You six are beings known as World Jumpers, the World Jumpers are beings created to go through time, and space fixing problems that have appeared known as
Time Rifts caused by the mysterious
Mr. Q. The mysterious fiqure who in the year 2583 A.D. invented Time Travel, and now threatens to destroy the timeline of those who seek to stop his rise to power in the present, so that they never can prevent him from taking the Galatic Throne. Will you be able to repair the Time Rifts, and defeat Mr. Q before its to late, or will you fall to the power of his dark forces?
Rules
[1]: Epic Fail. Your efforts only worsened your situation.
[2]: Fail. Your skills or luck were insufficient.
[3]: Meager success: The situation didn't improve by as much as you have intended.
[4]: Success: Your efforts were sufficient to achieve your goal.
[5]: Epic Success: Your skills and luck have combined to ensure your success.
[6]: Overshot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.
If at any time something threatens a player, that player may make a roll to avoid the threat.
Character SheetName:
Misc: Add anything else here you wish me to know.
Word: Put one word here it can be anything. (This decide the special power you start with)
Another Word: (This decides something that shall remain a secret)
Elesara is the first world you will visit it has been destroyed by multiple natural disaters, and the greed of man this world is now dominated by animals turned monster with humans trying to scrap by off of the trashpiles that remain of this ruined world. Here you will gain Mutations, and Powers such as four arms, or Telekinesis. The main weapons here will be improvised, and scavenged from the scarp heaps that remain from the idiocy of mankind.
Roll Boosts are gained by the more a character did a specific thing then the further they get into gaining a bonus into that particular thing such as repeatedly using a sword in combat might score you a +1 bonus (These Bonuses going up to a max of two, three if I switch to a 1d10 system). These boosts will happen only rarely, and will become rusty if unused, but if you go so long without using it you lose the bonus all together (30 Turns without doing that particular things seems reasonable right.).
Artifacts are items that the people of that world have thought to have powers, and those thoughts manifested themselves over the years, and granted them great powers. Along with the powers the thoughts also created a guardian that protects the item, and in order to gain that artifact you must defeat that guardian then you may gain its power.
Known Artifacts
None
Entry #1 -
Monster: A.R.U. Mk. X (Red Stripes)
Info: The A.R.U.s, or Armored Recon Units are mechanical soldiers used to search areas on the planets surface that are infested with monsters, or heavily infested with radiation. This model appears to be far superior to all other models, and is not one that the average faction of this world would have.
Armaments: 2 M981 Vulcans, 'The Tiger' Mk. II Ionized Anti-Personnel Close Combat Weapon (Sword)
Status:
Hp - 3/3
AP - 5/5
Weak Point - Power Core (Behind)
Players -- IronyOwl
- SeriousConcentrate
- dermonster
- Talarion
- Sinpwn
- lawastooshort
- TEMPORARY SLOT: Frelock
Waiting List- Riccto
- Dave1004
- PowderMiner