Tuesday, August 31, 2010

Er'Nakz the Round

I built this bad boy a while back when I wrote a Fantasy adventure one-shot. I wanted an intelligent goblin warlord whose downfall had come as the result of appetites (for money and food) over a long period of time. Certainly, he's likely to be killed by player characters, but only because his own shortcomings have allowed events to transpire as they have. He's a figure who managed to unify a great many goblin tribes under his own banner in his youth, and keep them together as he aged. Only due to his own eccentricities has his band of goblins become exposed enough to be in danger from the "civilized" world.

Er'Nakz the Round (WC), Goblin Warlord
Gender: Male
Race: Goblin
Rank: NPC

Attributes:
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10

Derived Characteristics:
Pace: 5+1d4"
Charisma: 0
Parry: 8 (Base 7, Buckler [+1])
Toughness: 9 (Base 7, Goblin [-1], Obese [+1], Chain Armor [+2])

Skills:
Climbing d6, Fighting d10, Intimidate d6, Language: Common Human Tongue d4, Notice d6, Shooting d6, Stealth d8, Survival d6, Taunt d6, Throwing d8

Edges:
Combat Reflexes, Nerves of Steel, Frenzy, Followers (x3), Command

Hindrances:
Obese (m), Greedy (m), Vengeful (M)

Gear:

  • Chain Armor w/ Helmet (2 Armor)
  • Buckler (+1 Parry)
  • Enchanted Falcata (longsword) +1 (+1 Hit, 2d8+1 Damage)
  • 3 Javelins (2d6 Damage)

Monday, August 30, 2010

[Future Perfect] Vampire Hyper-Cruiser

Designed for Hyperspace Pursuit, the Vampire Cruiser is a mainstay among the Collective's forces.  With advanced torpedo systems and the ability to use its scatter-cannons as a defense against enemy fighters, the Vampire is a deceptively potent warship.  Coupled with its advanced H-Space drives and exterior docking mounts, the true strength of the Vampire is revealed in its ability to outrun a vehicle in H-Space pursuit, and lay waiting in ambush with a full compliment of drones and fighters in support.  Furthermore, no Vampire cruiser is found without several dozen Marines ready for any boarding action.  A decent AI and a basic Deflector Screen system rounds out the Vampire's capabilities.  




Vampire, Collective Hyper-Cruiser
Manufacture: Collective
Size: Huge
Power: 65
Acc: 75 Top: 450 Handling: -2
FTL: Gate Key (1 Space, 1 Power), Collective H-Space Drive (16 Power, 3 Spaces)
Crew: 26 Hull: 55 (30) (Armor 30)

Ship Systems:

  • Repair Facility (4 Spaces)
  • Ship Launch Bay 4 Small or 2 Medium vessels) (8 Spaces)
  • Exterior Docking Clamps (8) (4 Spaces; 1 Power; Small or Medium Only)
  • Sickbay (1 Space)
  • Marines (4 Spaces; 40 Marines)
  • Enhanced Crew Facilities
  • Cargo Bays (2 Bays; 3 Spaces each)
  • Starship
  • Atmospheric
  • Computer with Basic AI (d6 Smarts, Power 8, Spaces 8): Piloting d6, Shooting d6, Knowledge (Astrogation) d6, Repair d6, Stealth d6, Notice d6, Library Data (Common Knowledge; d6), Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition
  • MKI Deflector Screen (-1; 4 Spaces, 4 Power)


Weapons:

  • (2) Heavy Duo-Scatter Cannons (Array; 3 Spaces, 4 Power): 80/16/320; 5d10 AP6; Small Burst Template; RoF1
  • (4) Predator Medium Torpedo [1 Space each ; 1 Power to Fire any number of torpedoes]: 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (12) Added Torpedoes (2 Spaces)
  • (2) Advanced AMCM Systems (Side Mounts) [1 Space each; 2 Power each]

Friday, August 27, 2010

Leslie, Naughty Necromancer







Ok, so I built this character a while back just for fun. Oddly enough, she's a playable Novice character... Or at least she would be in a more light hearted game. You know, I think I was reading some of Terry Pratchett's Discworld series at the time, too. Yeah, probably not the best idea when making a character, though it could have been worse if I'd been re-reading Aspirin's MythAdventures.






Leslie, Naughty Necromancer [WC]
Race: Human
Gender: Female
Experience: Quite [Novice, 0XP]

Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d8

Characteristics:
Charisma +2
Pace 6+1d6"
Parry 5
Toughness 7(1)

Edges:
Arcane Background (Magic [Necromancy]), Attractive

Hindrances:
Quirk (Really bad taste in who she dates; m)
Stubborn (m)
Vengeful (M)

Powers (Necromancy, 15 PP):

  • Netherbolt (Bolt; Its like a punch to your Nether-Regions)
  • Now This Can Feel Really Good... Or Really Bad (Boost/Lower Trait; Don't you want to play?)
  • Psychobitch of the Damned (Fear; Just a fine line past Naughty...)

Skills:
Fighting (Groin Shot) d6, Knowledge (Arcane) d6, Knowledge (Undead) d6, Notice d8, Spellcasting d8, Taunt d8

Gear:

  • Necrocorset (Armor +1; Supportive yet Evil)
  • Naughty Costumes (Schoolgirl, Nurse, Dominatrix)
  • Pointy Leather Boots (Str+1d4, Only when Kicking)
  • Ritual Gear

Wednesday, August 25, 2010

Updates

As some of you may have noticed, I've been updating the overall look and feel of this site. Blogger's new PAGES feature has made it much easier to keep a running page of links, and I'm attempting to take advantage of the feature to better organize some of the information on the site. Currently, I've started compiling lists of House Rules, Future Perfect material, and assorted characters I've made and posted. You'll find them in a row at the top of the blog.

I know there are some dead links, I will fix them as I set up the pages and necessary links. This is also giving me a chance to post a lot of work that I wrote but never put onto the blog, so expect quite the random assortment of material to appear in the days to come.

Monday, August 23, 2010

[Future Perfect] Gerry Dee Taylor

Gerry Dee Taylor is the little sister of "Big Bad" Billy Taylor, and Billy is the really the only "parental" figure Gerry Dee has ever known. Her earliest memory is of her parent's being murdered by Alliance Soldiers, of her total helplessness as she stood paralyzed, watching as they were gunned down and blown apart.

Gerry Dee grew up systematically excising any weaknesses in herself , fighting anyone and anything who got in her way. Her sister often had to move from job to job, location to location, because of Gerry Dee's troubles. When she was ten she brutally stabbed a food vendor and instead of having her sister bail her out, she ran away and disappeared. But she hadn't gone unnoticed...

A man by the name of Elijah Krane found her, took her under his wing, and even contacted sister Billy to gain her family's consent. Krane offered to teach Gerry how to be strong, to focus her rage and natural talents toward a new path -- that of an assassin. Though sister Billy was told only that he had agreed to educate her and keep her out of trouble, in truth Gerry Dee was learning how to find information, mark targets, and execute the flawless kill. She was a natural, and within a year had hunted down the Alliance Soldiers responsible for her parents deaths. Nearly four years she worked for Krane, paid to kill and guided in her training in stealth and the arts of murder, until Krane disappeared.

Unfortunately, there were a few issues Gerry Dee never quite got past -- chief among them was her reluctance to use a blaster, the weapon that killed her parent. Without Krane's guidance, Gerry Dee started getting sloppy, taking bad jobs, and making serious mistakes. One such job got her shot and taken captive on Matterhorn Station. If not for her sister Billy rescuing her, Gerry would have been executed.

For over two years now, she has been reunited with her sister, at first traveling the wildspaces of the Freespace. And more recently, working with the Greyjackets -- a job she really enjoys. It has returned to her a sense of focus she'd been lacking since her time with Elijah Krane. Gerry Dee is loyal to her family and closest friends, and has killed people many times to keep them safe. Unfortunately, the girl also suffers from nightmares when she sleeps, replaying over and over the death of her parents and fears for her sister's life. The nightmares have only grown more in intensity the more bioenhancements Gerry has attempted to integrate into her body.

Recently, Krane has made contact with her, but Gerry Dee is torn between her work with the Greyjackets and continuing her training with her Mentor.

Name
: Gerry Dee Taylor (WC)
Gender: Female
Occupation: Psychotic Teenaged Assassin
Genetic Package: Human
Cultural Package: Spacer
Rank: Seasoned [25XP]

Attributes:
Agility d10(+1), Smarts d6, Spirit d4, Strength d6, Vigor d6

Characteristics:
Biothreshold: 4(6!)
Charisma: 0/-4
Pace: 6'+1d6"
Parry: 7 (An additional +1 when actively Defensive)
Toughness: 8 (3 Armor)

Hindrances:
Bloodthirsty (M)
Night Terrors (M)
Loyal (M)

Edges:
Quick
First Strike
Martial Arts
Florentine
Frenzy
Combat Reflexes

Skills:
Fighting d10(+1), Gunnery d4(+1), Notice d6, Intimidate d4, Investigation d6, Knowledge (Harbinger Gate) d4, Languages (Imperial Standard (N), Gujar, Ranti), Stealth d10(+1), Streetwise d6, Throw d6(+1), Zero-G Manuever d8(+1)

Contacts:
(6) Elijah Krane (Teacher, Assassin): Availability +1, Capability d10/+4 (Master Assassin), Influence +1 (Hand of Sarkay)
(2) Absalom MacIntyre (Identity Broker): Availability +0, Capability d6/+2 (Forged Documents), Influence +0

Turning Points:
(1) Professional Mentor (Elijah Krane): Investigation d6; +2pt Contact
(2) Steady Work (Assassinations for Mr. Krane): +400Cr; +1 Reputation with Hand of Sarkay
(3) Traveler (Freespace); Picked up Ranti; +2 Contacts

Reputations:
Alliance -1
Hand of Sarkay +2
Icon Syndicate +1
Greyjackets +1

Biomodifications:
(2) Nano-Repair System
(3) MCS Treatment
(1) Lowlight Optical Treatment

Gear:
Armored Space Suit with Stealth System (+3 Armor, +4 Stealth)
(2) Polycarbon Glass "Duellists Blades" (1d6+1d4+1 AP2, Parry +1)
(2) Polycarbon Glass Knives (1d6+1d4+1 AP2)
(1) Microfilament Whip (Reach 1, 2d6 AP4, -1 Parry, No Str Modifiers)
Armored Clothing (+2 Armor)
Defensive Barrier (MkII)
Stun Grenades
Flash Grenades
Fake ID Papers

Tuesday, August 17, 2010

Session Pictures

Just figured I'd upload a couple of pictures from a recent session of Future Perfect: Identity Function.

Things were just about to get interesting as the player characters fled into a park (with no exits) on board Nexus Gate Spacestation. Of course, the strangeness was that no one actually was pursing them, and their shenanigans alerted the security mercenary in the Gunsuit (See the Big Gunned Mecha).
















































Saturday, August 07, 2010

[Future Perfect] Billy Taylor

Big Bad Billy Taylor's family was killed by Alliance soldiers during a dispute in the Freespace. She was left alone to raise her toddler sister, Gerry Dee, who was never quite right after the event.

Billy is an exceptional pilot, and for a very long time bounced her way along the freelance Rusher circuit. During that time, she met the most unlikely of lovers -- a young Alliance fleet ensign named Wallace Williams. "Willy" as she called him was her long distance flame for most of her freelance years... Until her sister got into some trouble on Matterhorn Station. Wallace, now a Lieutenant, informed Billy of what was going on... And with that information, Billy Taylor launched a rescue operation by using her extensive contacts in the Coalition to enlist the aid of some Greyjacket insurgents up for a good fight.

Wallace and Billy never saw eye-to-eye on how she sprung her sister, and though they occasionally talk, they have not been together since. Furthermore, due to those events and general suspicion of her involvement, many of her Alliance contacts and employers simply pulled away. She was left with little money, few job prospects in "civilized" space, and a sister who was getting into more and more trouble. To fill the void in her life, Billy has taken to over-eating and lashing out at the Alliance government whenever possible.

Lacking any other prospect, she's made her connections with the Greyjackets into a full time gig. Now, she's among their top pilots.


Name: "Big Bad" Billy Taylor
Gender: Female
Occupation: Greyjacket Pilot
Genetic Package: Human
Cultual Package: Spacer
Rank: Seasoned [25XP]

Attributes:
Agility d8(+1), Smarts d6, Spirit d8, Strength d8, Vigor d6

Characteristics:
Biothreshold: 6 (5)
Charisma: 0
Pace: 6'+1d6"
Parry:
Toughness: 6

Hindrances:
Loyal (m)
Obese (m)
Vow (M; To Protect Her Sister At All Costs)

Edges:
Quick, Ace

Skills:
Fighting d8, Gunnery d8, Knowledge (Blackwatch Station) d4, Knowledge (Nexus Gate) d4, Languages (Imperial Standard [N], Ranti), Notice d6, Piloting d10, Repair d6, Shooting d6, Stealth d8, Taunt d8, Zero-G Maneuver d4,

Contacts:
  • (6) Captain Wallace Williams (Captain of the A.S.S. Master, Emissary-Class Frigate): Availability +2, Capability d8/+3 (Starship Captain), Influence +1 (Alliance Military)
  • (3) Kyle Draven (Information Broker): Availability +0, Capability d8/+3 (Information Broker), Influence +0
  • (3) Steven “Tooly” Jazz (Mechanic): Availabilty +0, Capability d8/+3, Influence +0
Turning Points:
  1. Networking! +2 Contacts; +1 Reputation with Large Group
  2. Meaningful Relationship: An Alliance Officer with whom things were doomed to fail; 2 Pt Contact
  3. Sporadic Work: Her bad blood in the Alliance made it difficult for her to find any steady employment.
Reputations:
-1 Alliance
+1 Aurora Confederation
+1 Icon Syndicate
+1 Gryff, Freespace Warlord

Biomodifications:
  • Iplugs [AV2]
  • MCS Bioenhancement (+1 to Agility Rolls) [AV3]
Gear:
  • Reinforced Armored Jacket with Armored Inserts
  • Tactical Helmet with HUD (Motion Sensor/Target Display/Thermographics/Flash Suppression)
  • Imperial Armories Type VII Autopistol: 2d6+2 AP2, 12/24/48, RoF 3, Shots 30, Str Min d6, Con J