Part 2: Spector of Dweomer: The Legends

Adventures of the 13th SET
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Pender Lumkiss
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Part 2: Spector of Dweomer: The Legends

Post by Pender Lumkiss »


Spoon Video Recap
Legends Are Made Not Born:

The 13th is on a great checkered dais standing before the Tomorrow Legion in the grand hall. To your right are all the council member, say for lord coake. Even Erin Tarin is scribbling furiously next to her protegee Isiah Comstock. To your left is a friendly face, young Alex holding seven medallions made of white star fire hanging on chains made of pure light. Standing next to Alex is Diamond Clad and Dhara Hammerheart both with great big smiles on their faces.

Dhara waves her arm in a sweep encompassing the members of the 13th set assembled, " The heroes of Gloom! The Heroes of the Tomorrow Legion!"

Needless to say the crowd goes wild! You can see many familiar faces in the crowd including off to the side Mrs. Dee and the ex glitter boy pilot Bronze, both who smile knowingly at you all. Captian Lumkiss is not there.

Dhara calms the crowd, ” Never before has the legion been gifted with such awesome heroes. They have beat back the forces of a demon lord twice, and staved off annilahtion of our new ally Gloom! We now grant them our most prestigious award.”

Dhara bring each of you center stage one at a time and presents you to the thousand strong crowd, She drapes the white fire necklace over your neck ” I present to you Legionaire Exemplar!” She thrusts a mic into your hand and asks you, ” You saved the legion, you saved Gloom, you represent the better tomorrow we so much need. Tell us your story of what makes you such a legendary hero, what drives you, so that we all may know and strive for your greatness. ”
45E7C2DF-4425-4451-8367-FD0F989A93FB.jpeg

Player directions:
1) Choose only one below table and roll 1d12 once. This is your legendary Journey roll. If something about a legendary journey roll does not make sense let me know and we will fix it.
2) Tell the crowd what kind of legendary hero you are, will be, and or were. What drives your greatness that others can only look at from afar. Use the roll if applicable to help craft your tale.
3)If we do another crossover deal, the bonuses gained from them may be put on hold.
4)
White-star Fire necklace
  • Never before has such a necklase been created. Rumors about it actual origions abound. Only 7 of them exist signifying heroes of legends: legionaire exemplars.
    • A vampires worst night mare, on a successful grapplecheck, deal a wound to any creature vulnerable to light or sunlight.
5) RP free area is HERE. It will provide the backstory to background events.
6) Short on bennies... Post an artifact or bounty hunter type character HERE. Include a short description and get a benny.[/list]
The Tables: roll once on only one table of choice.
The Legend
The legendary roll 1d12
This table represents what it takes and feels like to be a true legend on rifts earth. You are a larger than life character that has stories sung in bars, and parents tell their children bed time stories about how you held back a demon horde with nothing but a crow bar and some chewing gum.
  • 1)Weapon of Legend: The sword makes the man, or weapon rather. Folks will talk about your weapon long after you are dead and gone. Add two major and 2 minor modifications off the tw list or any 4 HJ gear related table to a weapon of your choice that can be used by your character. The character gets a +1 bonus to hit with it.
    2)Bad Ass Family: You mark the first in a great line of heroes. You represent sheer awesomeness and it caries down your bloodline. You and your decendants gain +2 ability pts to spend at character creation(Players can spend it now going beyond attribute limitations).
    3)The myth is true: Legends that live are impressive to be sure, just standing in ones presence can send even the most stout hearted into knee jerking I am not worthy mantra. As an action the character can reveal themselves as a true hero and legend of greatness. This works just like a fear check at -2 using the fright table but more for awe. If they already have fear as a natural ability increase the modifier by 2.
    4) Berserk Button: Your ability to hulk out makes it onto the nightly bard's tale across all the lands. You are a thing of beauty when the rage inside takes control. You gain the Beserk edge and as a free action when first beserking you can use the growth power once and it lasts until the end of your berserk. Use spirit as the casting roll. If you already have the beserk edge increase damage to +4. Your growth is locked in on a success at a 1d6+2.
    5) Arm and a Leg: Few are as hardy as yourself. Your ability to shrug off damage is truly impressive. +1 toughness and Once per session ignore the damage from one attack.
    6) After the end: When the end is neigh for your hero you just keep on ticking. Even when there is nothing left your spirit wills you onward. The amount of wounds it takes to incapacitate your character is equal to your spirit die type. However if at the end of the scene your character has not received immidate healing and he has over 3 wounds he perishes as his physical body can no longer maintain his legendary spirit.
    7) Cursed with awesome: Fate most of the time makes sure you come through in a big way. You can reroll a 1 on the wild die( unless it is a crit fail). Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll.
    8) A fate worse than death: Legends say when you try to take out your hero you best not miss because your hero can give as good as he can get. Missing your hero with an attack is worse because he has the ability redirect it right back at you! Chose, throwing, shooting, your arcane background skill, or fighting. Your receive the benefits of the counter attack edge appropriate to the skill chosen and a range that is appropriate for the one being used against you. If you already have counter attack and you choose fighting a second time gain one more use of the edge per round.
    9) There is no kill like overkill: Indeed the legends of your ferocity in combat will be told long after your blade becomes too heavy to lift and your rail-gun rusts over. Raise damage is increased by +1d6. Once per session declare an overkill moment and for each raise achieved add another +1d6 damage.
    10) World of Badass: Folks to this day still talk about what made you a badass. Its not about if you can suceed, its about by how much. Your wild die is always a d8.
    11) You know what to do: Your even keel and decision making is the stuff lesser mortals dream about. During the first round of combat you gain an extra card draw and +2 to your trait rolls, +2 damage, +2 pace ( stacks with a joker).
    12) Things you were not meant to know: You know what? You know and have seen all that lurks in the dark. You can look the deep dark abyss right in its oily face and laugh as you tear its heart out. You gain +4 vs fear checks and on a successful save act as though you are under the effects of an adrenaline surge.
Mythic Rifter
Mythic Rifter:
Rifts Earth is chalk full of the truely awesome. Your character is the embodyment of what makes rifts special and unique. Erin Tarin herself probably is working on a book describing your exploits and how you fit into the grand scheme of the post post apocalypse.
  • 1) Apocalypse Now: The next apocolypse is always riding on your shoulders. It is always a specter of doom that smiles wide making your enemies unlucky in all kinds of bad ways. You receive +1 benny per session and enemy agents in direct confrontation with you crit fail on 1 or 2, even extras!
    2) Mega Damage: You hit harder than anyone that has come before and anyone that will come after. It is a forgone conclusion your weapon of choice will be long preserved even after you are dead. Old grannies tell how you shreded a CS transport with your bare hands or wilks laser pistol. Choose a weapon of choice, something you would apply the trademark weapon edge too, and increase its Damage by 4 and ap value by 4. Once per session you can ignore the armor of a target and the weapon becomes a MD weapon for that action.
    3) Atonement: Righting wrongs is as natural as drinking coffee with milk. Your character has a special knack for sussing out when, where, and who is doing these wrong things. It is also said when you come accross evil dooers your vengece is mighty indeed. Your wild die for notice, tracking, investigation, and streewise is always a die type higher and if you ever spend a benny on those 4 skills you get a +2 bonus added to your total. Once per session double your damage against an evil doer you know that needs to have a wrong righted.
    4) Badass Clothing: The clothing makes the man, or hero. Folks might not remember your face or even name after you are long gone. They will however cherish your favorite hat, long coat, loin cloth, or pair of shoes. Chose an article of clothing that speaks to your character and give it a combination of a total of 4 upgrades. Choose from either allowable TW modifications or cybernetic upgrades. You can ignore strain.
    5) Big damn hero: Those out in the country remember you big as life, they say the feats you did were taller than the tallest tales arround. Spend a benny and add +2 to the result. For each benny spent this way you add an aditional +2. This stacks with Elan and applies to damage. Example: Your hero wants to spend 3 bennies for extra effort: roll 1d6+6 and add it to the result, if you had elan in the above senario, roll 1d6+8!. You also gain +1 benny each session.
    6)Can't get away: You are known far and wide as a hero that is ruthless in their pursuit for justice. Any time you shake an opponent that opponent actually takes wound. This will take most extras out of play and make wild cards think twice about what ever you got up your sleeve.
    7) Chainsaw of Good: Maybe you are a force for good, or have angels watching your back. Folks talk about your righteous fervor like they talk about a force of nature. Your attacks are treated as if celestial silver, and if they do a shaken or better roll a 6d, on a 6 your foe is vanquished by the almighty light of the celestials. If they already are celestial silver add +4 damage.
    8) Crapsack world: The world is a bad place, pretty much everything is out to get you. Legends tell tale of your exploits that even buck the universal constant. However, most folks also talk about the nasty run of bad luck that got you killed. You always roll an extra wild die and keep the highest roll. Ever crit fail on 1,1,1? Just make a new character because your luck ran out.
    9) He who fights monsters: Monsters know of you, and are afraid of their own shadows when they hear you are around. +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
    10) Ye Mighty and despair: Mounds of gear? No problem. Folks for miles can remember you hauling piles of equipment without breaking a sweat. They also probably remember you wielding two giant sized vibro blades or a vehicular weapon with ease. Shit folks even claim your mighty feats of strength could make lesser men tremble in droves. Treat your strength as 4 die types higher for encumbrance and treat your size as two steps higher for wielding vehicular weapons. You can also make a test of wills at a whole group of targets in a cone template laid down in front of you.
    11) 24 hour armor: Legends tell of an individual who walks Rift earth with skin tough as plate mail. Calculate your toughness by the full value of vigor instead of half.
    12) when planets align: Fate truly smiles on your hero. Bards across Rifts earth tell tale of a mighty individual whose luck is unparalleled. When the going gets good it gets real good. Any time dice ace for your hero add +4 to the result per ace.
Sabateour, Archetict, Commando, Agent
Sabateour, Architect, Commando, Agent: roll a d12
There is skilled, and then there are craftsmen. You don't always take the glory and in fact sometimes working from the shadows is your nom de plume. Through countless hours and will uncounted for your abilities would give any legendary hero a run for their money. Then after the race those would be legends would be found garroted 200 feet before the finish line.


1) Adaptation: You always have a knack for having the right tool to solve the right problem. You can analyze any situation, adapt, and then over come. Gain +4 to the attribute of your choice. You can spend a benny to use an edge until the end of your turn regardless of any requirement except for rank. Multiple bennies can be spent.
2) The quiet one: Stealth is your virtue and silence is your fortitude. Smoke grenades are your favorite weapon. On a successful stealth roll (an action) gain the invisibility power for 3 rounds with out paying ppts. Once per session you can activate the mega version of this power.
3) Blackmail: Who doesn't owe you money? Everywhere you go and most people you meet owe your character in some way. +2 on all connection rolls, I know a guy edge( or one more use to it, intimidation can be used in place of persuasion), and and you can use persuasion as a test of wills as you gently remind folk just how much they owe you.
4) Code Name: Spy masters, secret agents, universal soldiers and super heroes often only go by a special designation and your character is no different. You turn the impossible into merely the improbable. You can ignore 2 pts of multi action penalty and once per session declare your code name moment where you are able to ignore all penalties for 1 turn.
5) The Faceless: When you walk into a bar no one knows your name. Most folks have trouble even remembering your name let alone you were involved in anything important. You are almost impossible to find in a city with only a handful of people. You always get the drop at the beginning of combat and any attempt to find you using streetwise is at a -8.
6) Fatal Flaw: You spend countless hours analyzing enemy tactics and are a master of understanding the subtle Nuances of the high tech world. If someone needs to make sure a hi tech competitor goes down in a blazing inferno they know to call you first. As an action and makes a smarts roll, any piece of hi-tech within your Smarts range suffers a technical difficult. This might be due to careful planning or skillful luck. You can also spend a benny to extend this range to the long range of a weapon readied. You also reduce an enemies tokens in a mass battle by 2.
7) It's Personal: It always is personal. Through sheer force of will you trudge on wards even through a hail of railgun fire. Even when there is no hope, you are always reminded of how much succeeding means you. You can add half your spirit die type to your toughness and once per session roll your spirit die type and add it to any roll.
8) Interrogation Technique: You are legend among black market enforcers. Word on the street no one has ever been able to with hold information from you, and those that try never get the chance to see their brains splatter. Use either intimidation or persuasion as the skill for telepathy without paying ppts. Once per session gain the mega version of this power. Additionally when you grapple a foe you can choose to do an immediate test of wills on them(free action). The raise effect of this special test of wills, is replaced by a wound instead.
9) Houdini: Handcuffs, electromagnetic bindings, a room with no way out? Not a problem for your character. He is a master escape artist. Using agility as the skill roll you can go intangible for 3 rounds to get out of a jam, as you find it ridiculous easy to escape being bound or held captive. Once per session you can even switch places with your captor.
10) Pretty Little headshots: whats better than one head shot? Two or even three of those suckers. You are the #1 speed dial option for those that need decapitations ordered. Head-shots or Vitals are only a -2 location penalty and add +4 damage per raise obtained when going for the head.
11) Right behind me: You are known in certain circles for being able to get the drop when no one expects it. You also have a knack for popping up in places unexpected. On the first round of combat that your character goes she can choose any spot on the map to start. With a successful stealth roll she also has the drop(first round only).
12) Stray Shots Strike Nothing: You have been known to stand in a crowded area and open full auto at a whole mess of bad guys. When the blood spray settles only the bad guys were hit, and hit hard. Innocent bystanders are never hit by your full auto attacks and whats more, every successful hit adds the rate of fire to its damage.
Field Team Six Bennies
3/6
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Jitters
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Re: Part 2: Spector of Dweomer: The Legends

Post by Jitters »

[dice]0[/dice]
Mythic Rifter
[dice]1[/dice]
Crapsack World: The world is a bad place, pretty much everything is out to get you. Legends tell tale of your exploits that even buck the universal constant. However, most folks also talk about the nasty run of bad luck that got you killed. You always roll an extra wild die and keep the highest roll. Ever crit fail on 1,1,1? Just make a new character because your luck ran out.
Stealth 7
[dice]2[/dice]
Wild Die [dice]3[/dice]
Extra Wild Die [dice]4[/dice]
As Jitters walks past Dhara, his tail slips the mic out of her hand before it ever reaches his hand, and looks to her and asks "So basically, you want to know what makes me, well, me?" As he says me a second time, he moves his M.O.M. in and out of his skull for emphasis while wagging his eyebrows. "Well, it quite simple, Mom made me. And I am not talking about these beauties right here either, but rather of my flesh and blood mother, right over there. And for once in my crazy, sarcastic life, I'm not meaning that in the literal sense that she made me, although that is true, so you have her and my father Savitar, hallowed be thy name, to thank for the awesomeness that is me! But no, it was my love for her that when I was flung to the first of several parallel existences that I had foreseen the destruction that awaited my hometown, an event that only happened a couple of months ago, but for me it has been a little over five years, I think, since I had went to the Dries Left Marbles concert that preceeded the battle. I say I think because it really becomes hard to count years when you're going back and forth in time like a yo-yo!"
Last edited by Jitters on Fri May 04, 2018 7:48 pm, edited 1 time in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Libertas Magicum
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Joined: Fri Feb 17, 2017 3:02 pm

Re: Part 2: Spector of Dweomer: The Legends

Post by Libertas Magicum »

Oh, yeah....
Sabateour, Archetict, Commando, Agent: [dice]0[/dice]
6) Fatal Flaw: You spend countless hours analyzing enemy tactics and are a master of understanding the subtle Nuances of the high tech world. If someone needs to make sure a hi tech competitor goes down in a blazing inferno they know to call you first. As an action and makes a smarts roll, any piece of hi-tech within your Smarts range suffers a technical difficult. This might be due to careful planning or skillful luck. You can also spend a benny to extend this range to the long range of a weapon readied. You also reduce an enemies tokens in a mass battle by 2.
Libertas waves to the crowd, happily. "You want to be awesome? There's one rule for being awesome, people--you have to define that word for yourself. Know what it is you are meant to be, and then let NOTHING come between you and that goal. If you come up to an obstacle, work around it, or through it. But never, ever stop. Make them stop. 'Failure' is what happens when you quit--until then, it's all just a interruption on your road to destiny!"
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Z'Anomandir
Posts: 30
Joined: Thu Mar 01, 2018 11:26 pm

Re: Part 2: Spector of Dweomer: The Legends

Post by Z'Anomandir »

The Legend: [dice]0[/dice]
OOC Comments
5) Arm and a Leg: Few are as hardy as yourself. Your ability to shrug off damage is truly impressive. +1 toughness and Once per session ignore the damage from one attack.


Going to spend 8 EP to subtract 3 from the roll (Pound the Table: Move up or down any d12 table roll; +/-3) to change it to 2) Badass Family (+1 dye type each to Agility, Smarts)
Dhara wrote:” You saved the legion, you saved Gloom, you represent the better tomorrow we so much need. Tell us your story of what makes you such a legendary hero, what drives you, so that we all may know and strive for your greatness. ”
Zan walks up to the microphone, his chin seemingly locked to the front of his cyberknight armor as he tries to get a better look down at his latest gift: another pretty amulet to go with the one Merihk and Lucretia gave him. He stops and looks at the crowd assembled before him, waiting for his words of strength and wisdom.

"I'm Z'Anomandir and I'm a fucking dragon!" He pumps his human arm in the air repeatedly and beams a wide, joyous grin at the crowd as they go wild. Some of the older members of the Tomorrow Legion assembled on the dais privately lament the effect of Tres Marbles Left on the attitude of the youth of today.
Last edited by Z'Anomandir on Sat May 12, 2018 6:38 am, edited 2 times in total.
Z'Anomandir
Z'Anomandir
Ice Dragon
Legendary Table reward: Badass Family: gain 2 attribute points for the character and his descendants (+1 dye type each to Agility, Smarts)
Bennies: 6/3
  • +1 for following directions during debriefing
  • +1 for including Shalla in interlude
  • -1 to unshake from brainburn due to crit fail psionic roll
  • +1 for Lucky O'Malley post
  • +1 for post-battle breakfast talk

Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d8
Charisma: -2; Pace: 6 (Fly 12, Climb 0); Parry: 6; Toughness: 34 (16 MDC); In human form w/ armor on = 13 (6); PPE: 20; ISP: 20
Notice d6, Common Knowledge d6, K-Arcana d4
Hindrances:
  • TBD
  • TBD
  • TBD
  • Outsider(-2 CHA)
  • Large (+2 to be hit)
  • Enemies (CS)
  • Territorial

Edges and Abilities of Note:
  • AB (Psionic), Major Psionic, AB (Magic)
  • Power Surge: gain 2d6 PP or ISP when dealt a Joker for initiative
  • Icy Breath: 12/24/48 for 4d6 MD or Cone for 2d10 MD
  • Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
  • Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage)
  • Impervious to Cold: Ice and cold do not affect an Ice dragon at all. Non-variable frequency lasers do only half damage due to the reflecting nature of their icy hide.
  • Infravision (Iconic): halve the penalties for dark lighting against living targets
  • Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.


WOUNDS:

Adventure Cards
-Villanious Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
-Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

PPE: 20/20
Powers: Freeze entangle ; Battle Shards deflection ; Fortify/Sap boost/lower trait
ISP: 20/20
Powers: Hibernation slumber ; Cold Snap dispel ; Blizzard Spirit intangibility

TW Medium Cyberknight Armor: healing
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Maximilian
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Posts: 548
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Re: Part 2: Spector of Dweomer: The Legends

Post by Maximilian »

The Legend
[dice]0[/dice] - Bad Ass Family - Add 2 total attribute die types, ignoring maximums (Spirit, Vigor)
Max cocks his head to the side, then shrugs. Taking the microphone, he pauses for effect...or to think of what he wants to say.
"What makes me a legendary hero?"
He points to his chest.
"Heart. Will. The will to go beyond what the next guy is capable of. The heart to get back up and fight your way to your family. Your friends. Your...love. And maybe, if you keep getting back up and making noise, someone will hear you." He paces a little bit, worked up by the topic. "It's like following a scent. When you get it in your nose, you go over, under, around, or through whatever gets in your way to get to what you're looking for. The thickest barrier is thinner than a sheet of paper when you have the will to get through it." He stops pacing, and stares into the crowd.
"Will. The will to do what the other guy can't or won't, in order to make sure you get to go to sleep at night and wake up the next morning in one piece, and to do it again the next day."
He grins. "Doesn't hurt to have this much skill, this much talent, and these super sleek good looks all packed into one dog."
He stares at the White Star as he leaves the stage. If only you could see me now, Nadine.

A hooded spectator in the back of the room slips out unnoticed by anyone nearby.
Last edited by Maximilian on Tue May 08, 2018 7:23 pm, edited 1 time in total.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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EP Ledger
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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Part 2: Spector of Dweomer: The Legends

Post by Jackal »

Roll 11
Legend Roll: Mythic Rifter

[dice]2[/dice]

11) 24 Hour Armor (ie. Grizzled old Fuck): Legends tell of an individual who walks Rifts Earth with skin tough as plate mail. Calculate your toughness by the full value of vigor instead of half.

This basically increased my Toughness by 3.
See below post.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Part 2: Spector of Dweomer: The Legends

Post by Cantrell »

Mythic Rifter 9 - She who fights monsters
[dice]0[/dice] = 9) She who fights monsters: Monsters know of you, and are afraid of their own shadows when they hear you are around. +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Cantrell waits for the others in her team to take the mic before finally stepping forward to address the crowd herself.

"When I hear the list of accomplishments for which this team is being honored, it fills me with a number of emotions. Pride, certainly, for the work that has been done, the sacrifices that were made. Sadness that those sacrifices were necessary. Anger, and a determination that the evils we fought will be put down once and for all. But those aren't the reasons we did what we did -- or at least not why I did what I did."

"What motivates me, every day since I joined the Legion, is shame. Shame for some of the things I did earlier in life, and more importantly, things I didn't do. Shame that I didn't help people when I could, didn't extend a hand or step in front of a laser blast. But also hope, that doing the right thing from now on may somehow begin to balance the scales. It's never too late to act like a hero, even if you don't deserve the name. To risk death fighting on behalf of others is a far better fate than to live under the weight of guilt. At least that's what I'm finding, and I thank the Legion for giving me the opportunity. Thank you."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Part 2: Spector of Dweomer: The Legends

Post by Jude Maverick »

The Legend
[dice]0[/dice]
Bad Ass Family: You mark the first in a great line of heroes. You represent sheer awesomeness and it caries down your bloodline. You and your decendants gain +2 ability pts to spend at character creation(Players can spend it now going beyond attribute limitations). +2 Vigor dice
Jude took the microphone. He stared out at the crowd of people that waited with baited breath for his words. His blue eyes looked over them, all these...strangers. Oh, sure, there was Sally, and Emily, and Liz -- no, her name was...Liv? He couldn’t remember.

But the people that really mattered to him -- the people outside of the 13th -- weren’t here. Nici wasn’t here. Michelle wasn’t here. His parents. None of them knew of him, of this...triumph, of all that he had accomplished. These were strangers. Meaningless accolades from meaningless -- if good hearted -- people.

For once, Jude found words failed him.

Murmurs rippled through the crowd, wondering if he was going to say anything.

“Family,” Jude said. His voice choked with emotion. “Whether you were born to them, or lived through hell with them,” he looked at the 13th, “it’s all about the people you surround yourself with. The people you love. I’m not...special. I’m not heroic. But these…” He looked at the 13th again. “These people are family, and I couldn’t let anything happen to them.”

Jude took a breath and lifted up his White Star. It flashed with light.

“This is for Zieja, for Bane, for Firehawk, and all who have fallen in the cause of bringing hope to this world.”
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Part 2: Spector of Dweomer: The Legends

Post by Jitters »

Z'Anomandir wrote:"I'm Z'Anomandir and I'm a fucking dragon!" He pumps his human arm in the air repeatedly and beams a wide, joyous grin at the crowd as they go wild. Some of the older members of the Tomorrow Legion assembled on the dais privately lament the effect of Tres Marbles Left on the attitude of the youth of today.
Jitters says loudly enough so that the rest of the team can hear "Well I for one hopes he uses protection while doing so. The thought of a legion of little Jude's is one thing, the thought of a legion of half-dragons is downright terrifying! Am I right, guys?"
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Part 2: Spector of Dweomer: The Legends

Post by Jackal »

  • Looking uncomfortable Flint hesitates when the mic is passed to him.

    Reluctantly excepting the mic he clears his throat.

    ”I will tell you what I used to tell my teammates in the ... last job I had. People of character do the right thing even if no one else does, not because they think it will change the world, but because they refuse to be changed by the world. Everyone in the Legion has the ability to be that kind of character. Change your world. Do the right thing. Not the easy thing. Fight for that which you hold dear. You are all heroes. Show it every day in every way. Be Legion.”

    Handing the mic off Flint makes his way off stage.

OOC Comments
Roll was in above post.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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