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| |'''Attributes:''' Agility d8; Smarts d4; Spirit d6; Strength d6; Vigor d6 | | |'''Attributes:''' Agility d8; Smarts d6; Spirit d6; Strength d6; Vigor d6 |
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| |'''Skills:''' Athletics* d8; Common Knowledge* d4; Notice* d4; Persuasion* d6, Stealth* d6; Shooting d8; Piloting d6; Fighting (d6); Healing d4 | | |'''Skills:''' Athletics* d8; Common Knowledge* d4; Notice* d6; Persuasion* d4, Stealth* d6; Shooting d8; Piloting d6; Fighting (d6); Healing d4 |
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| |'''Edges:''' Alertness (+2 to Notice rolls.); Two-Gun Kid (Make one extra Shooting (or Athletics (throwing) roll with a second ranged weapon in the off-hand at no Multi-Action penalty.) | | |'''Edges:''' Alertness (+2 to Notice rolls.); |
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| |'''Gear:''' EVA suit (bonus 2, weight 3, Air d8, Jets d8) + Darkvision; Flechette Pistol x2 (damage 2d4, range 12/24/48, weight 0.5, +2 damage vs unarmored); Medkit | | |'''Gear:''' EVA suit (bonus 2, weight 3, Air d8, Jets d8) + Darkvision; Flechette carbine (damage 2d6, range 20/40/80, weight 1, +2 damage vs unarmored); Medkit |
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| |'''Played by:''' I.M.Goose | | |'''Played by:''' I.M.Goose |
Revision as of 19:48, 26 August 2020
Introduction and Background
Cheap, powerful ion drives opened up the solar system, bringing in ores from the asteroid belt and scattering mankind across the system.
Better yet, it looked as if Kemmler Compression would open up the stars, but crews sent on the longer jumps never returned, though some probes did.
Whether something about the drive caused the rash of emerging psy talents that followed the first tests or it whether it was just happenstance was never clear. The Ascendents were brilliant and almost all of them meant well, wanted to make the world better but their plans and the shock of their sudden emergence caused chaos.
The revolt against Psy Ascendancy almost trashed the planet. Ruthless and indiscriminate nano-tech attacks wiped out the Ascendants, anyone holding those genes and many other genetic heritages.
You cannot go home. So you work in space.
The “Compass Rose” is a sturdy, ugly ion-drive tug, hand-to-mouthing it around the outer system. Following a lead you have come upon the haul of a lifetime: a huge, state-of-the-art science vessel, tumbling silently in the blackness far beyond the orbit of Jupiter….
Threads
IC Thread
OOC Thread
Map
Setting Rules
The game runs using Savage Worlds Adventure Edition rules. Characters start as Novice and are either crew of the Compass Rose or survivors on the Kaine. The only Arcane Background is Psionics, which makes you an Ascendant, hunted and reviled and needs me to sign off on it.
- Gear List
- Electronic Warfare
- Movement in Zero-G
- Pattern Sickness
Characters
Mac
Erin "Mac" MacAran
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Traits
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Hindrances:Curious (M); Small (m)
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Pace: 6; Size: -1; Parry: 4; Toughness: 6(1)
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Attributes: Agility d8; Smarts d8; Spirit d6; Strength d4; Vigor d6
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Skills: Athletics* d4; Common Knowledge* d4; Electronics d6; Fighting d6; Hacking d6; Notice* d8; Persuasion* d4; Repair d8; Stealth* d6; Thievery d4
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Edges: (Professional): McGyver [N, Sm 6, Repair 6, Notice 8] Quickly create improvised devices from scraps.
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Gear: Basic Armor ($100) +Air Boost [d8] ($50), +Darkvision* ($50), +Gecko Boots ($50); Modular Repair Kit ($100); Integration Rig ($100); Longknife ($25)
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Played by: Kokopelli
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Spuds
Jimmy "Spuds" McConnell
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Traits
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Hindrances: Driven (Minor; being the best team player he can be), Impulsiveness (Major), Loyal (Minor)
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Pace: 6; Size: +1; Parry: 5; Toughness: 8(1)
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Attributes: Agility d6; Smarts d6; Spirit d6; Strength d8; Vigor d8
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Skills: Athletics* d6; Common Knowledge* d6; Electronics d6; Fighting d6; Intimidate d4; Notice* d6; Persuasion* d4; Pilot d4, Repair d6; Science d4, Stealth* d4
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Edges: (Background) Brawny (Toughness +1, Size +1, +1 step to encumbrance 80lbs)
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Gear: Standard Spacesuit ($100, Wt. 1lb; $100), Air Tank (d8, +0.5lbs; +$50), Gecko Boots (+0.5lbs; +$50), Cutting Edge Modular Repair Kit (Wt. 0.5lbs; +1 to Electronics and Repair; $200), Survival Knife (Str+d4, Wt. 0.5lb; $50); Remaining Cash $50
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Played by: Karl Green
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Stormy
Simon "Stormy" Tourmaline
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Traits
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Hindrances: Arrogant (M); Loyal (m); Quirk: Neat and Polite (m)
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Pace: 6; Size: 0; Parry: 5; Toughness: 7(2)
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Attributes: Agility d6; Smarts d8; Spirit d8; Strength d6; Vigor d6
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Skills: Academics d4, Athletics d6; Common Knowledge d4; Fighting d6; Gambling d6; Notice d8; Persuasion d6; Shooting d6; Stealth d4; Taunt d4
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Edges: Calculating (Ignore 2 points of penalties when action card is 5 or less)
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Gear: EVA suit (bonus 2, weight 3, Air d8, Jets d8); Flechette pistol (damage 2d4, range 12/24/48, weight 0.5, +2 damage vs unarmored); Flechette carbine (damage 2d6, range 20/40/80, weight 1, +2 damage vs unarmored); knife (damage Str + d4, weight 1); $50
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Played by: Talisman
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Vik
Viktor "Vik" Horvat
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Traits
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Hindrances: Bad Luck (M), Suspicious (m), Shamed (m)
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Pace: 6; Size: 0; Parry: 5; Toughness: 7(2)
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Attributes: Agility d8; Smarts d6; Spirit d6; Strength d6; Vigor d6
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Skills: Athletics* d8; Common Knowledge* d4; Notice* d6; Persuasion* d4, Stealth* d6; Shooting d8; Piloting d6; Fighting (d6); Healing d4
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Edges: Alertness (+2 to Notice rolls.);
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Gear: EVA suit (bonus 2, weight 3, Air d8, Jets d8) + Darkvision; Flechette carbine (damage 2d6, range 20/40/80, weight 1, +2 damage vs unarmored); Medkit
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Played by: I.M.Goose
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