View unanswered posts | View active topics It is currently Sat Jun 23, 2018 2:21 pm



Reply to topic  [ 6 posts ] 
 Leethe (Ready for Review) 
Author Message
Diamond Patron
Diamond Patron
User avatar

Joined: Mon Dec 04, 2017 8:29 pm
Posts: 59
Reply with quote
nothing
1d12 (5)
1d12 (7)
1d12 (12)
1d20 (17)
1d20 (5)
1d20 (8)
1d20 (5)
4d6 (2, 6, 2, 4)
1d20 (12)
1d20 (7)
1d10 (8)
1d8 (3)
1d100 (46)

_________________
Leethe
Parry: 4, Toughness: Armor 11(5)
ISP: 40/40
    Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name:
  • ISP:
  • Skill:
  • Power:


Last edited by Leethe on Thu Dec 07, 2017 7:03 pm, edited 26 times in total.



Tue Nov 28, 2017 12:49 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Mon Dec 04, 2017 8:29 pm
Posts: 59
Reply with quote
Player Name: Michael Nolen
Google Handle: Michael Nolen
Leethe
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Antiverse Human
Iconic Framework: MARS Psi Operator
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d4
Charisma: 0; Pace: 6 Parry: 4; Toughness: 5; Toughness with Armor: 11(5) ;Strain[/b]: 0
Skills:
  • Driving(Agility): d8 +2
  • Fighting(Agility): d6
  • Investigation(Smarts): d6
  • Knowledge: Common(Smarts): d10-4 (due to Amnesia)
  • Knowledge: Battle(Smarts):d8
  • Knowledge: Computers(Smarts): d6
  • Knowledge: Electronics(Smarts): d8
  • Knowledge: Language(Smarts): d8 (American)
  • Notice(Smarts): d6
  • Persuasion(Spirit): d10
  • Piloting(Agility): d6 +2
  • Psionics(Smarts): d10
  • Repair(Smarts): d10 +2 (additional +1 for electronics)
  • Streetwise(Smarts): d6
  • Survival(Smarts): d4

Edges
  • Edge(Racial): Adaptable: Ace: +2 to Boating, Driving, Piloting; may make Soak rolls for vehicles at -2
  • Edge(Racial): Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Edge(Iconic Framework): Arcane Background (Psionics)
  • Edge(Iconic Framework): Mr. Fix It (Psionics): Trappings listed under Psionic Powers
  • Edge(Iconic Framework): Gadgeteer (Psionics): Trappings listed under Psionic Powers
  • Edge(Hero's Journey): Major Psionic: Greater control over psionics, doubling base ISP from Iconic Framework. Also will double ISP from Power Point Edge. Also see Psionic Powers
  • Edge(Hero's Journey): Command: +1 to troops recovering from being Shaken.
  • Edge(Fortune & Glory):Brawny Edge: Toughness +1; load limit is 8 x STR
  • Edge(Advance): Master Psionic: Upon taking this Edge, the character gains the Mega Power options for all the powers she knows. Each time she takes a New Power Edge, she gains both the power and its Mega Power version.
  • Edge(Advance): Telemechanics: This master psionic ability permits the psi to directly connect to and interface with machines. vehicle, computers and electronic devices.

Hindrances
  • Hindrance (Racial): Distinctive D-Bee: -4 to dealings with people belonging to Coalition.
  • Hindrance (Major): Amnesia: -4 to common knowledge checks and the RP of not knowing who you are
  • Hindrance (Minor): Phobia(Flying): Due to her phobia whenever she is flying, she is -2 to all her Trait tests.
  • Hindrance (Minor): Wanted(Federation of Magic): She is wanted by the Federation of Magic for parking her ship in their territory. Well crashing her ship is more like it.

_________________
Leethe
Parry: 4, Toughness: Armor 11(5)
ISP: 40/40
    Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name:
  • ISP:
  • Skill:
  • Power:


Last edited by Leethe on Tue Apr 03, 2018 4:00 pm, edited 60 times in total.



Tue Nov 28, 2017 12:49 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Mon Dec 04, 2017 8:29 pm
Posts: 59
Reply with quote
Golden Bennies: 0/1
  • +1 Lose of Loved one, November 23, 2017
  • +1 Christmas 2017
  • +1 Birthday, Feb 3, 2018
  • -2 Q1 end
  • -1 used on 6/19/18 for persuasion roll at Macs.
  • notes from Rob: For the golden Benny I would reimburse the bennies used and give not only the maximum value for whichever vehicle sold. But I would add a +2 Charisma for all future 99 deals with Mac.

Bennies: 2/3
    OLD
  • Q4 2017
    • -1 Benny for Extra Effort to wake up
    • -1 Benny for Extra Effort to Knowledge(Battle)
    • +1 Benny(carry over) for Nightmare
  • Q1 2018
    • -1 Benny for extra effort against Sentinel in Uninvited Guests
    • -1 Benny for extra effort against Sentinel in Uninvited Guests
  • Q2 2018
    • +1 Benny from last Quarter for Narative
  • +1 Benny for Psionic failure description
  • -1 Benny to unshake from Brain Burn
  • -1 Benny for Persuasion roll with Refugees.
  • -1 Benny for Extra Effort, a race for safety.
  • -1 Benny for Persuasion roll at Macs.
  • +1 Benny to reimburse the last one due to Golden Benny used.
ISP: 40/40
Recover: 1 ISP per hour
Adventure Card:


Trappings: Her psionics appear as a Lime Green Energy. As if they are inverted to the purple color that psionics normally appear as.
Brainburn[Power Drawback]
  • Effect: When a psionic character rolls a 1 on his psionics die (regardless of his Wild Die). he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that cause him to be shaken along with all allies in a Large Burst Template who fail a spirit roll. This can cause a wound.

Mr. Fix it(Mr. Fix It; 0 I.S.P.)[Novice]
  • Range: Touch
  • Duration: Special
  • Effect: The psionic adds +2 to repair rolls, with a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.

Gadgeteer(Gadgeteer; 20 I.S.P.)[Novice]
  • Range: Touch
  • Duration: Until Device ISP is used up.
  • Trappings:
  • Effect: Once per session, she is able to create a jury-rigged device that has one of her powers. It uses half of her ISP which becomes invested into the device for it's use. The device burns out when it's pool of ISP is gone or the session ends. The Psi Operator most have access to parts and a reasonable amount of time (GM's call, but at least 1d20 minutes) to create the device. These devices use the Psionics skill to active unless there is a specific skill associated with the device, such as Driving, Fighting, or Shooting. She can share the device but if a skill test is required, they must have the skill required by the device or make a Spirit Roll with a -2 modifier.

Enhance Psionic Skill(Enhance Psionic Skill; 2 or 4 I.S.P.)[Seasoned]
  • Range: Self
  • Duration: Instant
  • Trappings:
  • Effect: Spend 2 ISP when rolling her Psionics Skill to gain +1 to the roll, or 4 ISP for +2.
    While on a ley line, all these bonus are doubled in effect.
    This ability does not require a Trait test to use.

Enhance Psionic Range(Enhance Psionic Range; 1 or 2 I.S.P.)[Seasoned]
  • Range: Self
  • Duration: Instant
  • Trappings:
  • Effect: Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range x10. This ability does not affect powers that have Range of Self or Touch.
    While on a ley line, all these bonus are doubled in effect.
    This ability does not require a Trait test to use.

Armor(Armor; 2 I.S.P.)[Novice]
  • Range: Touch
  • Duration: 3 (1/round)
  • Trappings:
  • Effect: Armor creates a field of psionic protection around a character effectively giving the target Armor. Success grants 4 points of Armor.

Greater Armor(Greater Armor; 5 I.S.P.)[Mega]
  • Range: Touch
  • Duration: 3 (1/round)
  • Trappings:
  • Effect: Success grants +5 M.D.C. Armor, a raise grants +10 M.D.C. Armor.

Blast(Blast; 2 - 6 I.S.P.)[Seasoned]
  • Range: 24/48/96
  • Duration: Instant
  • Trappings:
  • Effect: Blast is an area effect power tat can put down many opponents at once. The caster first picks where she wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply.
    The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile.
    Targets within the blast suffer 2d6 damage. Blast inflicts Mega Damage..
    Additional Effects: For douple the Power Points, the blast does 3D6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.

Omega Alpha Revelation(Greater Blast; +4 I.S.P.)[Mega]
  • Range: 32/72/144
  • Duration: Instant
  • Trappings: Using a staff, polearm or weapon, she calls out the attack name as a ball of lime green energy forms at the tip of the weapon. She then swings the weapon to throw the ball of energy at the target.
  • Effect: By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast inflicts Mega Damage like the base power.

Detect/Conceal Arcana(Detect/Conceal Arcana; 2 I.S.P.)[Novice]

  • Range: Sight
  • Duration: 3 (1/round) or 1 hour (1/hour)
  • Trappings:
  • Effect: Detect/Conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
    The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer. 1 hour with a maintenance cost of 1 per hour. When used this way, those who wish to see through the ruse with detect arcana use their arcana skill roll as an opposed roll against the concealer's skill. (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.

Exalted Detect/Conceal Arcana(Exalted Detect/Conceal Arcana; 4 I.S.P.)[Mega]
  • Range: Sight
  • Duration: 3 (1/round) or 1 hour (1/hour)
  • Trappings:
  • Effect: This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcana skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
    • What kind of magic is at work.
    • Currently active powers.
    • General type of supernatural creature (vampire, werework, dragon, ect.)
    • Any enchantments present on an item.
    • How much PPE or ISP a target possesses.
    • Other information the GM thinks appropriate.
    When used on a supernatural creature, a raise on the arcana skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerablity. The power might reveal a ghost must be laid to rest by find an object important to it in life but not exactly what that objest is or where it is located.
    There is a drawback, however. Using exalted conceal arcana means the caster is -2(or -4 with a raise) to be seen or found with clairvoyance or divination.

Telemachanics(Telepathy for Machines; 2 I.S.P.)[Seasoned]
  • Range: One mile
  • Duration: 3 (1/round)
  • Trappings:
  • Effect: When activating Telepathy, instead of using the normal power effects, she can choose to gain +4 to all checks involving computers and electronics. including Investigation check to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks.
    The psi also has the benefit of the Ace Edge wen interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.

Telepathy(Telepathy; 2 I.S.P.)[Novice]
  • Range: One Mile
  • Duration: 3 (1/round)
  • Trappings:
  • Effect: Telepath is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target's Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
    If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion their roll suffers a -4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
    Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.

Exalted Telepathy(Exalted Telepathy; 4 I.S.P.)[Mega]
  • Range: Special
  • Duration: 3 (1/round)
  • Trappings:
  • Effect: This Mega Power version of telepathy allows the user to reach any ally's mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at -2, while other rolls are at -4.
    Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind with a mile radius. Alternately, she can connect up to her smarts die, currently 10, in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a -2 penalty on any other Trait rolls while she maintains it.

Smite(Smite; 2 I.S.P.)[Novice]
  • Range: Touch
  • Duration: 3 (1/round)
  • Trappings:
  • Effect: This power is cast on a weapon of some sort. If it's a ranged weapon, it affects one entire magazie, 20 bolts, shells, or arrows. Or one full “load” of aamunition. While the spell is in effect, the weapon's damage is increased by +2 or +4 with a raise.
    Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

Greater Smite(Greater Smite; 4 I.S.P.)[Mega]
  • Range: Touch
  • Duration: 3 (1/round)
  • Trappings:
  • Effect: This Mega Power of smite cnfers two effects:
    • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, ect.

_________________
Leethe
Parry: 4, Toughness: Armor 11(5)
ISP: 40/40
    Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name:
  • ISP:
  • Skill:
  • Power:


Last edited by Leethe on Tue Jun 19, 2018 6:35 am, edited 34 times in total.



Tue Nov 28, 2017 12:49 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Mon Dec 04, 2017 8:29 pm
Posts: 59
Reply with quote
Gear
  • Huntsman Lightweight Personal Armor
    • Toughness: +1
    • Armor: +5
    • Environmental: No
    • Strength minimum: d6
  • Vibro-Knife
    • Range: Melee
    • Damage: STR+d6
    • Mega Damage
    • AP: 4
    • Weight: 2
  • Vibro-Glaive
    • Range: Melee with Reach 1
    • DMG: STR+d12+1
    • Mega Damage
    • AP: 4
    • Notes: Reach 1, Requires 2 Hands, (full Cost: 18,000 credits)
    • Weight: 20
  • NG-S2 Survival Pack
    • two person tent, insulated
    • sleeping bag, insulated
    • flashlight with concealed pocket knife. Solar recharged built-in
    • Biometric compass/inertial mapper, mirrored back.
    • short-range radio, 5 mile range
    • first aid kit, 3/3 uses (+1 to healing)
    • hunter kit (+1 to survival for gathering food)
    • 3 saw wires
    • Solar-powered fire starter with 7 flints
    • Survival Knife
    • Small Hatchet
    • Wooden Cross
    • 4 Signal Flares
    • Climbing Kit
      • 30 feet of lightweight code
      • climbing gloves
      • 4 ceramic spikes
      • small mallet
    • Bar of Soap
    • sterilized cloth
    • canteen
    • 14 days of survival rations in sealed pouches.


Credits: 5,600

Contacts

_________________
Leethe
Parry: 4, Toughness: Armor 11(5)
ISP: 40/40
    Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name:
  • ISP:
  • Skill:
  • Power:


Last edited by Leethe on Thu Jan 04, 2018 8:03 pm, edited 10 times in total.



Tue Nov 28, 2017 12:50 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Mon Dec 04, 2017 8:29 pm
Posts: 59
Reply with quote
Advances

Please list all Edges and Advances taken for your character here
Racial
  • Adaptable: As humans from another reality, they still have great variation among their people and cultures. Characters start with a free Novice Edge of their choice (and must meet all the Edge's Requirements).(+2)
  • Low Light Vision: The being ignores penalties for bad lighting in all but pitch darkness. (+1)
  • Distinctive D-Bee: Anti Universe humans eyes have black sclera and appear abnormal, the whites of their eyes are black. Due to their inhuman look, they are an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a -4 Charisma when dealing with Coalition soldiers, officials, and most citizens. This can be hidden by sunglasses (-1)
Iconic Framework
  • Arcane Background(Psionics)
  • Psionics Skill (d6)
    • Telepathy
    • Blast
    • Armor
  • Repair (d8)
  • Mr Fix it
  • Gadgeteer

Hero’s Journey
  • Psionic Table
    • Roll result: 5
    • +10 ISP
  • Education Table
    • Roll result: 8
    • d8 in Knownledge (Electronics) and +1 to Repair skill rolls dealing with Electronic Machinery
  • Psionic Table
    • Roll result: 5
    • +10 ISP


MARS Fortune & Glory
Fortune and Glory
  • 1st Roll
    • Roll result: 5
    • Description: Smart and Learned: Add one die type to Smarts and begins with a d6 in any three Smarts-Linked Skills.
      • Investigation
      • Notice
      • Streetwise
  • 2nd Roll
    • Roll result: 7
    • Description: Strong and Powerful: Add one die type to Strength and begins with the Brawny Edge.
  • 3rd Roll
    • Roll result: 12
    • Description: Choose your fate: Select any other result on the this table, or gain two rolls on the Hero's Journey tables of your choice.
      • Hero's Journey Roll: Training Table #7: Professional Edge: Major Psionic
      • Hero's Journey Roll: Education Table #12: War, war never changes. d8 in Knowledge(Battle) and Command Edge

    Attributes
    • Agility: Initial:d4 +2 die type (d8)
    • Smarts: Initial: d6 + 2 die type (d10)
    • Spirit: Initial: d4 + 1 die type (d6)
    • Strength: Initial: d6
    • Vigor: Initial:d4

    Initial Skills
    • Boating(Agility):
    • Climbing(Strength):
    • Driving(Agility): +3 die type (d8)
    • Fighting(Agility): + 2 die type (d6)
    • Gambling(Smarts):
    • Healing(Smarts):
    • Intimidation(Spirit):
    • Investigation(Smarts): initial: d6
    • Knowledge: Arcana(Smarts):
    • Knowledge: Astrogation(Smarts):
    • Knowledge: Battle(Smarts): initial: d8
    • Knowledge: Computers(Smarts): +2 die type (d6)
    • Knowledge: Cybernetics(Smarts):
    • Knowledge: Electronics(Smarts): initial: d8
    • Knowledge: Engineering(Smarts):
    • Knowledge: History(Smarts):
    • Knowledge: Medicine(Smarts):
    • Knowledge: Politics(Smarts):
    • Knowledge: Science(Smarts):
    • Knowledge: Language(Smarts): d8
    • Lock picking(Agility):
    • Notice(Smarts): initial: d6
    • Persuasion(Spirit): +3 die type (d8)
    • Piloting(Agility): +2 die type (d6)
    • Psionics(Spirit): initial: d6 +1 die type (d8)
    • Repair(Smarts): initial: d8 +1 die type (d10)
    • Riding(Agility):
    • Shooting(Agility):
    • Stealth(Agility):
    • Streetwise(Smarts): initial: d6
    • Survival(Smarts): + 1 die type (d4)
    • Swimming(Agility):
    • Taunt(Smarts):
    • Throwing(Agility):
    • Tracking(Smarts):

    Hindrances
    • Major: Amnesia
    • Minor: Phobia: Flying
    • Minor: Wanted: Group that captured the ship.

    Advances
    • Racial Edges: Adaptable granting Ace Edge
    • (0 XP) Initial Advances: (From Hindrances): Spirit +1 die type, New Power Edge: Smite
    • (5 XP) Novice 1 Advance: Spirit +1 die type
    • (10XP) Novice 2 Advance: New Power Edge: Detect/Conceal Arcana
    • (15XP) Novice 3 Advance: Psionic Skill +1 die type, Persuasion Skill + 1 die type.
    • (20XP) Seasoned 1 Advance: Master Psionic
    • (25XP) Seasoned 2 Advance: Telemechanics
    • (30XP) Seasoned 3 Advance:
    • (35XP) Seasoned 4 Advance:
    • (40XP) Veteran 1 Advance:
    • (45XP) Veteran 2 Advance:
    • (50XP) Veteran 3 Advance:
    • (55XP) Veteran 4 Advance:
    • (60XP) Heroic 1 Advance:
    • (65XP) Heroic 2 Advance:
    • (70XP) Heroic 3 Advance:
    • (75XP) Heroic 4 Advance:
    • (80XP) Legendary 1 Advance:
    • (85XP) Legendary 2 Advance:
    • (90XP) Legendary 3 Advance:
    • (95XP) Legendary 4 Advance:

Starting NG-33 and 500 credits exchanged for Vibro-Knife

_________________
Leethe
Parry: 4, Toughness: Armor 11(5)
ISP: 40/40
    Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name:
  • ISP:
  • Skill:
  • Power:


Last edited by Leethe on Tue Jun 12, 2018 10:58 am, edited 36 times in total.



Tue Nov 28, 2017 12:50 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Mon Dec 04, 2017 8:29 pm
Posts: 59
Reply with quote
Background


The universe was an alternate reality to our own. In this reality, the nothingness was filled with light and stars radiate darkness. This universe is the antiverse. In the Sol system, civilization had developed on all the planets and the moon. The planets were known by their greek named. Collectively they were known as the Celestial Kingdoms. These kingdoms were ruled by princesses who were possessed by divine spirits. The divine spirits would select a youth from their planet and merge with them, granting them great powers. But remember, this is an antiverse, so these divine spirits were evil. The princesses of the Celestial Kingdom become family and take on a family name, Tsukikageno, or Moonlight. They bond as sisters. Each of the princesses had an artifact that allowed them to change into a battle form of great power. The people of Terra, however, did not like the rule of the Evil Celestial Kingdom and a great war was started that lasted for a millennium.

During the war, a new princess was needed on the planet Kronos. A young girl was selected and the ceremony was held for her merging. The girl's name was Seiko. She became Tsukikageno Seiko, with her name meaning Force of the Moonlight. The divine spirit of Kronos was not evil like the others and she did not want to do evil acts like the other princesses. She let Seiko's personality remain, normally it is altered to the liking of the possessing spirt. She however had to fall in line and follow the orders she was given.

Seiko became very interested in technology and advanced the development of her world greatly in this regard. She created a means to travel to other realities. She kept this secret at first as she journeyed to other worlds. However, the divine spirit of Kronos could not go with her, yet it was still linked to her. Traversing through the gate altered those who go through it so they will not cause harm to the other reality, because antimatter and matter mix together so well in an explosion. She learned a great many things during these adventures and on return found that it was like as if time had not passed in her home reality.

On her last adventure, she went to a world that was a prison dimension. When she arrived on this world, she was found by a group known as The Black Company. The black company was a group of black mercenaries that fought in the wars(1). They rescued her and brought her to the main city. She joined a group of newly arrived adventures and they spent quite a bit of time exploring and adventuring in this world. There was no way to open a gate back. At some point, she revealed her powers as a magical girl to fend off an attack from the undead at a remote base. They had found a mysterious girl at the remote base and brought her back to the main city. She became a friend to the girl. Later after they had returned to the main city, there was a massive attack by the Undead King on the city. During this attack, she was killed. The mysterious girl turned out to be a great being on that world that had power to control the seal gateways. The girl saw that Seiko's spirit was connected to the outside and longed to return there. The girl opened up the gates briefly to let her spirit return to her true self. Another spirit was also taken with her to her home reality. However her artifact was lost to that world. On return to her reality, she was again with physical form. She devised a plan to free her sisters of the evil spirits within them. She altered her gate so it would extract the divine spirit essence when they went through it. She invited them to go on an adventure to see other realities. As each went through, the gate extracted the essence from them and they were no longer connected to the spirits. They did not know what had been done.

In this new world however, being free of the influences of the evil divine spirits, things did not go as expected. They still had power using their artifacts to transform themselves. Many of them started developing weird quirks(2). They found that their alternate versions of themselves also existed in this reality they went to. They were vastly different in personality then their normal universe selves. Seiko started developing psionic abilities here. A handful of powers and the ability to use her psionics to enhance repairs and build gadgets. She worked on building a massive complex spaceship so they could travel to other realities and explore them. The ship also was designed to break into many smaller ships so each of her sisters could go where they wanted too. The smaller ships were capable of transferring to other realities but would have to recharge for a long time to do it again.

Meanwhile in the home reality. With the Princesses gone, the war was not fairing well. In fact the Celestial Kingdoms were outright losing. The spirit that returned with her from the prison world had also reincarnated. He joined forces with the Terra Kingdom and helped them in their war against the Celestial Kingdom. He knew there was an exit portal and he wanted to escape this reality. Kronos needed to act. She came up with a plan that Seiko didn't know of. She used the extracted essence of the divine spirts to advance herself to a higher level of power. Seiko immediately felt the change as Kronos became a goddess. But Seiko's connection with her did not make her an avatar of Kronos. Perhaps if she were to return to the anti universe, she would become fully empowered.

Unfortunately, at this point, it was far too late. The Terra Kingdom was making their final assault. The new goddess tried to defend herself and made a mistake that killed most of the people in the universe. The assault team escaped through her gate. The gate lead to another gate on the ship Seiko had built. This was quite a shock as their enemies showed up on the ship. Some of Seiko's sisters were already off exploring on their own but the rest were on the ship. Those that were left split up and fled in their personal ships. With her sisters escape, Seiko set the main ship to self destruct and escaped in a her personal ship, engaging the drive to travel to another universes. A few of the attackers managed to secured some of the personal ships that were left and went after the princesses. Those that remained on the main ship died when it exploded.

Due to the devastation she unleased, Kronos was the only one left in the antiverse. She had made the mistake of killing everything in the antiverse in her awakening to power. In order to restore the anti universe, she needed her lost artifact. Using her new found powers, she created many avatars to go out to other worlds and find the world the artifact was lost in.

Seiko with her space ship transferred to another universe. But that did not go so well as she arrived in the universe of Rifts Earth. The automated defense around earth knocked her ship out of the sky and she crash landed. Not taking the crash well, she has lost her memories and gained amnesia. The ship crashed in what was northwest Tennessee, inside the magic zone. The Federation of Magic were the first to arrive on the scene and secured the area. Capturing both the ship and Seiko. Seiko didn't know who she was and was resisting them. The ships AI put itself in lock down as well, preventing access to it. The second group to arrive on the scene however was The Black Company.(3) They rescued Seiko and returned her to Castle Refuge.

While at Castle Refuge, she was given a list of names to pick from. The list was on a computer and she discovered her telemechinics ability while looking at it. She realized the names were synonyms of amnesia and looked through the computer data to find other. She found and picked Lethe [ˈlēTHē] because its meaning the Lethe flowed around the cave of Hypnos and through the Underworld, where all those who drank from it experienced complete forgetfulness. Lethe was also the name of the Greek spirit of forgetfulness and oblivion, with whom the river was often identified. However, to make sure it is pronounced correctly, she spells it as Leethe, which would also allow it to be shorted to Lee.

EDIT (12/7/2017) Additional post approval information as established in her first post.

based on her introduction, she has been at Castle Refuge for some time and there is need to establish her known starting point as of now.
I am thinking that due to her amnesia, the Tomorrow Legion has put her through some evaluation testing to probe out what she can do.

The Tomorrow Legion did physical, magical and psyche examination on her. They also preformed skill and ability evaluation based on those examinations.

Physical Examination
  • The legion knows that her reaction abilities during the night or darkness seem to not be as impaired as other people.

Magical Examination
  • The legion knows she is a powerful psionic, as part of her physical and magical examinations would have included someone probing out these things with exalted detect arcana.

Psyche Examination
  • She has been given a full psyche evaluation to make sure she won't crack under pressure or in battle. In fact they found she seems to be good at persuasion and has a commanding presence about her. She seems to be instinctively familiar with battle.
  • Her phobia of flying is as yet unknown, and is related to the crash.

Skill Evaluation
  • She has proven to be a skilled pilot and driver due her skills and ace edge.
  • Skill evaluation has also shown she has skills to fix things, it is also noted that her psionics come into play in this area.
  • She has zero training with guns and seems to oppose them.
  • Melee weapons on the other hand, she did show some talent with. Her preferred weapon seems to be polearms. Or more specifically she seems drawn to Glaives. She has jury rigged a Vibro Knife into a halberd.

Power Evaluation
  • Her first discovered psionic ability was her telemechanics power. To note, her spaceship was controlled via this power.
  • Quickly afterwards she discovered her telepathy power, due to the fact that the telemechanics is actually telepathy used to talk to machine.
  • Through power evaluations, she has also discovered her detect arcana abilities. With the discovery that power, they have also worked to train her in the conceal side of the power as well.
  • Knowing that she is master psionic, due to her telemechanics ability, they have worked to train her with her abilities to enhance her psionics.
  • She has not discovered her gadgeteer ability but it will likely quickly come into play when she needs to jury-rig a device.
  • Her armor power has not been discovered yet. This power is related to her battle form and may have a weird trapping.
  • Her blast power has not been discovered yet. This power is related to her battle form.
  • Her smite power has not been discovered yet. This power is partially related to her battle form.

Note: Need to explore a trapping for her magical girl form. perhaps retrapping Holy Presence from Mystic to be a magical girl transformation. on her armor power.

Update from 12/27/2018 The Nightmare
Quote:
Leethe is in a deep sleep and having a nightmare. She is speaking out in her sleep.

The girl is looking around for a place to hide. They will catch up to her soon but there are no places to hide on this alien crystalline like world. She hears a load shriek and looks towards the direction for a second. They are coming.

She starts running away from the noise as fast as she can. Everything will be lost if the catch her. They already got all the others. She sees a flash of light ahead of her. Leethe calls out in her sleep, "Not good, not good." The girl thinks this as she changes her heading. One if them is in front of her. She hopes that one doesn't know about her yet. She might still have a chance. If only she can get back to the ship.

Unfortunately the heading change was a bad call as she runs into one of her former companions. The girl she runs into has been turned into a machine, their skin turned into metal, like a skin tight outfit. Their hair is also metal fibers, a material matching the color their hair used to be. She spots the girl and holds up her hand. A sliver tear dropped shaped device appears in it.

Leethe called out in her sleep, "Oh shoot, not good at all. I may be done for now." as the girl thinks this.

The machine girl points the tear at the girl and it shoots at her. The girl does her best to evade it but as it closes, a wire shoots out of it, striking her.

The point of the wire striking the girl in the dream combine with yelling and fighting going on in the real world, Leethe wakes up in sweats and is currently shaken. Left confused from both the nightmare and the events in the real world.


Update from March 28th, 2018 "The Voice"
Quote:
Leethe sits back in the APC, for the purpose of keeping it ready if it needs to move in. However something has distracted her greatly.

Leethe hears a voice whisper to her. "You should shoot something with those powerful vehicle weapons. Maybe that giant fuel truck?"

Leethe responds, "What? There are hostages...."

The voice continues to whisper to her, "No need to sort the hostages from the bandits if they are all corpses."

Leethe says, "But we're here to save them not kill them." Leethe looks around her for where the voice is coming from but sees nothing.

The voice, "You're not going to find me there."

Leethe, "Where are you? Who are you?"

The voice just laughs and fades away.




Footnotes
(1) I believe the GM of this adventure had pulled some of the world out of The Black Company novels by Glen Cook. But it was also an original world as well.
(2) I'm not going to go into detail of what those quirks are.
(3) There has to be some level of cosmic irony going on here.



Race
Antiverse Human

This race are humans from an alternate reality. A universe made of anti-matter, they are the opposite of our understanding. In order to come to the normal universe, they passed through a gate that converted them be compatible with the normal universe. So no, they won't explode by touching something. The process however still left them with a distinctive trait. That being the sclera or whites of their eyes are black in color. This makes them noticeably a d-bee and as such are an enemy to the Coalition. But it can also be easily hidden with sunglasses, a visor and helmet. This trait to their eyes allows them to see in low light conditions. They people and cultures of the antiverse humans are still greatly varied and as such they are adaptable.



Description
Her name is Seiko. She appears to be a 17 year old human female. She stands around the height of 5 foot, 4 inches tall with a petite build. Her eyes are the color of amethyst but also appear odd due to her irises being black in color. Her hair is the color of silver, cut just above the shoulders as it hangs evenly. Shadows appear oddly as they cast about her, the nature of her being altering the light. She appear lighter then they should be. Her race can not die of old age due to a regenerative ability granted to them by the gate when they left their universe. Due to the fact that in her universe, there was light everywhere and the stars emitted darkness, her race can see in darkness and has some trouble seeing in bright light. bright light would be like total darkness to them.

The following was the outfit she was wearing when she arrived.

She wears an outfit that appears to be made of silver. She wears mismatched tall boots, the right extends to her upper thigh and the left only extends to just above her knee. She wears a form fitting dress. The dress didn't cover her shoulders and the skirt was angled, hanging lower on the left side. She wears long gloves that extend to her upper arm. She wears a belt of many discs that are connected to each other, with a larger disc as the buckle, engraved with a moon on it. On her left arm, she wears a gladiator bracer and a heavy armor plate is attached to the glove at top as well. She wears a long wrapped scarf around her neck.



Spaceship
Include for Plot Purposes only
She was on a space ship that teleported from another reality into earth orbit. The killer satellite screen around earth engaged and assault the ship. The ship crash landed on earth. It landed in the pre-rifts area known as North West Tennessee. The ship was captured by the Federation of Magic as was the pilot. The ship is not usable currently and needs repaired. It may not be repairable with the technology level on earth.

Type: Small Starship
Size: 6
ACC/TS: 35/550
Climb: 3
Toughness: 20(5)
Mods: 20+9 (1 point left)
Crew: 1+8
Hanger: 8 points of vehicles
Energy: 25

Modifications
Speed Reduction: 3 (0)
Artificial Intelligence: 1 (0)
Atmospheric: 1 (3)
Crew Space: 2 (2)
Dimension Drive: 1 (6)
Deflector Screens: 1 (2)
FTL Drive: 1 (3)
Hanger: 1 (4)
Passenger Pod: 3 (3)
Sensor Suite, Galactic: 1 (2)
Sensor Suite, Planetary: 1 (1)
Shields: 1 (3)
Targeting System: 1 (1)
Dual Linked Fixed Light Lasers: 2 (1)

_________________
Leethe
Parry: 4, Toughness: Armor 11(5)
ISP: 40/40
    Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name:
  • ISP:
  • Skill:
  • Power:


Last edited by Leethe on Thu Dec 07, 2017 7:02 pm, edited 8 times in total.



Tue Nov 28, 2017 1:11 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 6 posts ] 

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group Color scheme created with Colorize It.
Designed by ST Software.