Interlude Thread

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Stoic
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Interlude Thread

Post by Stoic » Thu May 16, 2019 8:37 pm

How is it that your character became a mercenary, and why did you go with this particular mix and group of people when you split from The Remoresless?

After posting, take a benny and make a roll on the Experience and Wisdom Heroes Journey table which immediately applies to your character. If your result doesn't fit well with your concept message me and we can see what we can do about that.
GM Bennies 9/9
Wild Card Bennies ?

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Vrothuss
Posts: 73
Joined: Mon Jan 14, 2019 2:00 pm

Re: Interlude Thread

Post by Vrothuss » Thu May 16, 2019 9:32 pm

Mercenary. Really Mercenary.

Mercenary is such a distasteful word and it really does very little to shed light on the real inner workings of the Soveriegn Crew.

For Vrothuss, the Soveriegn Crew are Freedom Fighters. A special band of Liberators travelling across the Three Galaxies. His sister needs to be found and Vrothuss is naive enough to think that the Soveriegn Crew is anything else.

Certainly nothing like being dumped from one crew (The Remoseless) only to be found by another (The Sovereign). Voss counts himself very lucky that he found people and a crew that understand his situation, at least he hopes that they understand.

Experience & Wisdom _
[*] Roll 1d20: 17 [17] Wild Card Edge: Power Surge
The only things Voss knows is that the life of a slave sucks, he needs to find his sister, and arcane power is his source to freedom. One can never have enough power and there are times when one runs very low. His new talent lets him get a quick fix in those tight situations. Voss may vary well be the candle burning at both ends.
Vrothuss _

Vrothuss
Novice Gemini Demon Ley Line Walker/Temporal Wizard
Parry: 2 || Toughness: 5
PPE: 20/20
Combat Edge: None
Bennies: 4/3

Adventure Card(s):
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Dorian Falstaff
Posts: 61
Joined: Sat Jan 12, 2019 11:25 pm

Re: Interlude Thread

Post by Dorian Falstaff » Thu May 16, 2019 10:18 pm

The view from his personal observation deck aboard Heinlein Station was usually soothing but not today. A storm of simultaneous obstructions to his various projects left him numb to the vista of the gas giant it orbited. Professionally he was stymied by bureaucracy, while ostensibly the Department of Magi-Tech development was fully recognized in practice the already glacial pace of Altess functionaries was further hampered by old attitudes of magic being inferior.

His personal project of improving on and supplanting the Repobot with an Altess made design had been a near complete loss when his business partner, Altorio Leneir, had absconded with the designs and assets in a shady, but legal, coup.

He was looking at a delay of years before either project could move ahead. While he could spend that time refining his mastery of techno wizardry, or any of the other sciences, the idea of sitting passively in study turned his stomach. He couldn't help but think of his time in the Armoria. He service during the war with the splugorth was where he first developed his magical talents. While there was no war to fight perhaps he could emulate his brother Ashcroft and go Truant. Sharpen his skills. He could also personally assess the technologies and people of the three galaxies.

Center would be a good place to disappear from. An official visit was easy to explain as research. From the Dynasty enclave there he would be able to further explore his options before making a move.

After arriving at the city Dorian proceeds to surreptitiously work as a mercenary. Making a small rep for himself and making contacts. Well more Mr. Givens making the contacts but really isn't that what he was for? He ends up as part of the crew of the remorseless but is happy to "homestead" on the new ship when the opportunity arrives. Many of the old ships crew were a bit.. grandiose.. for his tastes what with wanting to keep a low profile. The new crew was much less so. Well except for Ducky but she seemed determined to keep her eye on him.

E&W table 1d20: 16 Professional Edge, Mr. Fix It
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
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Ducky
Posts: 51
Joined: Sun Oct 28, 2018 6:19 am

Re: Interlude Thread

Post by Ducky » Thu May 16, 2019 10:37 pm

Space was the final frontier. Sun light bathed me with a warm glow. A place where I was at home soaring across the space lanes righting good and bringing evil to its knees. The forge spoke to me letting me know of dangers that lurked and I responded with the justice of my cosmic weapon.


Kill Dorian Fallstaff! Lightning Bird she was known by throughout the three galaxies was a adrift and her eyes snapped open. The forge had spoken! Dorian Fairchild had to die! The search through the cosmos began and it took the better part of a year for her to locate Dorian the Atlas. She descended upon the planet that harbored him and she looked to confront him. It was on this planet she learned the truth about Dorian Fairchild. Something so dark that the forge itself bayed Lightning Bird to end his life. A terrible secret that if got out would reshape the galaxy. She saw him bend low in the act of kindness to a homeless child. The horror!

It was then her blade paused and she back off possibly without him even caring to notice. She returned to the cosmos and the forge called out one more time: Kill Dorian Fallstaff... Kill him now! Her mind spun from the assault of her creator but she said one word back, "No."

A supernova light came from the heavens as seen by the people of the planet and Lightning Bird was no more. Cast down to ground like a unwanted child she was. Her armor ended, her blade destroyed, her powers stripped and her skin laid bare for the world to mock. A crater was formed that eve that most experts swore was of unnatural origin. When the Lightning Bird awakes she sees someone wearing dark armor who speaks to her in a sweet sickly voice almost as if mocking her, "Ducky is it? Time to join me. I am Darkstar welcome to my black guard."

roll experience and wisdom: 1d20: 1: Elan! Got it, reroll 1d20: 18
Ducky Stat Block
Charisma: 2 or -4; Pace: 8[16]; Parry: 11; Toughness: 24(10) MDC; Strain: 0
Skills of note: Fighting d12, Notice d6+2
Edges of Note: Champion +2 toughness vs super natural evil, Courage under fire ( if she leads from the front 50% chance of avoiding wounds dealt)

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
2/3
-1 for bad dreams
-1 benny for EF
+1 Benny for good rp

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Sera
Posts: 52
Joined: Tue Nov 06, 2018 3:19 pm
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Re: Interlude Thread

Post by Sera » Fri May 17, 2019 2:52 am

Stoic wrote:
Thu May 16, 2019 8:37 pm
How is it that your character became a mercenary, and why did you go with this particular mix and group of people when you split from The Remoresless?

After posting, take a benny and make a roll on the Experience and Wisdom Heroes Journey table which immediately applies to your character. If your result doesn't fit well with your concept message me and we can see what we can do about that.
Sera didn't want to go back to her former life style after she gained her freedom from it. Travelling about the galaxy on the run meant she had to do something to make money to survive. She Living in the underworld of society, so the mercenary life style fit well for her.

When Ramson Gourdaine put together his call for his ship, too many people responded and he accepted far more then he probably should have. A bit too much in fighting from that action. The crew started to take sides and Sovereign was opportunity to stop a mutiny slash bloodbath from happening. Sera didn't get along with the ships AI or computer expert. The Sovereign needed a pilot as well.




OOC Comments
HJ Roll 1d20: 13
Status Tracker
Seraphim
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 3 / 3
Pace: 6 ; Parry: 6 ; Toughness: 5
  • Quick: When dealt a 5 or lower, may discard and redraw until gets a card higher then 5.
  • Strong Willed: +2 to Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Steady Hands: ignore Unstable platform penalty when firing while riding in a moving vehicle. actions while running penalty is -1 instead of -2.
  • Construct
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Sera suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
Halo
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 10 / 10
Bennies: 3 / 3
Pace: 6 ; Parry: 5* ; Toughness: 5
*: Halo is a small robot, size -2. attackers subtract 2 from any attack rolls directed at him.
  • Ace: May Spend Bennies to make Soak Rolls for vehicles or vessels they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round.
  • Construct:
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Doesn't Breath: This species doesn't breathe. Individuals aren't affected by inhaled toxins, can't drown, and don't suffocate in a vacuum.
    • Immune to Disease
    • Immune to Poison
    • Cannot heal naturally and must be Repaired. Ignore the "Golden Hour"
  • Environmental Weakness (Electricity): Halo suffers +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects.
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