Alex of Silver Bluff (MARS PA Weird Science)

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Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Alex of Silver Bluff (MARS PA Weird Science)

Post by Alex »

POWER ARMOR SOLDIER This combat specialist wears a suit of exceptionally powerful combat armor.

Framework Benifits:
  • Begin with the Power Armor Jock Edge.
  • Select any one suit of Power Armor: Super Trooper PA
  • Choose the starting gear allotment for the Combat Cyborg, Crazy, or Juicer. Select any one additional weapon from the Ranged Personal Weapons section. Combat Cyborg!
    • NG-56 Light Ion Pistol, Mini Rail Gun, Chain Greatsword, 1d4 × 1,000 credits.
  • Personal Range Weapon of Choice: WI-GL20 Automatic.
F and G rolls: [dice]0[/dice]
(5)Die raise in smarts and 3-smarts linked skills at a d6
(6 to a 5)Die raise in smarts and 3-smart linked skills at a d6
Charismatic and I know a guy

HJ rolls:
Training [dice]1[/dice]
  • After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Training [dice]3[/dice]
  • Part of your character's extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval.
Experience and wisdom [dice]2[/dice]
  • Your hero knows how to make the most of second chances. He has Elan.
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: Alex of Silver Bluff ( MARS PA Weird Science)

Post by Alex »

Player Name: jon
Google Handle: Jonneeper@gmail.com
[Character Name Alex of Silver Bluff
Rank: seasoned Experience: 39 Advances Left:
Race: HUMAN
Iconic Framework: MARS PA
Attributes: Agility d10(2, 1 advance), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8( [d10](1, 1 advance)+[2]
Charisma: 2; Pace: 10; Parry: 6 (½ Fighting +2); Toughness: 20(10)[1](½ Vigor+2 plus armor); Strain: 0; PPE 25
Skills: 15+5 combat, 6 smart related at d6
  • Weird Science d10(d6 free, 2pt)
  • Repair d6->d8(d6 free, 1pt)
  • kn Electronics d6->d10+2(d6 free, 2pt)
  • Shooting d10(3pt free, 2pt)
  • Fighting d8(2pt free, 1pt)
  • Notice d6(d6 free)
  • throwing d6(2)
  • Climbing d4+{4}(1)
  • Stealth d4(1)
  • kn Arcana d8+2(d6 free, 1)
  • Persuasion d6+2 (2)
  • Streetwise d6+2(d6 free)
Hindrances
  • Hindrance (Major): Heroic The 13th showed him how to do it right.
  • Hindrance (Minor): Greedy Jitters taught him how to keep what is given to you because you never know if it is worth 1.3 million credits.
  • Hindrance (Minor): Loyal What can I say Max showed Alex you never abandon a friend in need.
Edges
  • PA Jock(MARS): Trained at the legion by staff sarg Michael Seely.
  • Charismatic(IF): Who does not like the young kid? Some say his enthusiasm is infectious
  • I know a guy(IF): Pretty much most folks know about the legendary 13th SET, if Alex drops their name odds are he can find someone who thinks by helping the kid they are returning a favor owed to the 13th. They are not that far off.
  • Master of Magic(HJ): He has an innate understanding of the higher prinicples of magic
  • Elan(HJ): When Alex does anything he does it with his heart!
  • AB Weird Science (Hindrance, Blast): The kid likes to tinker and improve his power armor.
  • New Power(Hindrence): Dispel “Repulsor of Magic” uses shooting.Bult into the chest of his Power armor is repulsor beam that eats magic for breakfast. Uses Shooting.
  • New Power (Human): Detect/Conceal Arcana: “Arcane Radar” uses kn electronics
  • New Power(5xp): Smite, “ElectroCharged Grenade Launcher” uses shooting
  • More PPTS(10xp): +5 PPE
  • Rock and Roll(20xp): brief description
  • Scholar: When it comes to the arcane and electronics he is your man! +2 with kn arcana and electronics.
  • From Starfire braceletfearless: +2 to fear checks
    [*]From Talisman of MardukBattle Hardened: +2 to soak rolls
    [*]More PPTs: +5 PPE
Powers:
  • Blast (Hydro-Kinetic Shoulder Mounted Blast Cannon) PPTs: 2-6, Range:24/48/96, Duration Instant
    • Description: A shoulder mounted cannon launches a huge blast of water crushing all in the area and soaking the ground. Uses the shooting skill
    • Mechanics: Blast is an area effect power that can put down many opponents at once. The caster first picks where he 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 counts as a Heavy Weapon.
      • ► Additional Effects: For double 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.
      • Mega Version Name:(All Dials In The Red) PPTs:+4, Range:26/72/144, Duration: Instant
        • Description: Alex turns off all the power saftey regulators jacking up the force, and sheer amount of water that blasts out of this cannon. Pretty much the only way to get any more juice out of this hydro cannon is by having it standing next to and hooked up to a dedicated water source, just be prepared to watch this cannon drain it dry. Uses shooting skill.
        • Mechanics: 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.
  • Dispel (Arcane Dispersal Beam) PPTs: 3, Range: Smarts, Duration: Instant
    • Description: Built directly into the chest of the Super Trooper suit, this repulsor fires a concentrated energy beam that distrupts and destroys anything arcane or psionic. Uses shooting skill.
    • Mechanics: Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon's breath or a banshee's scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise. Dispel can be used on a power already in effect or to counter an enemy power as it's being used. The latter requires the countering mage to be on Hold and interrupt his foe's action as usual. In either case, dispelling the opponent's power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).
      • Mega Version Name:(Supernatural Annilating Beam) PPTs:6, Range:smartsx2, Duration: instant (1d6 Minutes)
        • Description: Alex flips the switch sending the chest beam repulsor into overdrrive. The mega beam strikes the arcane with the force of a nova and can sometimes rebound the reverse effect back onto the origional caster. Uses shooting skill.
        • Mechanics: This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power.
  • Detect/Conceal (Arcane Radar or Jammer) PPTs: 2, Range: Sight, Duration: 3 rounds (1/round), or 1 hour (1/hour)
    • Description: The sensor suite on the Super Trooper has been modified to detect Arcane signatures. He can also use this same suite to dampen his own arcane signature. It uses kn electronics.
    • Mechanics: 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 in this way, those who wish to see through the ruse with detect arcana use their arcane 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.
      • Mega Version Name:(Floating eye of Eylor) ) PPTs:4, Range: Sight, Duration: 3 rounds (1/round) or 1 hour (1/hour)
        • Description: Alex activates his floating eye of Eylor and it enhances his Arcane Radar and Jammer with a bit of good old fashion bio-wizardry. Uses kn Electronics.
        • Mechanics: This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane 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, werewolf, dragon, etc).
          • 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 arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it's located. This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. 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.
  • Smite (Electro-charged Grenade Launcher) PPTs: 2, Range: Touch, Duration: 3 rounds (1/round)
    • Description: Alex has the ole WI-GL20 Automatic Grenade Launcher hooked up to his Electro Charger. Each Grenade is charged with an electric blast. He has figured out using his water cannon and these Electro-grenades in conjunction can produce some really devistating effects. This uses Weird science to activate and then shooting to attack.
    • Mechanics: This power is cast on a weapon of some sort. If it's a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). 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.
      • Mega Version Name:(Ultimate Firepower) ) PPTs:4, Range:Touch, Duration: 3 Rounds (1/round)
        • Description: Get ready for the unexpected and magically awesome. Alex uses the third trigger on his grenade launcher triggering an arcane malestorm enfused grenade ready to be launched with devastating authority.
        • Mechanics: ation: 3 (1/round) This Mega Power version of smite confers 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, etc.
Last edited by Alex on Sun Jul 01, 2018 3:00 pm, edited 1 time in total.
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: Alex of Silver Bluff ( MARS PA Weird Science)

Post by Alex »

Advances
  • Initial Advances: (From Hindrances): Ab weird science (Blast), New Power: Dispel
  • Free Edge (Human): New Power Smite
  • Cybernetic Modifications:
  • Novice 1 Advance: Detect/conceal arcana
  • Novice 2 Advance: More ppts
  • Novice 3 Advance: vigor d6 to d8
  • Seasoned 1 Advance:Rock and Roll
  • Seasoned 2 Advance: Scholar
  • Seasoned 3 Advance: More PPTs
  • Seasoned 4 Advance: agility die increase
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Alex on Sun Jul 01, 2018 3:03 pm, edited 1 time in total.
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: Alex of Silver Bluff ( MARS PA Weird Science)

Post by Alex »

Gear, total weight
  • weapons, weight
    • NG-56 Light Ion Pistol
      Image
      [list]Range: 10/20/40
      Damage: 1–3d6, AP —
      RoF: 1
      Shots: 12
      Weight: 2 lbs

    Mini Railgun He has two but one is being enchanted(67 days left).
    [list]Range: 75/150/300
    Damage: 2d8+4, AP: 6, M.D.
    RoF: 4
    Shots: 25/19
    Mods: 2
    Notes: Style most common for combat cyborgs and power armor. No Snapfire penalty.

Chain Greatsword
[list]
[*]Damage: Str+2d10+1 MD
[*]Weight: 22 lbs
[*]Notes: AP 4, Parry −1, 2 hands.[/list]
WI-GL20 Automatic
[list][*]Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
[*]Weight: 75
[*]Snapfire, RoF uses one grenade per shot.[/list]
1d4 × 1,000 credits
[list][*]Armor, weight
[list][*]Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
[list]„[*]2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
[*]„ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
„„[*] 5 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
[list][*]Fusion Missiles are $3K each. The MAE-3 cost $750.[/list]
[*]„ „ Vibro-Sword (right arm)
„„[*] 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage[/list][/list][/list]
[list][*]Items, weight
[list][*]Proposed Enchanted Sig Item
[list]Orange Starfire bracelet(base item is a peice of jewelry)
[list][*]Not unlike the necklaces given to the Tomorrow Legion’s 13th, although this one signifies more of a attaboy than true legendary status. It is made by a powerful enchanter of unknown origions although some whisper it is Plato of Lazlo. Truth be told Ms. Dee comissioned it special for a small plucky kid from Silverbluff. It’s power is designed to give any hero a true chance to survive the rigors of the battle field and face their fears head on.
Abilities:
[list][*]Minor x2: Health of a Hero! +2 to vigor rolls!
[*]Major: Vigor of a Hero!: +1 die type to Vigor
[*]Major: The Fearless hero: Brave edge: +2 vs vs fear rolls.[/list]
Complications:
[list][*]Always a Hero: This item only works for someone who has the heroic hindrance.[/list][/list][/list][/list][/list][/list]

[ooc=Talisman of Marduk][list]Talisman of Marduk (Patron Item)
Image
These unassuming talismans look like pieces of ancient currency made into jewelry. The trick to them is that embedded in the core of these ancient bronze coins are a chip of stone. This stone chip is from the mythical Tablet of Destiny, gifted to the high priests of Marduk in the times of Babylon. These talismans have been passed down from high priests to high priest, eventually coming into the hands of great leaders over the centuries. Anyone who comes into contact with one of these talismans is likely destined to become a great leader.
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of it's wearer.
[list][*]Gain +1 to Toughness and the Battle Hardened edge. If the hero has this edge, instead increase it's bonus by 1.[/list]
Magical Resistance: The Talisman protects it's wearer from harmful magical effects.
[list][*]The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance and Improved Arcane Resistance.[/list]
Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day.
[list][*]The character gets the use of the Linguist edge.[/list]
Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen.
[list][*]The wearer gains the Clairvoyance power while using this talisman(10PPE, DOES NOT WORK IN PA).[/list]
[/list][/ooc]
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Alex of Silver Bluff ( MARS PA Weird Science) rdy for re

Post by Pender Lumkiss »

Background:
Where to start? Ms. Dee says to start at the begining so I guess here I go. My mom was murdered by Vampires, and my dad beat me every day of my life including twice on tuesday’s (yup the day she died). I took to repairing an old earth radar unit, and turns out I have a natural knack for electronics. Dad disappeared right after a particularly large scale vampire attack on my home town Silver Bluff. Its only two days from Castle Refuge.
silver bluff photo
210D1642-AA49-4D8F-89E1-DE82E1F61FFF.jpeg
Well, without anyone to care for me the heroes of the 13th took me in and let me ride inside my first love... Nadine, the most beautiful Titan robot armor piloted by my personal hero Max. He showed me what was what in the world and helped me figure out my place in it. In fact right after we left Silver Bluff we got tasked to hunt down a group of mercenaries called the Black Company...

So we headed to Gloom, and I am ashamed to say I did not hold up well on my first real outing... I got mind controled by a vicious melter named Charlie... A real bald head fucker. Excuse my language, but that guy is a real ass on a stick. He had me take control of Nadine while Max and the team was pulling a job, fracker had me ruin the Gloom downtown area... We never did get a chance to settle that score.

Turns out the Black Company was alright, and it only took me loosing my leg in a fight with four sharkmen time wizards to get enough evidence to prove they were being set up. We never did figure out by who, but the heroes seemed to forget that little detail and so I never really worried too much about it. Besides they were in the thick of it fighting to save the word from annilation. I missed out on most of it recovering under the tender care of the Octopus Man named Ben. I was so far gone that when that ass hole Cade came in to kill him I couldn’t do anything... I tried, but what is a god damn kid supposed to do when faced with a Time Wizard?


I never really found the answer to that question until Jitters thrust Sally into my life. She had lost her brother who was all she had left, and I did not have anything except my guilt... Sure I was super excited to be called a hero and see the best SET named Legonair Exemplar... I even got a cool bracelet spcecial made for me signifying my efforts during the conflict. But when I closed my eyes... All I could see was Charlie laughing off the shoulder of Nadine telling me to blast that house, murder those people. Then Cade snearing at me as he wasted Ben like he never was... No one ever prepared me for the evil that men do... Not Cantrell, Not Lucretia, Not Max, Libertas, Jitters, or even that racist Markus. The 13th didn’t prepare me... Sally did though, when I look into my adoptive sister’s bright sad eyes, I see the loss of hope there and I swear I’ll make her life better... With her in my life I know I cannot hang onto the grief and crap that was dealt to me. I actually have a pretty sweet life with a ton of folks who really care for me! I got to always remember that, and if I can live is going to be pretty spectacular!
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Pender Lumkiss
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Re: Alex of Silver Bluff (MARS PA Weird Science)

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More ppts taken at 30xp
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