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=Player Characters=
 
=Player Characters=
 
*[[AnomaloCarla]], the Fossil Goddess. Goddess of Time, Death, and the Earth. AC 2, HP 10/10. Hardiness 13+, Evasion 14+, Spirit 12+. (Scythe-Hand +4 to-hit, Damage 1d10+3, Range 200', does 1 damage even on a miss to the living or the undead)
 
*[[AnomaloCarla]], the Fossil Goddess. Goddess of Time, Death, and the Earth. AC 2, HP 10/10. Hardiness 13+, Evasion 14+, Spirit 12+. (Scythe-Hand +4 to-hit, Damage 1d10+3, Range 200', does 1 damage even on a miss to the living or the undead)
*'''INACTIVE:''' [[Rocky]], the Stone Fist. God of Journeying, Endurance, and the Sword. AC 2, HP 10/10. Hardiness X+, Evasion X+, Spirit X+. (Primary Attack +to-hit, Damage roll.) (Notes regarding primary attack.)
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*[[Rocky]], the Stone Fist. God of Journeying, Endurance, and the Sword. AC 2, HP 10/10. Hardiness X+, Evasion X+, Spirit X+. (Primary Attack +to-hit, Damage roll.) (Notes regarding primary attack.)
*'''INACTIVE:''' [[Rosalind]], the Huntress. Goddess of The Bow, Alacrity, and the Sky. AC 0, HP 9/9. Hardiness 14+, Evasion 12+, Spirit 12+. (Primary Attack +4, Damage roll (4*).) (Penetrates all cover, always does maximum damage (1d8+3 = 11, 4 damage), counts as magical.)
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*[[Rosalind]], the Huntress. Goddess of The Bow, Alacrity, and the Sky. AC 0, HP 9/9. Hardiness 14+, Evasion 12+, Spirit 12+. (Primary Attack +4, Damage roll (4*).) (Penetrates all cover, always does maximum damage (1d8+3 = 11, 4 damage), counts as magical.)
*'''INACTIVE:'''[[Saijin Ghali]], the Burning Admiral. God of Fire, Wealth, and Command. AC ?, HP ?/?. Hardiness X+, Evasion X+, Spirit X+. (Primary Attack +to-hit, Damage roll.) (Notes regarding primary attack.)
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*[[Saijin Ghali]], the Burning Admiral. God of Fire, Wealth, and Command. AC ?, HP ?/?. Hardiness X+, Evasion X+, Spirit X+. (Primary Attack +to-hit, Damage roll.) (Notes regarding primary attack.)
 
*[[Yela Iolam]], the Witch-Queen. Goddess of Sorcery, Might, and the Sun. AC 8/2, HP 9/9. Hardiness X+, Evasion X+, Spirit X+. (Primary Attack +to-hit, Damage roll.) (Notes regarding primary attack.)
 
*[[Yela Iolam]], the Witch-Queen. Goddess of Sorcery, Might, and the Sun. AC 8/2, HP 9/9. Hardiness X+, Evasion X+, Spirit X+. (Primary Attack +to-hit, Damage roll.) (Notes regarding primary attack.)
*[[ZeroDarkness|Melody Zero]], the Fugitive. Goddess of Passion, Endurance, and the Sky. AC 0, HP 17/17. Hardiness 11+, Evasion 11+, Spirit 12+. Stormsword +5, 1d10+3. Range 200, Always deals at least 1 damage to wet or metal-clad enemies.
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*[[ZeroDarkness|Melody Zero]], the Fugitive. Goddess of Passion, Endurance, and the Sky. AC 0, HP 11/11. Hardiness X+, Evasion X+, Spirit X+. Stormsword +4, 1d10+3. Range 200, Always deals at least 1 damage to wet or metal-clad enemies.
  
== Dead Man's Hand ==
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== The Ship ==
Our ship is a Far Scout from Mandate Archive: Scavenger Fleets.
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I don't actually know much about our ship yet. Do we need stats? Deck plans?
[[File:Isaac-hannaford-143.jpg]]
 
[[File:DMH.jpg]]
 
 
 
*Speed: 5
 
*Armor: 5
 
*AC: 4
 
*HP: 40/40
 
*Crew M/M: 3/12 (See special rules)
 
*Power: 15/15
 
*Mass: 20/20
 
*'''Fittings'''
 
**Atmospheric Configuration 0/2
 
**Cargo Hold (60 tons) 0/3
 
**Armory
 
**Ship's Locker
 
**Fuel Bunkers (3) 0/1
 
**Fuel Scoop 0/0
 
**Scavver Navigation Suite 0/0
 
**Drive-6 6/8
 
**Plasma Beam 5/2
 
**Survey Sensor Array 2/1
 
**Emissions Dampers 2/2
 
**Boarding Tubes 0/1
 
 
 
*Special Rules: Far Scouts are finicky ships with extremely advanced systems. Keeping such a high-strung ship operational is a challenge for ordinary crewmen, however, and optimal performance requires that the crew include members with the skills of Vehicle/Space-2, Navigation-2, Tech/Astrotech-2, and Culture/ Spacer-2. For each lacking skill, apply a -1 penalty to all skill or attack rolls made by the ship. They are naturally equipped with a Scavver Navigation Suite.
 
*'''Scavver Navigation Suite:''' The scavenger fleets produce some of the finest navigators in all of human space. Their constant interstellar drills require the repeated, flawless performance of intricate navigational computations, and this unrelenting practice and their centuries-old accumulation of metadimensional soundings leads to skill that quite possibly exceeds even the finest navigators of the ancient Mandate. The scavver navigation suite is a collection of this data and the tools necessary to make use of it, and requires a navigator with at least level-3 expertise to be useful.
 
*Along regularly-plotted spike drill routes the navigation suite allows for flawless drills. These regularly-plotted routes usually mark the fleet’s typical path through a given sector, and adding new legs to the route requires the metadimensional soundings from dozens of drills over the course of years. A regularly-plotted course can be drilled unerringly even decades after the last attempt, as the suite can calculate the new energy currents that have arisen since the last soundings.
 
*When making other drills within a known sector, or making regularly-plotted drills that have increased difficulty due to course trimming or other modifiers, the navigation suite is somewhat less effective. It allows for an additional skill check for the drill, along with any use of the Expert special ability, and eliminates any penalty for using old or unknown drill routes.
 
*In a completely unknown sector it functions only as well as an ordinary advanced nav computer, adding +2 to all Navigation checks. Mapping the sector sufficiently to make it known is a work of years of repeated metadimensional soundings and drill scouting, or else requires the discovery of another scavenger fleet’s records of the sector.
 
  
 
=Other Characters of Note=
 
=Other Characters of Note=
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Factions of broad importance, including PC cults, go here
 
Factions of broad importance, including PC cults, go here
 
== The Illuminati ==
 
*Power 1
 
*A secret society with a lot of cash to spare, who are masters of certain dark arts.
 
*Action Die: 1d6
 
*Features: Improbably Wealthy. Archmastery of The Academy of Thought.
 
*Problems: Almost all members are escaped slaves hunted by the Guild (2)
 
 
== Melody's Cult ==
 
*Power 1
 
*A colony of the homeless and dispossessed, many of whom are former or hereditary slaves.
 
*Action Die: 1d6
 
*Features: Has a vast stone temple-complex with many features to promote efficiency.
 
*Problems: Generally destitute.
 
  
 
=Setting Information=
 
=Setting Information=

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