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keira

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  1. Hey, we have some characters!

    [spoileralt=Anatoli Shulda (Nalyd)]

    Lieutenant Anatoli Shulga

    Race: Human

    Occupation: Psi Officer

    Alignment: The Corps Is Mother, The Corps Is Father

    Rank: Novice

    XP: 0

     

    Attributes

    Agility: d6

    Smarts: d8

    Spirit: d6

    Strength: d4

    Vigor: d6

     

    Derived Statistics

    Charisma: 0

    Pace: 6

    Parry: 4

    Toughness: 11

    Power Points: 10

     

    Skills

    Fighting d6

    Notice d6

    Piloting d4

    Psionics d8

    Shooting d6

    Stealth d6

    Swimming d6

    Taunt d4

     

    Hindrances

    • Arrogant (Major) - Anatoli doesn’t think he’s the best—he knows he is. When it comes to psionics, few compare to his skills and he flaunts it every chance he gets.
      Winning just isn’t enough for him. He must completely dominate his opponent. Anytime there is even a shadow of a doubt as to who is better, he must humiliate his opponent and prove he can snatch victory any time he wishes. He is the kind of man who disarms an opponent in a duel just so he can pick the sword up and hand it back with a smirk.
      Arrogant heroes always look for the “boss” in battle, attacking lesser minions only if they get in the way.
    • Loyal(Minor) - Anatoli may not be a hero, but he’d give his life for his friends. He can never leave a man behind if there’s any chance at all he could help.
    • Vengeful (Minor) - Anatoli always attempts to right a wrong he feels was done to him. He usually seeks vengeance legally. The type and immediacy of his vengeance varies by character, of course. Some plot and scheme for months to extract what they see as justice. Others demand immediate results.

     

    Edges

    Psionic(Smarts) - Allows Power purchase

    Geared Upx2 - +$20,000

     

    [spoileralt=Powers]

    Fear

    Rank: Novice

    Power Points: 2

    Range: Smarts x 2

    Duration: Instant

    Trappings: Intense Paranoia

    This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.

     

    Mind Reading

    Rank: Novice

    Power Points: 3

    Range: Smarts

    Duration: 1

    Trappings: Mental Invasion

    Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.

     

    Confusion

    Rank: Novice

    Power Points: 1

    Range: Smarts x 2

    Duration: Instant

    Trappings: Nausea, Hallucinations, Blurred Senses

    Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.

    Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

    [/spoileralt]

     

    Cyberware 6/6 Strain

    • Retractable Energy Weapon, Melee - The character has retractable claws or blades attached directly to the bones in one forearm. The blades may be extended as a free and instant action, and cause Str+d6 damage. Energy Weapon: A weapon with a blade of pure energy or high frequency vibration. It increases the weapon’s damage by one die type and grants +4 AP in addition to any other special abilities of the base weapon. Energy weapons have no minimum Strength limitation and count as a Heavy Weapon.
    • Subdermal Armorx2 - Subdermal plates or fibers have been placed beneath the character’s skin, granting him +2 Armor all over. This stacks with normal Armor, but not Heavy Armor (use the higher value).
    • Aquatic Package - The recipient is fitted with gills and collapsible webbing is installed between his fingers and toes. He can breathe in any oxygen-filled liquid (most lakes, rivers, or oceans), and his underwater Pace is equal to his Swimming skill.
    • Communicator - A small radio has been built into the character’s skull. It has a range of five miles and can communicate with standard radio equipment.

     

    Gear

    • $10
    • Uniform
    • Smart Suit - Reduces the effective weight of anything that can be carried by 20%. +2 Armor and +2 to rolls made to resist heat, cold, thirst, or starvation. +1 to Stealth rolls.
    • Camouflage Poncho - Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
    • Retractable Energy Blades - Melee DamageStr+d8 AP4 Heavy Weapon
    • Plasma Pistol - 12/24/48 Damage2d10+2 AP2 RoF1 SA Shots8/8 Weight7 Heavy Weapon, Affects Least-Armored Area
    • Energy Packx5 Weight .5Each
    • Medi-Gelx2 - +2 to Healing rolls made to heal fresh wounds or stabilize someone who’s bleeding out. Contains 10 uses each. 10/10 10/10
    • Water Purification Filter: These can-sized containers clean even the most toxic water of sediment and impurities (which are drained out the bottom). It produces 12 ounces of clean drinking water in about one minute. Weight 1
    • 3D Printer

     

    Description

    Lieutenant Anatoli Shulga is a short man in his mid-thirties, of medium build and conspicuous inconspicuousness. He has brown hair, neatly combed to the side, brown eyes, and a few more lines on his face than you would expect of a man his age. He wears an intimidating all-black uniform over his smartsuit, complete with leather gloves and jackboots, and with no evident insignias or signs of rank. His plasma pistol is a very large, twisted mass of tubes and malignantly glowing panels, and openly holstered at his hip. His retractable energy blades are about two feet long, a brilliant, burning white, and emerge from the base of his palm. The rest of his equipment is carried in a black leather messenger bag.

     

    Backstory

    Lieutenant Anatoli Shulga is an officer in the Yrda-Syfari Czardom's Psi Corps. The YSCZ is a repressive, expansionist, autocratic government controlling several star systems, originating from the union of the heavily populated planets in the Yrda-Syfari binary system. Outwardly a simple militarist dictatorship, the YSCZ is secretly ruled by its Psi Corps, an organization that very few even know exists. Through their terrifying abilities, the YSCZ Psi Corps maintains agents everywhere and controls every aspect of the regime and public life. Anatoli, in the false persona of a naval officer part of a diplomatic mission, was en route to a new assignment to infiltrate a nearby independent system. Unfortunately, the ship crash-landed, and Anatoli was the only member of his "delegation" to survive.

    [/spoileralt]

     

    [spoileralt=Advisor Scireretus (Tridash)]

    Name: Advisor Sciruretis

    Profession: Diplomat (Advisor to Delegate for Scirus IV)

    XP: 0 (Novice)

    Wounds: 0

    Fatigue: 0

     

    Backstory

    The combination of a fairly benign government and a population with a little too much spare time leads inevitably to the occasional conspiracy theory. Most are the same across the galaxy, and many of them are true. Perhaps a shadowy organisation controls the destiny of a world. Perhaps the government uses illegal psionics to control those who oppose them. Perhaps planetary autonomy is merely a facade convenient to the sector-spanning Councils.

     

    Advisor Sciruretis is a diplomat at one of these Councils, assisting the delegate for the Scirus system. He moved up from planetary politics a decade ago. Despite his unremarkable career before entering sector politics, he expressed a certain dissonance between his past and future career trajectories during his initial Council naming evaluation. He rose quickly to the rank of Advisor but has made little progress since then. It is unclear whether this caused his alcoholism or if it was the other way round, but his habit means he has little hope now of promotion.

     

    Attributes

    Agility: d4

    Smarts: d8

    Spirit: d8

    Strength: d4

    Vigour: d6

     

    Derived Statistics

    Charisma: 2 (0 base, +2 from Charismatic)

    Pace: 6

    Parry: 3 (2 base, +1 from Rapier)

    Toughness: 9 (2 base, +3 from Vigour, +4 from Armour)

     

    Hindrances

    Habit (Major, Alcoholism)

    Delusional (Minor, Previous Life)

     

     

    Edges (1 base, +1 for major hindrance)

    Command

    Charismatic

     

    Skills (15 base, +1 for minor hindrance)

    Persuasion: d10

    Intimidation: d10

    Notice: d6

    Shooting: d4

    Stealth: d4

    Survival: d4

    Knowledge (Galactic Politics): d4

     

    Equipment

    • Laser Pistol ($250, 2lb)
    • 4 x Energy pack ($20, 1/4lb ea)
    • Rebreather ($250, 1lb)
    • Body Armour ($200, 4lb)
    • Medi-Gel ($20, 6oz)
    • 10 x Nutri-Bar ($5, 4oz ea)
    • (Ceremonial) Rapier ($150, 3lb)

    [/spoileralt]

     

    [spoileralt=Referi (Trenton)]

    Name: Referi

    Race: Human

    Sex: Male

    Age: 24

    Occupation: Historian

    Rank: Novice

    XP: 0

     

    CORE STATS

    Agility: d6

    Smarts: d8

    Spirit: d4

    Strength: d6

    Vigor: d6

     

    Skills

    Fighting: d6

    Shooting: d6

    Streetsmarts: d8

    Survival: d6

    Tracking: d4

    Lockpicking: d6

    Repair: d8

     

    Hindrances: Curious(Major), Loyal(Minor), Delusional(minor)

    Edges: Brawny, Luck, Great Luck

     

    Gear

    • Money:$0
    • Comm link
    • Energy Weapon - Spear
    • Power pack*2
    • Body Armor

     

    He loved history. Ever since he was a lad, he was fascinated by it. Referi spent most of his free time exploring history, whether it was through the massive volumes written on the subject, what he had learned in his schooling, or even from the friends he made. No questions were spared. He learned about the people of old, their culture, and the way they behaved. He learned about plenty of the weapons that they used throughout the ages. He even picked up picking a variety of locks for sport. It was becoming clear that he had a thirst that could never be sated.

     

    After a long time, and a degree, Referi became a teacher. Referi taught for a few years, but he always longed for something a little more... exciting. Adventure! So, after hearing about a new planet discovered in a system far from his, that was just beginning to teem with intelligent life, Referi quickly packed his bags, collected funds, and set out for a new history to explore. Little did he know that he'd find that adventure sooner than he thought. Referi heard an explosion, as he was jolted out of his thoughts. far, far below, a planet loomed...

    [/spoileralt]

     

    [spoileralt=Nabila Rai (BM)]

    Nabila Rai, Wandering Psion Diplomat.

     

    Agility d6

    Smarts d10

    Spirit d6

    Strength d4

    Vigor d6

     

    Skills

    Persuasion d10

    Shooting d6

    Psionic d10

    Notice d6

     

    [spoileralt=Psionic Power]

    - Force Bolt (Bolt)

    Bolt of kinetic energy slams into target, chance to stun.

     

    - Guidance (Boost/Lower Traits)

    Path of Victory on.

     

    - Combat Premonition (Deflection)

    Dodging everything by the power of premonition

    [/spoileralt]

     

    Hindrance

    Curious- Nabila is always curious, why would you do that? What is that strange monument? Where would you-

    Loyal- Loyalty is a rare thing to find.

    Pacifist- Although capable of defending herself, Nabila prefers to solve her problems without harming anyone.

     

    Edges

    Arcane Background-Psion - Nabila is gifted with the power to see glimpse of the future, she swears that she will use this power well.

    Gear up - Being a junior diplomat, procuring funds for her travels is easy.

     

    Inventory

    • Clothing - Standard Sriwijijayan Diplomatic attire.
    • Scoped Precision Particle Accelerator Rifle (1300) - Customized with added scope and prediction algorithm.
    • Ammo 5pack (100)
    • Combat Armor (800)
    • Energy Tent (200)
    • Comm link (100)
    • Nutri Bar (50)
    • Binoculars (2250)

     

    Cyberware

    Attribute Increase-Vigor (2)

    Attribute Increase-Smarts (2)

    200

     

    Backstory:

     

    A junior diplomat slash guard being sent home for "vacation" thanks to ongoing scandal, Nabila decided forgo usual traveling method in order to avoid the presses.

    Everything went smooth until the ship explodes and now she stuck here in the middle of nowhere.

     

    Appearance:

    Dark skinned with long black hair usually tied to bun, green eyes.

    [/spoileralt]

     

    [spoileralt=Clarissa Leung (Lilith)]

    Clarissa Leung

     

    Agility: d6

    Smarts: d8

    Spirit: d8

    Strength: d4

    Vigor: d6

     

    Fighting: d6

    Healing: d8 (+2)

    Investigation: d6

    Knowledge (Biology): d8

    Notice: d6

    Persuasion: d6

    Swimming: d4

     

    Pace: 6

    Parry: 5

    Toughness: 5 (+4)

     

    Edges: Healer, Martial Artist

    Hindrances: Heroic (Major), Bad Eyes (Minor), Pacifist (Minor)

     

    Gear:

    • medi-scanner ($600)
    • body armour ($200)
    • comm-link ($100)
    • first aid kit
    • prescription eyeglasses
    • 4 medigel packs (40 doses total) ($80)
    • 4 nutri-bars ($20)

     

    Background

    Clarissa was the ship's doctor, back when there was still a ship. Her homeworld was a small arid planet, once rich in rare metals but now in decline thanks to resource depletion. Performing routine medical checkups on the freighter's crew might not have been the most exciting career path in the world, but it paid well and had better prospects for advancement than staying back home. Her ambitions were modest enough: after saving up some money she hoped to settle down on a nice green world and start her own clinic. Now she's stranded on an unknown planet and all she can hope for is to keep herself and the other survivors alive.

    [/spoileralt]

     

    [spoileralt=Anna Velrath (Dantius)]

    Dr. Anna Velrath

    Chief Science Officer

     

    Smarts: d12 (+4)

    Agility: d6 (+1)

    Spirit: d4

    Strength: d4

    Vigor: d4

     

    Knowledge (Science): d12 (+5)

    Shooting: d8 (+4)

    Repair: d8 (+3)

    Healing: d8 (+3)

    Investigation: d8 (+3)

    Stealth: d6 (+2)

     

     

    Hindrances:

    Elderly (Major): Dr. Velrath is very, very old. Nobody but her knows exactly how old, but she's easily over 100, and it shows.

    Quirk (Pedant, Minor): A consummate scientist, she cannot stand factual errors or common misconceptions, and will immediately try to correct them upon hearing them.

    Cautious (Minor): A ship's officer is a dangerous position with a high mortality rate, and you don't survive a century at it by acting in a stupid or rash fashion.

     

     

    Edges:

    Geared Out (x2): A century of scientific and medical services on the edge of the galaxy pays very well, and Dr. Velrath enjoys nothing more than spending that cash on the most cutting-edge tech on the market. +$20,000 initially.

    Jack of All Trades: Dr. Velrath has picked up a lot in her travels. There's very little she doesn't have at least a passing familiarity with. All Smarts rolls are automatically d4 minimum.

     

     

    Implants ($16,000):

    Subdermal Weave ($3k): A network of carbon nanofibers lies a few millimeters below 95% of the epidermis, granting +2 to Armor.

    Subdermal Plating ($3k): Thin-shell cementite plates covering vital organs and arteries, providing a further +2 to Armor.

    Autodoc ($10k): A network of autonomous nanites flows through the bloodstream, providing automated healing of wounds, resistance to poison and disease, and hinders bleeding out.

     

     

    Equipment ($2,500):

    • [EQUIPPED] Clothes ($0): A standard crew working uniform, covered with a spotless white lab coat.
    • [EQUIPPED] Knife ($0): A standard 6" titanium utility knife.
    • [EQUIPPED] Body Armor ($200): A brand new suit of lightweight body armor, worn under her clothes. +4 armor, negate 4 AP.
    • [EQUIPPED] Custom GyroJet Pistol ($300 + $500): Advanced tracking algorithms precision-guide the projectile to weak spots. +2 AP on all shots. Loaded (10/10), Rocket projectiles
    • Camoflague Suit ($250): A lightweight cloak that can be used to camouflage movement or actions.
    • Energy Skin ($500): A shiny, reflective cloak that can be worn over armor to provide protection against lasers.
    • GyroJet Ammo ($400): 100 rounds for the Gyrojet: 40x Rocket, 30x AP, 30x Heat Seeker.
    • Comm-Link ($100): A standard-issue comm link.
    • Binoculars ($250): A pair of standard-issue binoculars.
    • Scientific Package:
      • 1x Sensor Suite, Small ($500)
      • 1x Personal Data Drive ($500)
      • 1x Medi-Scanner ($600)
      • 10x Medi-Gel ($100)
      • 5x Adhesive Patches ($100)
      • 20x Nutri-Bar ($100)
      • 1x Mineral Detector ($100)
      • 1x Energy Tent ($500)

     

    Dr. Velrath is the current chief science officer aboard the Porter-14, a post she has served at for two months, and the 537th such post she has served during her career. Whatever her other faults (and there are many), she is a survivor and does not intend on letting something as minor as a crash landing on an unexplored and possibly hostile planet with no known means of escape crimp her style.

    [/spoileralt]

     

    It looks like the best time for everyone will be on Wednesday, July 1 at 5PM MDT. Look forward to seeing everyone there!

  2. It was a day much like any other aboard the subspace cargo freighter Porter-14. Twenty-thousand units of pressurized cargo and a handful of crew and passengers that, for whatever reason, chose not to travel using conventional means. As it has for most of its nondescript life, the ship cuts its way through subspace on a path between two nameless systems.

     

    An explosion rips through the vessel, breaking apart the monotony of the day. Sirens blare and the freighter heaves and groans as the autopilot drops from subspace into the nearest star system. The ship shakes as more explosions strain the hull. Passengers and crew stagger towards the escape pods, not knowing what has caused the disaster, but well aware that the ship's minutes are limited.

     

    A solid thump sounds through the stale air of Pod 2 as clamps release it from the freighter. A handful of survivors huddle inside, peeking out the narrow portholes to see what has befallen their vessel. Before them the ship splits in two, tongues of flame reaching out into the darkness before the last air escapes into the void. They watch in silence for a minute as the last lights flicker out on the broken freighter, the three other escape pods remaining clamped to the ruined hull. Nobody else had made it.

     

    Attention turns to the ship itself as a beep emits from the scantly-equipped pilot's console. A dusty display lights up, the system autonomously plotting a path towards a planet far, far below. The lifeboat jolts as the crude thrusters fire up.

     

    ---

     

    Meanwhile, a bored town guard looks up at the stars, sighing. He leans back against the squat stone gatehouse guarding the entrance to the city, his hand resting on the pommel of his beaten-up sword. The night is silent except for the faint buzzing of the flickering lightbulb in the guardhouse.

     

    The priests had warned of danger tonight, omens of old demons returning. He snorts. The only danger he faced tonight was the sound of his squadmate's snores from inside the guardhouse.

     

    As his eyes return to the farmers' fields, a falling star streaks across the silent sky far above.

     

    And there it is. A small band of survivors, marooned on a strange, deserted planet. A world of new magic and old technology, long-separated from civilization as we know it. Marooned will take place using the Savage Worlds system. if you don't have a set of the rules, a preview is available here (As Lilith did for TBS, I won't be expecting anyone to shell out money for this if you don't have the rules--we'll make it work). Characters will start out Novice with 0xp.

     

    As far as campaign length goes, I'm leaving that mostly up to the players. I'm guessing between 20-30 sessions, depending on how things go. This is relatively open-ended, I'm establishing the setting and content, but where it goes is up to the players. Will you find some way of returning home? Or set yourself up with a new life in a new world?

     

    Same Page for those of y'all into that sort of thing:

     

    Do you play to win?

    B ) Good play isn’t a win/lose kind of thing

     

    Player characters are:

    B ) expected to work together; but major conflicts might erupt but you’ll patch them up given some time

     

    The GM’s role is: (somewhere between these :p)

    B ) The GM preps a map with NPCs and/or monsters. The players have their characters travel anywhere they can reach on the map, according to their own goals.

    c ) The GM has no plan – the GM simply plays the NPCs and has them act or react based on their motivations

     

    The players’ roles are…

    B ) …to set goals for their characters, and pursue them proactively

     

    Doing the smartest thing for your character’s survival…

    B ) …sometimes isn’t as important as other choices

     

    The GM’s role to the rules is…

    a ) …follow them, come what may. (including following house rules)

     

    After many sessions of play, during one session, a player decides to have her character side with an enemy. This is…

    c ) …something the player and the GM should have set up ahead of time.

     

    A fistfight breaks out in a bar! The details of where everything is – tables, chairs, where everyone is standing is something that… (see below for more)

    a ) …is important and will be displayed on a map or grid, perhaps using miniature figures.

    B ) …is something the GM will describe and you should ask questions to get more information.

     

    In order to really have fun with this game, the rulebook is something that…

    d ) …everyone at least should know the basics of the rules.

     

     

     

    As for a medium, this will most likely take place on the CalRef XMPP chat (Roleplay room). A CalRef account is not required as any xmpp account (read: if you have a google account you have this) will work (as well as outside clients if cadence isn't your thing, instructions here (warning: me explaining something out of the scope of SW)).

     

    Like with TBS, we'll be starting things off with a 'tutorial session' for everyone to learn the ropes, think on characters, and such. Have ideas for your character, but don't feel obligated to stat them up yet.

     

    If you are interested in participating in this campaign, please fill out the following whenisgood: http://whenisgood.net/iAmInterestedInPlayingMarooned

     

    If you have any questions or comments, feel free to PM me here or on CalRef. I'm also Telaverin on aim, and you can email or xmpp me at sylae@calref.net

  3. How's the firmware on that thing? Still being updated? Or did you replace it with e.g. OpenWRT?

    According to itself, it has the "CZC001-4.12.008.13" firmware, whatever that means (according to itself this is up to date, at least). I haven't messed with it as much as I should have, but I'd like to get OpenWRT or something similar on it eventually. The problem is I'll have hell to pay if I brick it :p

     

    I'm guessing CenturyLink still pushes updates to it, I've only had it for about six months so unless they shipped it the day they moved to something else...

     

    Separate subnets, right? I should do that at some point.

    I probably should too :p. We do a lot of games which rely on broadcast/multicast so having them on different subnets kind of messes things up (iridium initially was assigned only the external address, and that caused many issues, so now it has both). I haven't dealt too much with side of things. As for isolating the linux and windows machines, tellurium is relatively-hardened (just a couple dinky ufw rules), and lithium is usually off, so I don't see that being an issue.

  4. Awww yiss.

     

    Starting from the top, our internet comes in from CenturyLink on a ZyXEL C1000Z modem/router with a /29 of IPv4 addrsses statically assigned. These go off to certain machines in the network. The modem's builtin wireless AP is not used because it sucks, but the internal 4-port gigabit switch is. All the cabling is cat6/7 because why not.

     

    Machines on the network:

     

    tellurium.calref.net. (70.56.40.66) - AMD FX-4350 / 32GB RAM (1600) / ~4 TiB formatted filesystem across 4 HDDs / Debian wheezy. This machine is used by calref for running assorted game servers, build agents, and other stuff too intensive to run on the main webserver. Funded by generous donations from calref memberbase.

     

    iridium.calref.net. (70.56.40.65) - AMD FX-8150 / 32 GB RAM (1600) / ~2 TiB formatted filesystem across 1 HDD (as well as a 120 GB SSD for system stuff) / nVidia GeForce GTX 760 / Win7 Professional. My personal machine, used for copious amounts of gaming, programming, web design, and reviewing of Important Financial Documents.

     

    lithium.calref.net (no public address) - some crappy dell laptop / it has ram, i think / 300GB (i think) hdd / debian wheezy. Laptop used for radiorefuge broadcasts. it's a piece of crap but it's got enough hamster wheels to run a radio show. It's attached to a treasure trove of audio equipment I've bought (if there's interest, I can post about this in the radio thread, but it's out of scope of this topic).

     

    K - Neb's computer. It has lights and makes fan noises? I'm sure Neb can elaborate.

     

    L - Neb's computer that Iffy uses. It also has lights and makes fan noises? I'm sure Neb or Iffy can elaborate.

     

    Other Misc stuff:

    - the entire network runs on gigabit ethernet and 802.11b/g/n wireless. I've got a TRENDnet TEG-S80G switch to add more space and a Linksys EA-2700 to provide a wireless AP (this was the old router when we had comcast, but is still around because it has a superior wireless antenna).

    - My phone, Captain SyPhone of Squad Two, and my old iPod (niobium.calref.net.) sit on the network most of the time.

    - Neb has his phone and a tablet. I don't know what either of them are but they are very phone-like and tablet-like.

    - Iffy has a Wii.

    - tellurium also hosts a VPN that I use sometimes when I'm out and about on a cell network. There's also one on vanadium (the calref webhost).

  5. Here's the problem with this idea.

     

    For it to gain any use, you would need a lot of scenarios on this website. As BoA is effectively dead, that would mean uploading scenarios already written. For that, you'd need to get all those authors to create accounts, upload their scenario, and deal with all the ilk that comes with that. Barring that, you'd have to obtain permission from those authors to reupload their content. Seeing as how many of them are no longer around, good luck with that (and even if you did contact them, who's to say they'd be willing to let it get hosted on some random site, especially when there's already a central location where scenarios are hosted?). I for one wouldn't let my scenarios be hosted on some site for some random company to make ad dollars off of (as well as opening it up to loads of abuse, plagiarism, etc).

     

    And why the hell would you need a mod manager to install BoA scenarios? I could see it being reasonable if there were conflicts and dependencies, but that's not the case in Blades.

  6. nore spirit so maybe i dont have to bend over for the alien queen as much

     

     

     

    Bekora Tiquo Human Mechanic

    XP: 60 (Advancement 12)

    Wounds: 0

    Fatigue: 0

    Power Points: 10/10

     

    [spoileralt=Skills and Derivatives]

    Agility: d10

    Smarts: d10

    Spirit: d8

    Strength: d4

    Vigor: d4

     

    Investigation: d10

    Knowledge (Engineering): d10

    Knowledge (Geography): d8

    Notice: d8

    Repair: d10

    Riding: d10

    Shooting: d10

    Spellcasting: d10

    Streetwise: d6

     

    Parry: 2

    Toughness: 4

    Charisma: +0

    Pace: 6

     

    Arcane Background (Magic): 10 PP, 3 powers

    MacGyver: May improvise temporary gadgets

    Scholar: +2 to two different Knowledge skills

    Steady Hands: Ignore unstable platform penalty; Running penalty reduced to -1

    Gadgeteer: Once per session, can create Weird Science object from spare parts

    Machine Empathy: Can touch structure or mechanical device to get flash of insight into creator's intentions. +2 bonus to all Repair or Knowledge (Engineering) with device. Once per session, may hold a device and learn something about creator (draw card, Signs and Portents in Horror Companion)

    Ageless: All negative effects of Elderly nullified. No need to sleep, can make natural healing rolls (1 p/d), receive +2 Vigor rolls to hunger/thirst/env rolls.

    Remote Control: Target tool, machine or other artificial device within 2*Smarts and roll Repair; on success, you can operate it as if you were holding it, even if not in possession of tools normally needed to make it work. Complex devices may impose a penalty, if machine has a Smarts score it can make an opposed Smarts roll to resist. Can only cause a device to do things it was designed to do.

    Trademark Weapon - Giken Nomang: See Gear, below

     

    Elderly: Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts

    Loyal: Bekora tries to never betray or disappoint her friends

    Stubborn: Bekora always wants her way

    Parasited: Bekora is host to an Ammat-Xan parasite, and may have to roll Spirit to avoid Compulsions.

    [/spoileralt]

     

    [spoileralt=Gear]

    Horse

    Crowbar

    Hammer

    20 yards of rope

    Iron spikes (10)

    Shortbow

    Quiver

    Barbed arrows (19)

    Revolver Ammo (19)

    [spoileralt=Giken Nomang]Weird Science Artifact Revolver: 10PP - Effect: For 2PP per shot, Giken Nomand charges the bullet with electrical force, creating an arc between the target and the weapon. This causes +4 bonus electrical damage (+2AP versus metallic clothing or armour)

     

    A revolver, a long-lost artifact from ancient times. Giken Nomang has been faithfully restored and modified by the mechanic Bekora Tiquo of Eressos. All components of the six-shot weapon have been reblued and the grip has been replaced by wood carved from a branch of a Halitarn Noble Tree. Fine copper wires are inlaid elaborately throughout the device, winding around the barrel, throughout the receiver, and into the wood of the grip.

     

    Charged with the spirit of electricity, the gun tingles the hand of anyone touching it. This can be uncomfortable for people not experienced with electrical energy or magic in general. To someone not familiar with Giken Nomang, it operates just as a standard revolver. Only in the hands of an expert does it unleash its true power: As the shot is fired, the spirit within the revolver charges the bullet passing through the barrel with electrical force, and the result is spectacular.

     

    The copper tendrils covering the weapon flash a brilliant white-blue as the shot is fired. Its target will be struck simultaneously by lead and lightning, with arcing electricity linking the bullet back to the revolver's spirit.

     

    This weapon is not known for its subtlety.

    [/spoileralt]

    [/spoileralt]

     

    [spoileralt=Spells]

    [spoileralt=Chain Lightning (custom power, based loosely on Bolt)]

    Rank: Novice

    Power Points: 3

    Range: 12/24/48 (+special)

    Duration: Instant

    Trappings: Electrical arc

    An electric current originates from the caster and passes through a series of enemies. A normal success hits two targets, which must be within 4 units of each other; each raise adds another target, which must be within 4 units of the previous target. All targets take 2d6 damage, and Chain Lightning ignores up to 2 points of Armour.

    [/spoileralt]

    [spoileralt=Forcecage (based on Damage Field)]

    Rank: Seasoned

    Power Points: 4

    Range: Touch

    Duration: 3 (2 PP/round maintenance after duration expires)

    Trappings: Electrical field

    An electric field envelops the target, dealing 2d6 (2d8 with raise) damage (2 AP) to anyone who contacts them in close combat. If the target attacks unarmed, add Str+2d6 (Str+2d8 with raise) damage (2 AP). Target can also touch (+2 Fighting) to do 2d6/2d8 damage (2 AP). Grappled opponents take field damage every attacker's round. If target becomes very wet (as in heavy rain or having a bucket thrown on them) field will short out, disappear, and deal 2d6 (2d8 with raise) damage (2 AP) to target.

    [/spoileralt]

    [spoileralt=Summon Elemental (Summon Ally)]

    Rank: Novice

    Power Points: 3+

    Range: Smarts

    Duration: 3 (1 PP/round maintenance after duration expires)

    Trappings: Creates an elemental servant under the control of the caster.

    [spoileralt=Lightning Spirit (Seasoned-rank lightning elemental)]

    Attributes: Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d6

    Pace: 8, Parry: 7, Toughness: 5

    Skills: Fighting d8, Shooting d6

     

    Special Abilities

    Elemental: Having no discernible body parts, the lightning spirit normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison.

    Assault and Battery: The lightning spirit can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage with 1 point of armour piercing. Anything that strikes the spirit with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack.

    Capacitance: The lightning spirit is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken.

    Chain Lightning: With a successful Shooting roll, the lightning spirit can launch a ranged attack equivalent to the Chain Lightning spell.[/spoileralt]

    [spoileralt=Lightning Wisp (Novice Rank lightning elemental)]

    Attributes: Agility d12, Smarts d4, Spirit d8, Strength d4, Vigor d4

    Pace: 10, Parry: 6(+2), Toughness: 4

    Skills: Fighting d8

     

    Special Abilities

    Elemental: Having no discernible body parts, the lightning wisp normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison.

    Assault and Battery: The lightning wisp can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage. Anything that strikes the wisp with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack.

    Hover: The lightning wisp levitates several feet above surfaces and is therefore unaffected by most terrain. It can also hover across any gap that it can cover in a single turn's movement.

    Capacitance: The lightning wisp is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken.

    Small (Size -2): The lightning wisp is a pulsating orb that grows no more than one foot in diameter. All attacks against it suffer a -2 penalty, giving it an effective Parry of 8 against melee attacks and meaning that missile attacks must roll a 6 or better to hit at short range.

    [/spoileralt]

    [/spoileralt]

    [spoileralt=Charge (Smite, modified with increased range and PP cost)]

    Rank: Novice

    Power Points: 3 per target

    Range: Smarts

    Duration: 3 (1 PP/round maintenance after duration expires)

    Trappings: Charges a weapon with electricity

     

    Increases the target weapon's damage by +2, or +4 with a raise. May affect up to five targets.

    [/spoileralt]

    [/spoileralt]

     

     

  7. It was because jeff posted this tweet. Pretty much every single one of those 2,788 were viewing that single topic (there were actually a lot more than 2,788 total, but the forum just looks at 15-minute windows).

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