Roll 68
When combat occurs, both attacker and defender roll a dice.
If the attacker rolls higher than the defender, the difference between the rolls determines the amount of damage dealt in terms of injuries. Higher values are better, but even a roll of 4 vs 3 (example) will result in some damage.
If the defender rolls higher than the attacker, the defender might deal a counterattack if he/she is capable and rolls well enough, using the difference as a d6 result.
CHARISMA: Increases all social actions by +1 while equipped. Each point stacks with other sources of charisma.
DEFENSE: Increases your own defense roll when you are hit with an enemy weapon, mitigating your own injuries. Defense does not stack and only your highest defense value will be taken into account.
Deflect Chance: 1 in 6th chance that a light attack (bullets, sword slashes, glancing hits from an axe, punches, sweeping beam, etc) will simply be ignored. Stacks linearly, so 6 deflect chance means that you are immune to conventional attacks.
Parry Chance: Same as deflect chance, but it's a second calculation. If you have two one-handed weapons, both will stack linearly with each other.
DMG: Damage type. Some armors defend against different types better than others.
CRIT: The kind of injury this weapon will do if you roll a base 5, regardless of enemy defense.
CLUMSINESS: When carried, decreases social actions and actions requiring precision, such as long distance weaponry use. Stacks linearly with different items.
STRENGH: Adds to strength-related actions such as moving heavy objects or punching people. Stacks linearly.
Name: Russano Neskratt
Race: Aldros II (Independent Colony)
Abilities: (Active)
-
Breeze of Life -
Flash Portal -
Lightning Bolt -
Twisted Transistor - -
Spell Flux [2/2] -
Universal Clock II -
I Like These Odds (Toggle)Traits: -
Diplomat -
Ironmind -
Warlock -
PsiboundInventory: +
Torque +
Ceremonial Battle Robe (Medium) +
Black Clothing +
Bandages (clothing) (8/8) +
Corsair Rapier +
NightfallConditions:Miniquests:New Power: Cleanse all debuffs (1/5 successful casts)
New Power: The Best Defense (Electric Shield) (1/3 successful casts)
Name: Kenjaro
Race: Cyrian
Abilities: -
Cellular Regeneration - -
Essence Transfer -
Martial Trance - -
Mind Blast - -
Lockdown - -
Emergency FragmentationTraits: -
Bloodlust -
Martial Focus -
Rifles are for CowardsInventory: +
Ultrasonic Axe +
Nanosteel Combat Armor (Medium) - 1x Shotgun Magazine
x
Damaged Nametag + Commander's Radio
+
Commander's Nanosteel Dagger +
Broken Watchman's Graphite Dagger +
Commander's Landark Industries Powersuit (Heavy) - -
Oktar's Powersuit AugmentsConditions:Miniquests:None
Name: Ryan
Race: Unknown
Abilities: -
Pyrokinesis [0/3] - -
Burnout -
Technopathy [2/3] - -
UPGRADE!!! - -
Uplink -
CleanseTraits: -
Backtrack -
Perception -
Instant Reflexes -
Lack of Common Sense -
AmnesiaInventory: +
Modern Clothes +
Arkfury (6/6)Conditions:Camera Vision (-1 to concentration, +3 to observation)
Miniquests:Discover Power: Ra---o-n
Decrease Effect of Amnesia Trait (1/6 successful persuasions)
Name: Dominic Zoshan
Race: Ross/Polarian
Abilities (Human Form): -
Geokinesis [1/3] - -
Discipline of Form [1/3] - -
Discipline of Strength - -
Hat ThrowingTraits (Human Form): -
Gentleman (1 Gentleman Points) -
Duelist -
Polite -
SerendipityAbilities (Myslef Form): -
Metallokinesis [1/3] --
Seismic Slam --
Bladestorm -
Entropy LeechTraits (Myslef Form): -
Epicenter of Rage (0 Fury)Inventory: +
Gunberd - 20x Gunberd Round
-
Armored Burnt Trenchcoat and Top Hat (Light) -
Repair Kit - 3x Large Paper Cup
-- Popcorn
-
=Granite Dagger= - Cryogenics Bay Keys
Conditions:Miniquests:New Ability: Pristine Condition (1/3 successful cases)
The large flat structures on the front and sides are radiators (some of which can be retracted during combat to protect them). There are a lot of ornamental features that function as protection from impacts due to their distance from the relatively narrow central compartment of the ship. The actual part that most of the crew are in is much smaller than the ship itself.
-Coolant and Radiator Control-
-Engineering-
-Weapon Control-
-Water Pumps-
-Cargo-
-Docking/Hangars-
-Engineering-
-Workshops-
-Life Support-
-Cargo-
-Armory-
-Residence (5 levels)-
-Library-
-Bridge-
-Hydroponics-
-Medical-
-Life Support-
-Engineering-
-Engine Control-
-PC's-
Dominic Zoshan
Kenjaro
Ryan
Russano Neskratt
-NPC's-
Codo
Harry North
First Mate John Astley
superBlast, AKA Ryan[2] Impressed by your own ability and eager to do more, you start to wander around the ship, taking the elevator to various parts and looking at the electronics. Perhaps, you think to yourself, your powers are the key to discovering your past. They have become far more potent since you first remembered getting them. You conveniently forget that your original powers were fire-based, and proceed to fruitlessly ponder theories about computer science and your technokinesis instead.
HEN, AKA Dominic ZoshanIn the time that it takes you to reacustom yourself with your surroundings, you find that the captain has already seated himself in his own chair. You come closer, and Russano swings around to face you. He informs you that he was simply learning about various groups that might be responsible for the hijacking of the expedition you are looking for.
Unholy_Pariah, AKA KenjaroBefore you take off, you first check the armor's status to see if the ship's engineer charged it.
You look for buttons on the helmet and find a tiny button on the inner rim of the helmet seal, pressing it immediately. The visor lights up, forming text on the surface indicating the following:
BATTERY STATUS: 100%
ESTIMATED BATTERY TIME: 2 HOURS, 15 MINUTES
You cringe slightly at the abysmal performance of the mobile suit. Granted, it's designed for security purposes, and the designers aren't really able to swap out the motors and battery for an internal combustion engine and hydraulic system. The armor needs to be used indoors in a confined space, and as such cannot pollute the air. For purposes of war, gas powered armor is definitely the way to go. Thinking about this brings back memories of power-armor-clad Cyrian marines proceeding down hallways, followed by teams of engineers and soldiers wearing gas masks and rebreathers over their light plate.
The Cyrus legion may have not fulfilled what you wanted from them, but they were a competent military force that could easily compete with the major houses if the Cyrian supply line hadn't been crippled since the fall of Locyrmor (their homeworld) at the end of the 2nd Galactic War.
...
You head up to the armory, just a level below the shuttle bay. A young man, both extremely tall and thin and wearing a black scarf with diagonal sky-blue stripes across its length. The end of the scarf terminates in many ends capped with steel spikes, leading you to conclude that this is an Aroth clansman from Caldr, although you forget the name of the particular clan. You definitely recognize the outfit, though.
"Hey! Call me Gustaf."You awkwardly greet the man and start inching toward the armory entrance.
"Hold on... are you requesting access to the armory? Feel free to drop in at any time. Don't take any weapons out without the Captain's express permission, however."Inside the armory, you find racks of various blades, guns, and cases containing high explosives and advanced devices such as EMP charges and portable scanners. There is a firing range and practice room where you can test weapons out.
Caellath, AKA Russano NeskrattYou remain quiet, although your crew hesitates before changing course. After a long silence, you explicitly grant them permission and set them to work. The gravity aboard the vessel shifts wildly as the maneuvers are made. As it turns, loose objects and pieces of debris gently gravitate toward the front of the bridge, doing so in a curved path because of the Coriolis effect. The same physical effect turns your stomach and makes you want to vomit, although doing so would put forth a bad example to the crew. A captain is expected to to be a master of both sword and ship, and that meant being able to stand through even the most nauseating of maneuvers a ship could make.
The
Borealis makes its way to the jump gate out of the system without any serious complications. It will be a long way back to Aldros II, but after a number of jumps, gravitational assists, and sub-FTL
The FTL scheme in this universe is fairly non-intrustive and mundane. There are various wormholes located in most human-inhabited systems that link stars together in a network of gates spanning a couple dozen lightyears. Each wormhole contains an ancient structure called a jumpgate that blocks access to the wormhole, but opens when nearby ships are detected, allowing passage. Due to the nature of non-euclidean space, these gates can be entered from any angle.
The wormhole makes the distance between stars artificially low. Entering one causes a ship to almost immediately exit the other side, retaining all momentum relative to the gate. The rest of a voyage needs to be done via conventional thrusters, which are usually nuclear thermal drives that use hydrogen as propellant.
...
The
Boralis approaches Aldros II after its journey, roughly 38 days amidst the stars. The great vessel parks itself in orbit of the small telluric world, meeting up with tankers and supply ships ready to help its crew restore the surface of the ship and top off on fuel/water.
Our party (Russano, Dominic, Ryan, Kenjaro, Codo, Harry, and the 2 inactive player characters {who will be removed from the plot for now. I might use them as NPC's in the future if their owners never decide to come back, although I don't think I can imitate Wwolin's style very well.}) approaches the airstrip in a shuttle piloted by Ares Teno. The planet's capital, Aterrus, first appears as a small patch of lights with several columns of steam and smoke rising from various places. As the party approaches, its skyline begins to form: colossal skyscrapers intermixed with gothic-style clocktowers and cathedrals. The Queen's palace dominates the meager apartments and shops surrounding it, being perched on a hill overlooking all but the tallest of the buildings in the city. Several raised highways twist and turn as they lead into every building on multiple levels.
The people of Aldros celebrate their heritage with utmost reverence, maintaining all of the old structures in the city--left over from simpler times--with newer technologies. Several modern structures even mimic the old ones, featuring kilometer-high brick facades backed by carbyne steel and carbon girders. The millennium-old clocktower, known as Towering Thomas, stands tall by the river, displaying two clocks--one for the planet's native rotational cycle, and one for the standard Earth cycle that acts as the baseline for the rest of the sector. Overall, the city is sparsely populated. Most of the industries are highly automated, leaving only a few spots open for management and engineering positions. But like all Aldrosians, the people of Aterrus prefer to leave as much space as possible open for improvement, choosing to expand upward rather than outward. The largest street in the center of the city faces almost constant darkness, overshadowed by the buildings, arches, highways, and tram lines that span the gaps. As one moves up, the city becomes progressively lighter, as well as the atmosphere, requiring humans to bring oxygen with them over two kilometers up. This is because the city's layout is only possible with Aldros II's reduced gravity (6.78 m/sē).
As Ares parks the shuttle inside a hangar, the party moves out and searches for guidance. Since the travel time of an interstellar voyage is fairly easy to calculate, it doesn't come off as unfair to expect Perfectio to at least be somewhat attentive during the period of time Russano's return would be likely. Relativistic effects don't account for much during in-system transit.
Fortunately, Russano spots Perfectio himself coming out of a transport vehicle along the tarmac along with an entourage of bodyguards and royal persons.