Roll 99
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 - -
Wormhole Transit -
Lightning Bolt - -
Lightning Shield - -
Plasma Whip II -
Twisted Transistor - -
Spell Flux [2/2] -
Universal Clock IV- -
Time Bubbles [0/2] -
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: Dominance (2/5 spells blocked)
New Power: Mindgames (6/7 spells witnessed)
Name: Kenjaro
Race: Cyrian
Abilities: -
Cellular Regeneration - -
Mend - -
Essence Transfer - - -
Life Tap -
Martial Trance - -
Mind Blast - -
Lockdown - -
Emergency FragmentationTraits: -
Bloodlust -
Martial Focus -
Rifles are for CowardsInventory: - [/abbr]
Axellum K12-E [15/15] -
Vicious Enchanted Shotgun Magazine - 1x Shotgun Magazine
+
Stealth Ultrasonic Axe +
Nanosteel Combat Armor (Medium) +
Death's Bite +
Commander's Landark Industries Powersuit (Heavy) - -
Oktar's Powersuit Augments - -
2x Psionic Fusion Nanocell (Last fueled: Roll 74) +
Weeping Ball'O'Hurt -
Rampant Steel Urchin
Cash: 38950 Ac
Conditions:Martial Trance (0 Stack(s)) (+0 to spells, +0 to other actions)Miniquests: Name: Ryan
Race: Unknown
Abilities: -
Pyrokinesis [0/3] - -
Burnout - -
Fire Shield II -
Technopathy [2/3] - -
UPGRADE!!!! - -
Hashcryption - -
Uplink - -
Techno-Sense -
CleanseTraits: -
Backtrack -
Perception -
Instant Reflexes -
Burst of Speed -
Lack of Common Sense -
AmnesiaInventory: +
Modern Clothes +
+3 Arkfury (6/6) (Loaded with Punch-Through ammo)
+ 12x Punch-Through bullets
+ Fire Extinguisher
Conditions:Miniquests:Decrease Effect of Amnesia Trait (1/6 successful persuasions)
Increase Perception (1/3 successful traps disarmed)
Name: Dominic Zoshan
Race: Ross/Polarian
Abilities (Human Form): -
Geokinesis [1/3] - -
Discipline of Form [1/3] - -
Discipline of Strength - -
Discipline of Color -
Hat Throwing -
AwakeningTraits (Human Form): -
Gentleman (1 Gentleman Points) -
Duelist -
Polite -
Interim Recovery -
Serendipity -
Extant RageAbilities (Myslef Form): -
Metallokinesis [1/3] --
Seismic Slam --
Bladestorm -
Power Word -
Entropy LeechTraits (Myslef Form): -
Epicenter of Rage (0 Fury) -
Obey my Command!Inventory: -
Eternal Plasma Gunberd - 19x Scoria Gunberd Round (Explodes on impact)
- 19x Topaz Gunberd Round (Releases a blinding flash of light)
- 19x Gold Gunberd Round (Causes lightning to strike the target from nearby metal objects)
- 19x Jade Gunberd Round (Causes plants to grow around the target)
- 19x Azure Gunberd Round (Causes the target to be frozen)
- 19x Indigo Gunberd Round (Releases toxic gas)
- 19x Amethyst Round (Releases harmful radiation)
- 19x Invisible Gunberd Round (Releases immense heat)
-
☼Gentleman's Grappling Hook☼ +
Armored Trenchcoat and Top Hat (Light) -
Repair Kit - 3x Large Paper Cup
-- Popcorn (80%)
-
3x Granite Dagger - Cryogenics Bay Keys
-
Reagrd 'U' -
Scoria ReagrdConditions:Miniquests:New Ability: Evasive (win defensive rolls by a margin of 3 or more: 1/3)
New Ability: Pristine Condition (2/3 successful cases)
New Trait: Back, Foul Beast! (1/3 successful cases)
Unholy_Pariah, AKA Kenjaro[4] You create a handle! Your control over the urchin is quite precise, allowing you to create accurate structures close to its surface, even though the ball itself is only about a foot in width.
superBlast, AKA Ryan[1+1] Your ammunition becomes slightly sharper, perhaps more suited to passing through the target rather than outright killing them.
Caellath, AKA Russano Neskratt[3+1] You momentarily wake up and check to see if your party has caused any damage. It seems that Dominic has kept himself under control, and Ryan is busy... upgrading the pistol you gave him using his powers. Kenjaro is on his way inside, but you notice a peculiar crack in the wall of one a hangar that wasn't there before. You twiddle some plasma around your thumbs in the meantime.
HEN, AKA Dominic ZoshanPleased with the results of your adventures, you drop into the bed and await the next morning.
In the next morning, the four of you (plus entourage) awake to a siren. Not one to signal an emergency, but rather to indicate that launch is somewhat close. Every hour the siren is rung and crews rush to inspect the rocket for any wear that it may have accumulated during its many trials. The invention of practically resuable rockets spurred a commercial revolution on Aldros II, finally providing a means to cheaply ferry cargo into space.
Aboard the rocket there is little to do--barring the occasional break in acceleration when releasing a stage, the G-force on the passengers is almost twice the Terran standard of gravity, giving most spaceborn humans quite a hard time, at least for those who lack experience.
Once the rocket reaches orbit, however, the passengers begin eagerly pouring out of their respective compartment and into the orbital plaza. The transport capsule will be shipped down in an extra-large cargo container with aerobrakes, and then collected on the surface to be rebuilt and refitted. This particular rocket is still good for a few more runs. Afterward, its parts will be reserved for shipping cargo, not people, for the rest of its operational lifespan of 40+ years.
The orbital plaza itself is immense. Curled up inside a long cylinder with spaceports at either end, the Plaza is easily the largest manmade structure in the system, rivaling the great burgs of Aldros II in its sheer size and complexity. Here, thousands of travelers of all cultures come and go, gradually refreshing the population of the effective city inside. Its artificial gravity and atmosphere makes it similarly livable to a city on the ground, although the costs of maintenance makes its expansion slower than that of the burgs.
Yellow mentions that the courier ship is docked on the other side of the habitat. Through the large transparent ceramic caps of the habitat, Russano catches a glimpse of the vessel moored on the docking platform. They are notable in that their fuel tanks dominate their silhouette even moreso than a typical exploration vessel. These ships are meant to travel as quickly as possible, delivering messages and data faster than light and rivaled in speed only by experimental beam setups which send maser signals directly through wormholes.
As far as local things to do, the place seems a lot like a smaller version of Aterrus. However, instead of loyal citizens walking the streets, there are freelancers and bounty hunters kitted out in full gear. In fact, a party of three confronts your party of eleven ((four PC's, the Fellowship, Perfectio + Hadrial + Jo)). The speaker of the group, a woman in an old Ross military uniform well-decorated with badges but missing a lot of key characteristics of the uniform, such as the hat and the actual Ross insignia. Instead, she wears a black helmet and light exoskeleton with a weapon attached to the left arm. Ryan notices it looks a lot like his Arkfury. The other two bounty hunters are in fairly common gear consisting of jackets with bits of metal plate stuffed underneath the sleeve but over the powergloves.
"You look like Royals. I'd keep an eye out for anyone that looks like this--"She holds up her tablet and displays a picture of a man holding a pistol and wearing a yellow jacket with jagged stripes reminiscent of dazzle camouflage used to confuse robotic targeting systems. The blonde man appears to be a notorious young pirate whom the bounty hunters are chasing around the Plaza after having seized his ship. He is reported to be armed with a Centauri spiker pistol and has access to an exoskeleton with an extended power supply, possibly powered by a psionic artifact.
The woman mentions that whomever turns him in can keep the artifact that's powering his gloves and suit, along with a portion of the bounty, up to the equivalent of 30000 Ack.