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Allies.

Posted by GMFor group 0
GM
GM, 55 posts
Kind and Benevolent
Fri 26 Jul 2013
at 19:05
  • msg #1

Allies

The AutoGnome

Pace - 4
Parry - 2    Toughness - 8(2)

AGILITY-d4 STRENGTH-d8
VIGOR-d8  SMARTS-d4
Notice: d6
SPIRIT-d6

Construct - Immune to disease, poison, mind-affecting abilities or spells.  Immune to critical hits.   +2 to Spirit roll to remove Shaken.  Cannot be healed but can be repaired.
Automaton - Does not eat, sleep or breathe.  Cannot be tricked, bullied, frightened or love.  Uses 'cartridges' for programming which may alter abilities.  Requires intermitant winding for locomotion and action.
Armored - 2 armor
Behavior Cylinders:
Porter - Gains Lift/Carry d10
Attack/Sentry - Gains Fight/Shoot: Gnomish Weapons d8, Parry 6
Frivolity/System Test - Pace becomes 0, cannot make skill rolls.
PushPull - Strength becomes d12, Pace 1
Order 66 - ?



Magnis

Pace - 6
Parry - 5    Toughness - 6(2)

AGILITY-d6 STRENGTH-d6
Shoot: Advanced Weaponry - d6
Melee - d6
SMARTS-d6 VIGOR-d6
Engineering - d6
Notice - d4
Repair - d6
Boating - d6
SPIRIT-d6
Guts - d4

Edges
Close Fighting - Ignore penalties for regular weapons in confined spaces (like in a sub).

Racial
Small - -1 Toughness and +1 difficulty to hit.
Hierarchy - Must follow orders from superiors.

Gear
Repeater Carbine
Ammo
Axe
Gnomish Spec Ops Armor (+2 armor, ignores 1 AP, has accessories)
Spec Ops Toolkit
Spider Grenade

Gnomish Sailor

Pace - 6
Parry - 5    Toughness - 4

AGILITY-d6 STRENGTH-d4
Shoot: Advanced Weaponry - d6
Melee - d6
VIGOR-d6 SMARTS-d6
Engineering - d6
Repair - d6
Boating - d6
SPIRIT-d6
Guts - d4

Edges
Close Fighting - Ignore penalties for regular weapons in confined spaces (like in a sub).

Racial
Small - -1 Toughness and +1 difficulty to hit.
Hierarchy - Must follow orders from superiors.
This message was last edited by the GM at 19:32, Tue 28 Jan 2014.
GM
GM, 249 posts
Kind and Benevolent
Fri 27 Sep 2013
at 15:23
  • msg #2

Crew of the Red Spring

In reply to GM (msg # 1):

List of Crew of the Red Spring in (approximate) rank order*

Total Crew Complement of Red Spring: 15 (1 stabbed, 3 drowned, 1 traitor, 1 in combat with Templar)


Name - Rank/Duty - Caste** - Duties

Olek Longthrow - Captain - (Officer)
Conrad Deepsavior - Lt. Commander - (Officer) - 1st Mate
Colm RedRun - Commissioner - (Labor) - Quatermaster
Sven son of Kyle - Chief Engineer 2nd Class - (Engineer)
Otho Son of Ulm - 1st Tier Acolyte - (Science) - Navigator
Shaggo Son of Hurf - 1st Lieutenant - (Officer) - Helmsman
Uthor son of Magnuson - - (Engineer) - Engineering/Supplies
Thoss Son of Garen - Marshall, 2 bar - (Officer) - Communications Officer
Goath Goblinbane - Marshall - (Officer) - Weapons Officer
Magnis Blackfeet- Ensign - (Engineer) - Ass. Helmsman/Navigator
Modi Son of Sven - Ensign - (Officer) - Engineering/RepairsDecease: Combat with Templar
Hyle son of Hyle - Engisn 2nd Class - (Officer)
Urf Nine Fingers - Jr. Commissioner - (Labor) - Cook/Engineering/Ass. Quartermaster
Rom son of Thoth - Adept - (Science) - Communications Assistant
Hom son of Thoth - Adept - (Science) - Weapons Assistant
Markus Longleg - Ensign Jr Grade - (Engineer) - Gopher
Goshen Son of Kruul - Ensign - (Engineer) - Engineer's Assistant Deceased: Stabbed
Corbin Son of Orik - 1st Lieutenant - (Officer) - Armorer's Apprentice Deceased: Drowned
Gavin Son of Steven - 1st Lieutenant - (Officer) - Shipman Deceased: Drowned
Kester Son of Nanook - Adept Prime - (Science) - Electronics Specialist Deceased: Drowned
Ragnar Son of Uleen - 2nd Tier Acolyte - (Science) - Medic Captive: Traitor



*Though rank is static, 'authority' can be fluid given the situation.

**Casts Are: Science/Engineering, Labor , Academic and Officers.  Each of these have breakouts.
This message was last edited by the GM at 14:44, Wed 19 Mar 2014.
GM
GM, 888 posts
Kind and Benevolent
Fri 15 Aug 2014
at 11:53
  • msg #3

Oddities

Xerxes
Pace: 7
Parry 5 (6)    Toughness 7
STR d6   VIG d6   SMR d6
AGI d8   SPI d6

Fighting: d6
Shoot: d6
Intimidation : d6
Notice: d6
Dust Magic: d6
Knowledge: Spellcraft: d4
Knowledge: Necromancy: d8

Bony Claws: STR+d4
Undead: +2 toughness, +2 recover from shaken, immune to called shots.
Dust Magic: 8 power points and can cast the following spells:

Death Gaze:
Fires a beam of green energy from Xerxes eyes.
Range: 12/24/48, damage 2d6.
Cost: 1 power point.  Can increase damage to 3d6 for an additional power point.

Dark Protection:
Creates a field of dark energy around self or target ally that protects against attacks.  Melee and missile attacks against the target are at -2.  With a raise on the Dust Magic roll, the penalty is -4.
Cost: 2 power points
Duration: 3 (1/round)

Wraithform:
Xerxes bones disintegrate and he becomes a (largely) intangible cloud of ash.  Xerxes can move about at his normal speed and pass through many barriers porous enough to allow dust through.  Xerxes cannot fly but will not fall either and cannot be harmed by non-magical means.  Strong wind or the like may disperse and destroy him.  Xerxes can  end the spell and re-form at the end of any round.
Cost: 5 power points
Duration: 2 (1/round)

Ashen Cloud:
Creates a cloud of dust and ash roughly 4 units in diameter.  Attacks into through or out of this area as as in pitch darkness or -6 to hit.
Cost: 2 power points
Duration: 3 (1/round)

Edges:
Acrobat: +2 to AGI rolls made to perform acrobatic maneuvers (including Tricks) and +1 parry if unencumbered.
Dark Gift: +1 to Dust Magic rolls and Kno: Necromancy
This message was last edited by the GM at 11:57, Fri 15 Aug 2014.
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