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[Solar System] Fading Suns - Incubation

Last post 11-28-2008, 12:38 AM by RichardM. 66 replies.
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  •  10-06-2008, 10:00 AM 805715

    Broken Heart [U] [Solar System] Fading Suns - Incubation

    PLAYER CHARACTERS

    Alun Volkonsky
    Man with a secret with a secret
    Rich

    Vigor: 4/4
    Instinct: 2/4
    Reason: 3/3

    Expert Abilities (+2)
    Melee(V), React(I)

    Competent Abilities (+1)
    Cajole(I), Endure(V), Diplomacy(I), Bargain(R)

    Mediocre Abilities (+0)
    Dueling(V), Warcraft(R), Think-Machines (R)

    Secrets: Rank (Dacados Noble), Psychic Power (Psyche), Spider Climb, Bugslayer
    Rank (Decados Noble): Gain access to Noble Abilities and priveleges only avialable to nobility.
    Psychic Power (Psyche): Make Convince(I) check to read the minds of characters. (1 Instinct)  Make an Intimidate(I) check to control a character's actions. (2 Instinct)  Make an Incite(I) roll to blast somebody's brain directly (3 Instinct).  Others without this Secret can only defend with Resist(R).
    Spider Climb: Climb like a spider up walls or across ceilings. (1 Vigor)
    Bugslayer: +1 bonus die to Melee(V) when fighting Symbiots.

    Keys:
    Dark Secret (Symbiot Infection): 1XP - Your past comes up somehow.  2XP - Clues to your past are revealed.  5XP - Your past endengers your present.  10XP - Confide your story to another.
    Adventure: 1XP - Go to new places, meet new people and live a life of excitement.  2XP - Participate in an unlikely, yet dramatic coincidence.  5XP - Finish an adventure.  10XP - Settle down for good.
    Key of the Claim (Blue Pearl): 1XP - Complain about claim-jumpers.  3XP - Work to defend/regain your claim despite risk of injury or other personal loss.  10XP - Abandon your claim.

    HARM:
    Bruised [() () () = -1 Next Roll, Cumulative]
    Battered [() () = -1 to Associated Rolls]
    Broken [() = -1 All Rolls, Spend Pool to Act] 

    XP: 2  Advances: 0

    Effects: Trustworthy & Loyal Marines (1d), Roman & Petr riled against Br. Avri (1d)


    Miles Altraz
    Genius Abomination
    SaLance

    Vigor: 1/1
    Instinct: 3/3
    Reason: 8/8

    Master Abilities (+3)
    Deceit(R)

    Expert Abilities (+2)
    Resist(R)

    Competent Abilities (+1)
    Bargain(R), Computers(R), Cajole(I), React(I)

    Mediocre Abilities (+0)
    Endure(V), Mercenary(V), Tech Redemption(R), Pilot(I), Surgery(R), Science(R), Tactics(R)

    Secrets: Contacts
    Contacts: The character knows plenty of people all around.  The player may introduce a new secondary characters with a short phrase or claim an NPC just introduced as his contact. (3 Pool - V for old buddies, I for lovers, R for collegues)

    Keys:
    Key of the Controller: 1XP - Try to get someone to help you at their cost.  3XP - Get somebody to help you against their will.  10XP - Do for yourself what somebody is trying to do for you.

    HARM:
    Bruised [() () () = -1 Next Roll, Cumulative]
    Battered [() () = -1 to Associated Rolls]
    Broken [() = -1 All Rolls, Spend Pool to Act] 

    XP: 0  Advances: 0

    Effects: None


    Other Secrets You Can Buy (for 1 Advance):

    Contacts: The character knows plenty of people all around.  The player may introduce a new secondary characters with a short phrase or claim an NPC just introduced as his contact. (3 Pool - V for old buddies, I for lovers, R for collegues)
    Mighty Blow (Ability): The character knows how to finish what he starts.  He may spend pool to increase Harm from a Harm-causing Ability check on a 1:1 basis.  Max Harm = "Broken". (1 Pool per increased level of Harm)
    Specialty (Abilty, Specialization): Your character's focus on one area of expertise grants him a free bonus die for any Ability check featuring that specialty.
    Training (Ability): Intense, formal training means your character is not limited to just one bonus die from Pool points when making an Ability check.

    These are very "generic" but flexible.  I'll add more specific secrets as I think of them.  Feel free to offer suggestions.

    One Advance will also:

    Increase a Pool by 1 point.
    Buy a new Key.
    Buy a new Secret.
    Increase an Ability you have access to from +0 to +1


    Nicholas Chi Decados
    Decados noble on a spiritual journey
    Tsimisce

    Vigor: 3/3
    Instinct: 4/4
    Reason: 3/3

    Expert Abilities (+2)
    Melee(V), React(I)

    Competent Abilities (+1)
    Resist(R), Diplomacy(I), Athletics(V), Brawling(V), Think-Machine(R)

    Mediocre Abilities (+0)
    Dueling(V), Warcraft (R)

    Secrets: Rank (Dacados Noble), Psychic Power (Far Hand), Equipment (Flux Sword)
    Rank (Decados Noble): Gain access to Noble Abilities and priveleges only avialable to nobility.
    Psychic Power (Far Hand): Move things with your mind (1 Instinct).  Force-Choke somebody with Brawling(V) (2 Instinct).
    Equipment (Flux Sword): Bonus to successful checks with sword. - +1 Attacking things, +1 Threats of Violence, +1 Defending in Melee, +2 Vs. Armored Opponents, +2 Deflecting Blasters, +3 Vs. Force Shields

    Keys:
    Love (Shanti): 1XP - Express the love.  3XP - Make an important decision based on the passion.  10XP - Put aside and forget the love.
    Bloodlust: 1XP - Attack somebody.  3XP - Win a fight.  10XP - Refuse a fight.
    Pacifism: 1XP - Advocate a peaceful solution to a violent problem.  2XP - Solve a violent problem w/o violence.  5XP - Suffer from refusing to use violence.  10XP - Resort to deliberate violence.

    HARM:
    Bruised [() () () = -1 Next Roll, Cumulative]
    Battered [() () = -1 to Associated Rolls]
    Broken [() = -1 All Rolls, Spend Pool to Act] 

    XP:3  Advances: 0


    Shanti
    Bodyguard and confessor
    Ria

    Vigor: 5/5
    Instinct: 2/2
    Reason: 3/3

    Expert Abilities (+2)
    Brawling(V), Endure(V)

    Competent Abilities (+1)
    Resist(R), Merciful Technals(R), Archery(V), Drive(V)

    Mediocre Abilities (+0)
    Preach(I), Theurgy(R), Doctrine(R)

    Secrets: Ordained(?), Martial Arts(Shaidan)
    Ordained (?): Gain access to Church Abilities and priveleges only avialable to clergy.
    Martial Arts (Shaidan): Bonus to successful Brawl(V) checks - +1 Punching and Kicking, +2 Defensive Manuevers, +2 Fighting Freemen & Serfs, +3 Formal Martial Arts Duels of Honor

    Keys:
    Faith (?): 1XP - Defend the religion to others.  2XP - Convert another to your faith.  5XP - Defend the faith despite personal danger.  10XP - Deny your faith.
    Making a Difference: 1XP - Talk about changing the status quo.  2XP - Work to make things better for everyone.  5XP - Make a lasting change for the better against the odds.  10XP - Screw the greater good for your own benefit.
    The Guardian (Nicholas): 1XP - Express concern for Nicholas' safety.  3XP - Risk injury or death to protect Nicholas.  10XP - Intentionally allow Nicholas to suffer injury or death. 

    HARM:
    Bruised [() () () = -1 Next Roll, Cumulative]
    Battered [() () = -1 to Associated Rolls]
    Broken [() = -1 All Rolls, Spend Pool to Act] 

    XP:4  Advances: 2


    "If you fudge dice rolls, your system is failing you!" -Sons of Kryos

    "I genuinely think that some people measure their free will by reading how unhappy their GM is." - TonyLB

    [dice type=fudge]3dF[/dice]
  •  10-06-2008, 10:32 AM 805717 in reply to 805715

    Re: [Solar System] Fading Suns - Incubation

    With a shudder, the Decados Raider-class starship "Sidorov" docks with the derelict ship.  The halls are filled with rumors and tales of ghosts and worse as the superstitious crew lets their minds wander, though they can hardly be blamed.  The ship, a luxury liner from the time of the Second Republic called "The Blue Pearl", has returned after countless years in the icy void beyond the edge of the Manitou star system.  Beyond its historical significance, ancient documents suggest that it may hold treasures untold.  But perhaps more interestingly, there have been the dreams, the dreams of a glowing orb with lines of influence extending to infinity, calling out to you.  Does it offer power?  Redemption?  Peace?  Knowledge?  It does not say.  It only beckons.

    On the bridge of the Sidorov, Baron Nicholas Chi Decados watches through a plasteel window as the docking tube outside negotiates the connections necessary for crossing.  Over his shoulder stands Shanti, his faithful and faith-full bodyguard, ever vigilant for danger.  Across the bridge, reclining in a padded leather chair, Alun Volkonsky, co-investor in this expedition, sits lost in thought.  Meanwhile, the crew works diligently at their stations, navigating the arcane controls of the small ship.  Finally, a tone sounds.

    "We're secure, m'lord", a man at one of the panels says to Nicholas.  "The marines are ready when you are."

    From inside the derelict, the three can still feel the call of the orb...


    "If you fudge dice rolls, your system is failing you!" -Sons of Kryos

    "I genuinely think that some people measure their free will by reading how unhappy their GM is." - TonyLB

    [dice type=fudge]3dF[/dice]
  •  10-06-2008, 8:24 PM 805728 in reply to 805717

    Re: [Solar System] Fading Suns - Incubation

    "I'm all for men defending us against the boogy man, but I don't trust their club-like fingers to not damage possible valuables.  We are going ourselves, aren't we Lord Nicholas?  Perhaps with a few men in tow in case we need to withdraw or to move heavy things?" Alun smiles as he stands up, straightening his clothes


    Richard M.
    Grimfang
    "Whisper"
    Xaeraes
  •  10-07-2008, 9:50 AM 805731 in reply to 805728

    Re: [Solar System] Fading Suns - Incubation

     

    "We're definitely going onboard ourselves. And yes, some of the men should come with us while the rest remain here. The ones who stay behind should be vigilant as well. We have no idea what is on that ship - either living or dead."

     

     


    What's the matter kid? Don't you like clowns?

    -Captain Spalding




  •  10-07-2008, 12:44 PM 805734 in reply to 805731

    Re: [Solar System] Fading Suns - Incubation

    Shanti studies Alun when he speaks of taking men along in case of "withdrawal".  Considering that she, herself, is perhaps one he would consider expendable should there be a need for him to leave quickly, she makes a note to watch him for ways in which he serves or works against the Greater Good.  When Nick suggests they board themselves, she smiles in agreement, offering him a brief nod.  "Would you like me to prepare your gear, sir?"
    It is better to be the hammer than the anvil.
    --Emily Dickinson
  •  10-07-2008, 1:06 PM 805735 in reply to 805734

    Re: [Solar System] Fading Suns - Incubation

    Alun notices Shanti's glance, straightens his clothing a bit more as he smiles, completely mistaking her glance as one of appreciation rather than suspicion.  "Excellent, I'll grab my gear and a padded bag for the more delicate objects we might find.  I'll meet you two at the boarding platform."

    Alun quickly leaves the bridge, excited about what might be aboard the Blue Pearl.  When he arrives at the boarding platform he'll inspect the gear of the men they're to bring aboard, as he does so trusting his instinct as to which should be allowed to follow them on board and which to leave behind.

    OOCIn game terms, Alun is trying to use psyche to determine which men can be trusted not to turn on him as well as making sure that he leaves a few trustworthy individuals behind so none turn against them once they leave the ship.

     


    Richard M.
    Grimfang
    "Whisper"
    Xaeraes
  •  10-07-2008, 1:59 PM 805736 in reply to 805735

    Re: [Solar System] Fading Suns - Incubation

    OOC to Rich

    Ok, Mindreading costs 1 Instinct pool, and requires a successful Cajole(I) roll.  That is, a result more than '0'.  If successful, you've read their minds and gotten a read of their attitudes.

    Don't forget that you can spend 1 (and only 1) Instinct Pool to roll a bonus die after you see what you got, keeping the best 3.

    If you want a mechanical benefit from this, you can spend 1 Instinct pool to turn your result into a portable bonus that you can use later in whole or in part when trustworthy marines matter.

    Finally, if you feel that you'd have taken Cajole at a higher level if you'd known it was needed for reading minds, feel free to make that change (and let me know what you did so I can update your sheet).

    Actually finally, the code for rolling 1 Fudge die is in my sig.  Change the 1 to a 3 to roll 3 dice, etc.

     


    "If you fudge dice rolls, your system is failing you!" -Sons of Kryos

    "I genuinely think that some people measure their free will by reading how unhappy their GM is." - TonyLB

    [dice type=fudge]3dF[/dice]
  •  10-07-2008, 2:20 PM 805737 in reply to 805736

    Re: [Solar System] Fading Suns - Incubation


    Richard M.
    Grimfang
    "Whisper"
    Xaeraes
  •  10-07-2008, 2:39 PM 805738 in reply to 805737

    Re: [Solar System] Fading Suns - Incubation

    Alun paces before the assembled marines under the pretense of inspecting their equipment.  As he concentrates, peering into their minds, a sublte, high-pitched whine like a ringing in the ears pervades the room.  A few of the marines notice and look around, but it stops as suddenly as it started and Alun finishes his inspection, assigning the marnines to different duties.

    OOC to RichMy mistake.  React, Endure and Resist are special "defensive" Abilities and can't be swapped for Cajole.  The roll still stands, but you'll have to pick a different Ability to swap or just leave Cajole at +0 for now.  (It only takes 5XP to buy it up to +1 anyway.)

    EDIT: The noise is a side effect of the Psyche power.


    "If you fudge dice rolls, your system is failing you!" -Sons of Kryos

    "I genuinely think that some people measure their free will by reading how unhappy their GM is." - TonyLB

    [dice type=fudge]3dF[/dice]
  •  10-07-2008, 2:53 PM 805739 in reply to 805738

    Re: [Solar System] Fading Suns - Incubation

    OOCI'll go ahead and switch deceit out, with psyche, diplomacy, and bargain, I think Alun prefers to use truth to manipulate people anyways.

    Richard M.
    Grimfang
    "Whisper"
    Xaeraes
  •  10-07-2008, 3:02 PM 805740 in reply to 805739

    Re: [Solar System] Fading Suns - Incubation

    "Nah, it's okay Shanti. I think our boarding party will carry the equipment we need."

    Nick grabs the hilt of his laser sword. It's the only gear he will need, especially if this orb is one of the six.

    "We should probably wear suits that will allow us to survive in a vacuum and have their own air supplies - just in case. We don't know what condition the ship is in."

    Beingas our ships have now linked up, he goes to a think machine terminal and tries to access the Pearl's computer. He'll especially look for log books.

     

     


    What's the matter kid? Don't you like clowns?

    -Captain Spalding




  •  10-07-2008, 3:04 PM 805741 in reply to 805740

    Re: [Solar System] Fading Suns - Incubation

    +- -+1

    EDIT: Added two more dice.  Always roll at least 3.  I'll update my sig to make that the default.  -Jason


    What's the matter kid? Don't you like clowns?

    -Captain Spalding




  •  10-07-2008, 3:42 PM 805742 in reply to 805741

    Re: [Solar System] Fading Suns - Incubation

    The think-machine on the Blue Pearl denys Nicholas' attempts to access it.  Perhaps it's because of the differences in 2nd Republic and Known Worlds interfaces, or perhaps it's something else, but the Blue Pearl's think-machine seems to behave almost erratically.  Error messages, unknown sigils and meaningless strings of data fill the screen with electronic madness.

    "If you fudge dice rolls, your system is failing you!" -Sons of Kryos

    "I genuinely think that some people measure their free will by reading how unhappy their GM is." - TonyLB

    [dice type=fudge]3dF[/dice]
  •  10-08-2008, 7:50 PM 805744 in reply to 805742

    Re: [Solar System] Fading Suns - Incubation

    A bulkhead slides open on the Blue Pearl, and Nicholas, Shanti, Alun and 5 marines armed with boarding guns step into the dim receiving area, their breathing heavy and rhythmic in their space suits.  The walls are coated with what looks like hardened slime in some places and rust and corrosion in others.  A dim, flickering blue glow emanates from strips along the upper walls where it peeks out from the slime, and external microphones pick up the low, deep creaking of the ship's structure.

    As the party approaches the door at the far end of the room, the lights brighten somewhat, and a voice, deep and melodious but with the tenor of a carnival barker, booms from nowhere, "WELCOME, CITIZENS, TO THE BLUE PEARL, THE SHINING LIGHT AND FLAGSHI... KKKKZZZZRTTT!... OYAGE!  FOR YOUR SAFETY... KKKKKZZZZRTTT!... ANNING!"

    A wedge of blue light pans down the party, and then back up before blinking out again.

    "We are sorry, but scans detect the presence of xenobiological parasites on/in your persons or on/in your carry-on baggage.  Please... KKRRZZT!... while security personnel escort you to decontamination.  Thank you."

     
    OOCNow what?

    "If you fudge dice rolls, your system is failing you!" -Sons of Kryos

    "I genuinely think that some people measure their free will by reading how unhappy their GM is." - TonyLB

    [dice type=fudge]3dF[/dice]
  •  10-08-2008, 10:51 PM 805745 in reply to 805744

    Re: [Solar System] Fading Suns - Incubation

    "Not quite as careful as you should've been with a lady of the night, eh, Lord Nicholas?", Alun begins, attempting to keep things light despite feeling claustrophobic in his suit, "Thats ok, I rem...", Alun's voice quivers and hesitates for a moment as he suddenly puts his hand to his head as if in pain.  "Uh, well at any rate, lets get to the riches eh everyone?  Lord Nicholas, think you can convince this old bucket of bolts to let us through?" 

    Alun begins attempting to smear away the slime from around the blue glow looking for some sort of datapanel that Nicholas might be able to access.


    Richard M.
    Grimfang
    "Whisper"
    Xaeraes
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