: A vanguard colonist and military vacuum repair worker attached to a far outpost of human civilization. Serving aboard the heavy polar-orbit station CMS3920 - a monolith of steel towed from system to system in the belly of super-battleships that drove back the dark frontier - Stennard served three 6-year terms firing exploration crawlers and terraforming packages from his orbital home down into unknown worlds. Nurturing and defending fledgling colonies was not without its dangers, as savage pirates and rivals to humanity assailed the CMS with everything they had to kill its crew and loot the planets.
The attack that led to Stennard's honorable discharge from the navy left him bleeding and marooned for 170 days in the guts of the CMS, left behind in the chaos after the evacuation shuttles took away all his colleagues. Trapped in the station's corpse with a burnt radio transmitter, he nearly lost his mind. When late-coming salvage crews cut open the wreck expecting to find valuable equipment, they found only an emaciated man.
Returning home to a failed marriage, an Earth family that forgot him and a pension not enough to support his medical debts, he has returned to space to find friendship and make his fortune.
Description: Swarthy, shaven skull, scars and lines in the features. Dark eyes which are noticeably sunken in; Stennard shows heavy signs of wear. His shattered chest cavity is partially supported with a mesh of biocompatible plastics - Stennard's breathing is deep and slow, and he chews blue wads of painkilling gum to forget that he is no longer the man he used to be. His disposition is warm, though he has good excuse to be cynical. He is only glad to be alive, to see the stars for some time longer.
Abilities: Will Through Pain - Stennard's hardened system means that for purposes of pain calculation, his dice total is multiplied by 7 rather than 10 in the final step that determines whether he has been stunned by trauma. Null-G Control/Exobody - Intimately familiar with the mechanics of spacesuits, manipulator arms and hard orbital maneuvers performed with shuttles and manned maneuvering units. Excellent working knowledge of life support and orbit-keeping functions of space stations.
Contacts: Rackham Modular Orbital Systems: a firm specializing in all things related to space hab assembly and commercial exploitation of planetary orbit. Architects of the standardized power, life support and data linkage protocols used in civilian stations throughout human space. Its executives are willing to cut Stennard unusual deals, knowing that he is qualified to deliver on their investments.
Major Conrad Devlin: commanding officer of the CMS, a war hero and expert pilot who continues burning pirates out on the frontier in a stealthed frigate which has become notorious for bringing just death to ruthless warlords. Assisted Stennard in evacuating the station during its dying descent. Never forgave himself for accidentally leaving Stennard behind.
Dr. Genevieve Martel: an ecosystem engineer of some renown, responsible for developing the Martel Optimized Phototroph biosphere that is used for famine relief on backwater worlds. Aboard the CMS during its final moments - Stennard saved her life.
Janna: favorite childhood friend. A mathematical prodigy who studied the mysteries of FTL travel in a prestigious Lunar university while Stennard was drafted into the frontier corps. Separated physically, but never forgotten by each other.
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram (Connected to Eriborth Network)
Inventory: 9840 GalCreds Room Key (Capital Suite)
Kyr(maart3n)
Name: Kyr
Race: Twea'd: Bipedal lanky humanoids with 4 long arms. Extremely dextrous but physically frail.
Stats: Strength 2 Agility 4 Perception 4 Speed 3 + 2 Intelligence 4 + 1 Charisma 2 + 3 Will 2 Tetrabrachius: Can manipulate four things at once
Skills: Slick Willy: Can talk himself out of almost every situation. +2 to Charisma, +4 if being interrogated. Split vision: No/lower penalty to aiming at multiple things at once.
Associates: "Nico": A clone bred to be a fighter pilot turned aerospacecraft salesman. Nico can provide and modify anything that flies. Jonah Silverton: Arms Dealer Mike Re: Fence "Fox's legacy": Heavily modified Gaunt-class gunship. Two seat cockpit layout swapped for a single seat with an extra stick on either side to control the ball turrets on the sides of the fuselage. Forward turret swapped for gun array. Room for 6 passengers and 40 cubic meters of cargo. (think B25-H with some 40k fire raptor mixed in.)
Inventory: 7430 GalCreds 98 Rounds 00 Buckshot 3 12 Round 10.5mm Magazines (12/12) (0/12) 120 Rounds 10.5mm Standard Green Sedan Keys
5/8 P, 6 S -37% Effectiveness
Arica(TorrentHKU)
Name: "Celsius" Arica
Race: Human
Backstory: A bit of a mystery. 3 years ago, a pale girl in a ripped jumpsuit shows up in a battered pod on a no name station in the middle of nowhere, and then through pantomime and a bit of writing, manages to get food, clothes, and travel to a central hub station. From there, she's gone on to make something of a name for herself with an unusual set of innate magical abilities, wordlessly taking all sorts of small time mercenary work to make ends meet. Or at least, that's what everyone thinks she's doing. Whether it's by choice or inability, no one she's met can claim to have heard her speak. Since then, she's found two more people with similar magic to her own, though none are willing to share anything about their background. Her nickname "Celsius" is thought to come from both her skill with thermal magic, and her general behavior as an "Ice Queen".
Description: A strikingly beautiful young woman, probably in her mid twenties, with pale skin, a thin frame, and long silvery hair down to her waist. Constantly has an expressionless or vacant look on her face. Never seems to show emotion, never talks.
Abilities: Ice Queen - Her thermal magic allows her to rapidly cool and even freeze things within several feet of her. Works especially well on water, easily forming ice shards. Frozen - Even in tremendous stress or danger, Arica never loses her cool. Resistant to panic or intimidation.
Contacts: "Salamander" Om - An older human man, at least 60 years old. Arica met him on her travels, seems to have similar powers relating to fire. Has great skill with his flames, though not much power. A skilled machinist and welder.
"Behemoth" Shorwick - A middle aged man, probably about 30, built like a bear. Arica met him on her travels, seems to have similar powers relating to metal. Can powerfully manipulate metal, tearing panels off walls and warping it with only his force of will. Likes to make improvised armor from the floor and then charge into enemies during mercenary work.
Hecate Shorish - Young woman similar age to Arica. Dark skin and hair, energetic and proud. Shuttle pilot, always willing to fly Arica if she's nearby, or really needs it. Met on a mercenary job, became friends after Arica's abilities prevented the shuttle she was driving from meltdown while redlining it to flee from pursuers.
Catalina Hendricks - 44 year old woman, owns a successful exotic pet business that sells to stations all across the galaxy. Met Arica while touring one of the retail outlets for her business. Arica entered one the store with an armful of stray cats, hoping to find someone to care for them. Knows a surprising number of people in high places with exotic pets.
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram
Judith steadies her hand, and once again fires at 3, although she can only see his legs. 1 Roll + Perception + 4 (Critical Eye) + 3 (Steady Hand) - 1 (Tense) vs 1 Roll + Speed + 4 (High Cover) + 1 (Desert Bandit) - 1 (No Vision) 1 + 7 + 4 + 3 = 15 vs 4 + 2 + 4 + 1 - 1 = 10 Hitting him right in the foot, knocking him down, and doing 4 damage. 6/11 P, 12 S -45% CE Pain: 36% 3 4 1 1 6 6 3 2 6 2 = 34* 1 2/3 = 57 Kyr is out of range with his shotgun, so dices back to the front of FsL. The bandit dashes to his ATV, and takes cover behind it.
Jakob: Jakob: "If you could send that letter forward, it would be much appreciated. I won't detain you any further."
Devlin: "Done. The ship's landing in Simus, on the Grevet Coast. Small town, but should be on some of the maps."
Arica: Food and water, hmm. Well, there's probably canteens for sale in the general store, and canned goods too. After looking around for around 10 minutes, you find a store that hasn't closed yet. -Rick's 24H General Store- Cashier: "Hello, can I help you?
Judith Trovare (CaveCricket48)
Name: Judith Trovare
Race: Human
Backstory: Born with a cataract in her right eye, Trovare spent the first few years of her life half-blind until her lower class family managed to scrap enough money together to have her right eye fixed at a shady medical clinic in the crime-rampant isolated space station where she lived. While this was successful in removing the cataract, it left her right eye with a distorted eye lens, requiring a heavy optical correctional lens so she could see properly. Despite her less than stellar vision, she has a high attention to detail almost to a fault, making her adept in engineering weapons and instruments.
Description: A somewhat-short, lithe female in her early 20s. Short brown hair, brown eyes, and pale skin from a lack of natural light. She wears a pair of metal round-framed glasses that only have a single lens, which is for her right eye.
Abilities: Critical Eye - Hold still and analyze. Temporarily decrease Agility by 2 and increase Perception by 4. Steady Hand - Nimble fingers find a place tinkering with delicate machinery or pulling the trigger on the perfect shot. Increase success for fine tasks by 3.
Contacts: Kark Hopkins - Brown-haired, light-skinned, lanky and roughly shaven. Fellow engineer, often works with Judith to get large builds together and occasionally a competitor on black-market arms dealing. Nothing like a little healthy competition.
Charles "Charlie" Harrison - Judith's loyal customer that works as a part-time bodyguard. Short dark hair, slightly tanned skin. Tall and strong, but not exactly a walking mass of muscle. He's decent with a gun, but often misses critical shots.
Tabi Konai - Long black hair, dark skin, small frame. Infamous for blowing up government buildings. She has a knack for electronics, be it remote-controlled detonators or rigging up a basic computer from scrap electronics. On good terms with Judith, the two often trading equipment/materials and information or working on a coop project.
John Freemaneth - Average height, short hair, athletic build. Pretty sure that's not his real name, but he can't remember ♥♥♥♥ ever since he got smacked in the head with a brick in an alley fight. Judith throws weapons and equipment at him, points him at a job that needs taking care of, and he more or less gets it done, only asking for new toys in return.
Backstory: A vanguard colonist and military vacuum repair worker attached to a far outpost of human civilization. Serving aboard the heavy polar-orbit station CMS3920 - a monolith of steel towed from system to system in the belly of super-battleships that drove back the dark frontier - Stennard served three 6-year terms firing exploration crawlers and terraforming packages from his orbital home down into unknown worlds. Nurturing and defending fledgling colonies was not without its dangers, as savage pirates and rivals to humanity assailed the CMS with everything they had to kill its crew and loot the planets.
The attack that led to Stennard's honorable discharge from the navy left him bleeding and marooned for 170 days in the guts of the CMS, left behind in the chaos after the evacuation shuttles took away all his colleagues. Trapped in the station's corpse with a burnt radio transmitter, he nearly lost his mind. When late-coming salvage crews cut open the wreck expecting to find valuable equipment, they found only an emaciated man.
Returning home to a failed marriage, an Earth family that forgot him and a pension not enough to support his medical debts, he has returned to space to find friendship and make his fortune.
Description: Swarthy, shaven skull, scars and lines in the features. Dark eyes which are noticeably sunken in; Stennard shows heavy signs of wear. His shattered chest cavity is partially supported with a mesh of biocompatible plastics - Stennard's breathing is deep and slow, and he chews blue wads of painkilling gum to forget that he is no longer the man he used to be. His disposition is warm, though he has good excuse to be cynical. He is only glad to be alive, to see the stars for some time longer.
Abilities: Will Through Pain - Stennard's hardened system means that for purposes of pain calculation, his dice total is multiplied by 7 rather than 10 in the final step that determines whether he has been stunned by trauma. Null-G Control/Exobody - Intimately familiar with the mechanics of spacesuits, manipulator arms and hard orbital maneuvers performed with shuttles and manned maneuvering units. Excellent working knowledge of life support and orbit-keeping functions of space stations.
Contacts: Rackham Modular Orbital Systems: a firm specializing in all things related to space hab assembly and commercial exploitation of planetary orbit. Architects of the standardized power, life support and data linkage protocols used in civilian stations throughout human space. Its executives are willing to cut Stennard unusual deals, knowing that he is qualified to deliver on their investments.
Major Conrad Devlin: commanding officer of the CMS, a war hero and expert pilot who continues burning pirates out on the frontier in a stealthed frigate which has become notorious for bringing just death to ruthless warlords. Assisted Stennard in evacuating the station during its dying descent. Never forgave himself for accidentally leaving Stennard behind.
Dr. Genevieve Martel: an ecosystem engineer of some renown, responsible for developing the Martel Optimized Phototroph biosphere that is used for famine relief on backwater worlds. Aboard the CMS during its final moments - Stennard saved her life.
Janna: favorite childhood friend. A mathematical prodigy who studied the mysteries of FTL travel in a prestigious Lunar university while Stennard was drafted into the frontier corps. Separated physically, but never forgotten by each other.
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram (Connected to Eriborth Network)
Inventory: 9840 GalCreds Room Key (Capital Suite) Major Devlin's Recommendation
Kyr(maart3n)
Name: Kyr
Race: Twea'd: Bipedal lanky humanoids with 4 long arms. Extremely dextrous but physically frail.
Stats: Strength 2 Agility 4 Perception 4 Speed 3 + 2 Intelligence 4 + 1 Charisma 2 + 3 Will 2 Tetrabrachius: Can manipulate four things at once
Skills: Slick Willy: Can talk himself out of almost every situation. +2 to Charisma, +4 if being interrogated. Split vision: No/lower penalty to aiming at multiple things at once.
Associates: "Nico": A clone bred to be a fighter pilot turned aerospacecraft salesman. Nico can provide and modify anything that flies. Jonah Silverton: Arms Dealer Mike Re: Fence "Fox's legacy": Heavily modified Gaunt-class gunship. Two seat cockpit layout swapped for a single seat with an extra stick on either side to control the ball turrets on the sides of the fuselage. Forward turret swapped for gun array. Room for 6 passengers and 40 cubic meters of cargo. (think B25-H with some 40k fire raptor mixed in.)
Inventory: 7430 GalCreds 98 Rounds 00 Buckshot 3 12 Round 10.5mm Magazines (12/12) (0/12) 120 Rounds 10.5mm Standard Green Sedan Keys
5/8 P, 6 S -37% Effectiveness
Arica(TorrentHKU)
Name: "Celsius" Arica
Race: Human
Backstory: A bit of a mystery. 3 years ago, a pale girl in a ripped jumpsuit shows up in a battered pod on a no name station in the middle of nowhere, and then through pantomime and a bit of writing, manages to get food, clothes, and travel to a central hub station. From there, she's gone on to make something of a name for herself with an unusual set of innate magical abilities, wordlessly taking all sorts of small time mercenary work to make ends meet. Or at least, that's what everyone thinks she's doing. Whether it's by choice or inability, no one she's met can claim to have heard her speak. Since then, she's found two more people with similar magic to her own, though none are willing to share anything about their background. Her nickname "Celsius" is thought to come from both her skill with thermal magic, and her general behavior as an "Ice Queen".
Description: A strikingly beautiful young woman, probably in her mid twenties, with pale skin, a thin frame, and long silvery hair down to her waist. Constantly has an expressionless or vacant look on her face. Never seems to show emotion, never talks.
Abilities: Ice Queen - Her thermal magic allows her to rapidly cool and even freeze things within several feet of her. Works especially well on water, easily forming ice shards. Frozen - Even in tremendous stress or danger, Arica never loses her cool. Resistant to panic or intimidation.
Contacts: "Salamander" Om - An older human man, at least 60 years old. Arica met him on her travels, seems to have similar powers relating to fire. Has great skill with his flames, though not much power. A skilled machinist and welder.
"Behemoth" Shorwick - A middle aged man, probably about 30, built like a bear. Arica met him on her travels, seems to have similar powers relating to metal. Can powerfully manipulate metal, tearing panels off walls and warping it with only his force of will. Likes to make improvised armor from the floor and then charge into enemies during mercenary work.
Hecate Shorish - Young woman similar age to Arica. Dark skin and hair, energetic and proud. Shuttle pilot, always willing to fly Arica if she's nearby, or really needs it. Met on a mercenary job, became friends after Arica's abilities prevented the shuttle she was driving from meltdown while redlining it to flee from pursuers.
Catalina Hendricks - 44 year old woman, owns a successful exotic pet business that sells to stations all across the galaxy. Met Arica while touring one of the retail outlets for her business. Arica entered one the store with an armful of stray cats, hoping to find someone to care for them. Knows a surprising number of people in high places with exotic pets.
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram
"Throw down your gun and surrender yourself and I'll let you live and take your buddies' corpses with you."
Shoot bandit.
Wed Jun 21, 2017 11:46 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: RTD Galactic Reboot!
> Attempt to flank the bandit's position while keeping my distance. Shoot on sight.
Thu Jun 22, 2017 1:35 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: RTD Galactic Reboot!
"With luck, we will hear from each other again when I get off this rock. All the best, Major." >End the call. >>How is my access to galactic news and data on this transmitter? Maybe I can find out what the he'll a Rifter is.
Thu Jun 22, 2017 8:14 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: RTD Galactic Reboot!
> Food food food. Find some food. Dried preferably. And a canteen. Oh, I should acknowledge him. Give a little wave before locating food. Oh, and a notepad or signboard or something would be useful. Miming stuff is annoying.
Kyr reloads his shotgun, and yells at the bandit: Kyr: "Throw down your gun and surrender yourself and I'll let you live and take your buddies' corpses with you." Charisma + 2 (Slick Willy) + 1 Roll vs Charisma + 3 (Distrust) + 1 Roll 5 + 2 + 2 = 9 vs 3 + 3 + 3 = 9 He hesitates, and Kyr fires at 3. 1 Roll + Perception + 3 (Buckshot) - 1 (Reload & Fire) vs 1 Roll + Speed + 1 (Desert Bandit) + 2 (Low Cover) 2 + 4 + 3 - 1 = 8 vs 5 + 2 + 1 + 2 = 10 The shot hits the ATV, but doesn't seem to damage any of the parts. The bandit, after Kyr fires, jumps onto his ATV and guns it. Threshold 2: Roll of 3 He nearly falls off, but manages to keep balance. Judith fires at the bandit as he drives away. 1 Roll + Perception vs 1 Roll + Speed + 2 (Moving Target) + 1 (Desert Bandit) + 1 (Out of Ideal Range) 6 + 7 = 13 vs 5 + 2 + 2 + 1 + 1= 11 The shot hits him in the back, doing 3 damage. 3/11 P, 12 S -73% CE 27% Damage*2 = 54% 4 5 4 4 3 1 2 5 1 6 = 35* 1 2/3 = 58% Hold On- 2 Rolls, Threshold 7 2 + 5 = 7 The bandit has to stop for a second, but with adrenaline pumping, manages to blast out of sight. <Combat Over>
Jakob: Jakob: "With luck, we will hear from each other again when I get off this rock. All the best, Major." Devlin: "As to you." **Click** You fiddle around with your GalTram some more, and... Intelligence + Roll = 5 + 3 = 8 You manage to unlock all the features of the local network, and connect though the new channel. The TramStuct (Transmitter Infrastructure) seems to be based on the GGN (General Galactic Network), but the only function that works outside of the local area is InterGal comms. However, there are local news broadcasts, mainly coming from the larger cities. The main news stories on the Dorwin front page are: ~~Council to debate war with Grevet over Sunetland~~ ~~InterGal retreats from frontal assault~~ ~~Bunok takes Province of Nuvekki~~. A quick search on Rifters bring up a data entry on "Rift Creatures". which are some sort of extradimensional beings, that arrive from a "Rift" of some sort, most likely a dimensional rip, and for some reason, cannot jump out of the local area. They are surprisingly well adapted to your dimension, but contain their appearance in large, slender metallic suits with metallic tentacles to move and manipulate objects, and trade for various resources for a type of material, colloquially named "Ripsteel" that is very light, yet durable. It is one of the main outgoing trades of the area, along with minerals, and slaves, the latter mostly under the table. The Rifters are also very pushy, and have been known to wreck havok on areas that do not fulfill their requests. Luckily, their ships are weak to many types of home dimension weapons, however can still do a great amount of damage to low-tech planets. To this end, the InterGal is establishing a specialized task force to deal with the Rifter threat, although support for the project has been limited, due to the prosperous trade deals locals make with Rifters.
Arica: You wave at the cashier and go looking for supplies. He considers going to help you, but decides against it, and goes back to looking on his GalTram. Let's see...Notepad with attached pen, canteen, and a large variety of food. Jerky, beans, ham-in-a-can, instant rice cups, instant noodles, fruit cups, canned vegetables, and instant...Nurtz? dinner. How much food do you want?
Judith Trovare (CaveCricket48)
Name: Judith Trovare
Race: Human
Backstory: Born with a cataract in her right eye, Trovare spent the first few years of her life half-blind until her lower class family managed to scrap enough money together to have her right eye fixed at a shady medical clinic in the crime-rampant isolated space station where she lived. While this was successful in removing the cataract, it left her right eye with a distorted eye lens, requiring a heavy optical correctional lens so she could see properly. Despite her less than stellar vision, she has a high attention to detail almost to a fault, making her adept in engineering weapons and instruments.
Description: A somewhat-short, lithe female in her early 20s. Short brown hair, brown eyes, and pale skin from a lack of natural light. She wears a pair of metal round-framed glasses that only have a single lens, which is for her right eye.
Abilities: Critical Eye - Hold still and analyze. Temporarily decrease Agility by 2 and increase Perception by 4. Steady Hand - Nimble fingers find a place tinkering with delicate machinery or pulling the trigger on the perfect shot. Increase success for fine tasks by 3.
Contacts: Kark Hopkins - Brown-haired, light-skinned, lanky and roughly shaven. Fellow engineer, often works with Judith to get large builds together and occasionally a competitor on black-market arms dealing. Nothing like a little healthy competition.
Charles "Charlie" Harrison - Judith's loyal customer that works as a part-time bodyguard. Short dark hair, slightly tanned skin. Tall and strong, but not exactly a walking mass of muscle. He's decent with a gun, but often misses critical shots.
Tabi Konai - Long black hair, dark skin, small frame. Infamous for blowing up government buildings. She has a knack for electronics, be it remote-controlled detonators or rigging up a basic computer from scrap electronics. On good terms with Judith, the two often trading equipment/materials and information or working on a coop project.
John Freemaneth - Average height, short hair, athletic build. Pretty sure that's not his real name, but he can't remember ♥♥♥♥ ever since he got smacked in the head with a brick in an alley fight. Judith throws weapons and equipment at him, points him at a job that needs taking care of, and he more or less gets it done, only asking for new toys in return.
Backstory: A vanguard colonist and military vacuum repair worker attached to a far outpost of human civilization. Serving aboard the heavy polar-orbit station CMS3920 - a monolith of steel towed from system to system in the belly of super-battleships that drove back the dark frontier - Stennard served three 6-year terms firing exploration crawlers and terraforming packages from his orbital home down into unknown worlds. Nurturing and defending fledgling colonies was not without its dangers, as savage pirates and rivals to humanity assailed the CMS with everything they had to kill its crew and loot the planets.
The attack that led to Stennard's honorable discharge from the navy left him bleeding and marooned for 170 days in the guts of the CMS, left behind in the chaos after the evacuation shuttles took away all his colleagues. Trapped in the station's corpse with a burnt radio transmitter, he nearly lost his mind. When late-coming salvage crews cut open the wreck expecting to find valuable equipment, they found only an emaciated man.
Returning home to a failed marriage, an Earth family that forgot him and a pension not enough to support his medical debts, he has returned to space to find friendship and make his fortune.
Description: Swarthy, shaven skull, scars and lines in the features. Dark eyes which are noticeably sunken in; Stennard shows heavy signs of wear. His shattered chest cavity is partially supported with a mesh of biocompatible plastics - Stennard's breathing is deep and slow, and he chews blue wads of painkilling gum to forget that he is no longer the man he used to be. His disposition is warm, though he has good excuse to be cynical. He is only glad to be alive, to see the stars for some time longer.
Abilities: Will Through Pain - Stennard's hardened system means that for purposes of pain calculation, his dice total is multiplied by 7 rather than 10 in the final step that determines whether he has been stunned by trauma. Null-G Control/Exobody - Intimately familiar with the mechanics of spacesuits, manipulator arms and hard orbital maneuvers performed with shuttles and manned maneuvering units. Excellent working knowledge of life support and orbit-keeping functions of space stations.
Contacts: Rackham Modular Orbital Systems: a firm specializing in all things related to space hab assembly and commercial exploitation of planetary orbit. Architects of the standardized power, life support and data linkage protocols used in civilian stations throughout human space. Its executives are willing to cut Stennard unusual deals, knowing that he is qualified to deliver on their investments.
Major Conrad Devlin: commanding officer of the CMS, a war hero and expert pilot who continues burning pirates out on the frontier in a stealthed frigate which has become notorious for bringing just death to ruthless warlords. Assisted Stennard in evacuating the station during its dying descent. Never forgave himself for accidentally leaving Stennard behind.
Dr. Genevieve Martel: an ecosystem engineer of some renown, responsible for developing the Martel Optimized Phototroph biosphere that is used for famine relief on backwater worlds. Aboard the CMS during its final moments - Stennard saved her life.
Janna: favorite childhood friend. A mathematical prodigy who studied the mysteries of FTL travel in a prestigious Lunar university while Stennard was drafted into the frontier corps. Separated physically, but never forgotten by each other.
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram (Connected to Eriborth Network)
Inventory: 9840 GalCreds Room Key (Capital Suite) Major Devlin's Recommendation
Kyr(maart3n)
Name: Kyr
Race: Twea'd: Bipedal lanky humanoids with 4 long arms. Extremely dextrous but physically frail.
Stats: Strength 2 Agility 4 Perception 4 Speed 3 + 2 Intelligence 4 + 1 Charisma 2 + 3 Will 2 Tetrabrachius: Can manipulate four things at once
Skills: Slick Willy: Can talk himself out of almost every situation. +2 to Charisma, +4 if being interrogated. Split vision: No/lower penalty to aiming at multiple things at once.
Associates: "Nico": A clone bred to be a fighter pilot turned aerospacecraft salesman. Nico can provide and modify anything that flies. Jonah Silverton: Arms Dealer Mike Re: Fence "Fox's legacy": Heavily modified Gaunt-class gunship. Two seat cockpit layout swapped for a single seat with an extra stick on either side to control the ball turrets on the sides of the fuselage. Forward turret swapped for gun array. Room for 6 passengers and 40 cubic meters of cargo. (think B25-H with some 40k fire raptor mixed in.)
Inventory: 7430 GalCreds 96 Rounds 00 Buckshot 3 12 Round 10.5mm Magazines (12/12) (0/12) 120 Rounds 10.5mm Standard Green Sedan Keys
5/8 P, 6 S -37% Effectiveness
Arica(TorrentHKU)
Name: "Celsius" Arica
Race: Human
Backstory: A bit of a mystery. 3 years ago, a pale girl in a ripped jumpsuit shows up in a battered pod on a no name station in the middle of nowhere, and then through pantomime and a bit of writing, manages to get food, clothes, and travel to a central hub station. From there, she's gone on to make something of a name for herself with an unusual set of innate magical abilities, wordlessly taking all sorts of small time mercenary work to make ends meet. Or at least, that's what everyone thinks she's doing. Whether it's by choice or inability, no one she's met can claim to have heard her speak. Since then, she's found two more people with similar magic to her own, though none are willing to share anything about their background. Her nickname "Celsius" is thought to come from both her skill with thermal magic, and her general behavior as an "Ice Queen".
Description: A strikingly beautiful young woman, probably in her mid twenties, with pale skin, a thin frame, and long silvery hair down to her waist. Constantly has an expressionless or vacant look on her face. Never seems to show emotion, never talks.
Abilities: Ice Queen - Her thermal magic allows her to rapidly cool and even freeze things within several feet of her. Works especially well on water, easily forming ice shards. Frozen - Even in tremendous stress or danger, Arica never loses her cool. Resistant to panic or intimidation.
Contacts: "Salamander" Om - An older human man, at least 60 years old. Arica met him on her travels, seems to have similar powers relating to fire. Has great skill with his flames, though not much power. A skilled machinist and welder.
"Behemoth" Shorwick - A middle aged man, probably about 30, built like a bear. Arica met him on her travels, seems to have similar powers relating to metal. Can powerfully manipulate metal, tearing panels off walls and warping it with only his force of will. Likes to make improvised armor from the floor and then charge into enemies during mercenary work.
Hecate Shorish - Young woman similar age to Arica. Dark skin and hair, energetic and proud. Shuttle pilot, always willing to fly Arica if she's nearby, or really needs it. Met on a mercenary job, became friends after Arica's abilities prevented the shuttle she was driving from meltdown while redlining it to flee from pursuers.
Catalina Hendricks - 44 year old woman, owns a successful exotic pet business that sells to stations all across the galaxy. Met Arica while touring one of the retail outlets for her business. Arica entered one the store with an armful of stray cats, hoping to find someone to care for them. Knows a surprising number of people in high places with exotic pets.
Equipped: G-Force Suit (+1 to momentum resist rolls) GalTram
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