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THIS STORY CONTINUES...


Ansil Harbright is up!


As Bob would say...bump.


Post when ready!


You are both up!


“One will come,” Heron whispers the Prophecy. “One will come and lead Angorok out of the darkness.”


This baby, the only son of the sole ruler of Araxes, Queen Persephone, is the one that will fulfill the prophecy.


He quickly realizes that this boy is the one.


Heron, Warpriest of Tempus, holds the boy in his arms examining him with the scrutiny of one who seeks to fulfill prophecy.


Discussion Thread.


When the boy was born, like all Araxens, he was inspected...


"It's a quiet night tonight Padawan," says Master Windu as he looks over your shoulder at Blue 6. "The Mandalorian Drill Instructors have requested that you take this Droid to the Clone Training Facility as soon as possible. It is part of a larger investigation they are working on, and they need to access what it knows. As per Master Yoda's instructions, upon your return you will commence with your Jedi Trials. Are you prepared Padawan?"


Ansil, Rank is 1 and EXP is 2.

You both approach the Jedi Temple.

This night, the grounds seem bleak and almost deserted. The oppressiveness of the Clone Wars has clearly taken it's toll on the Jedi as many of it's senior Masters and Knights have been isolated and spread out amongst the many theatres of battle. What used to be a hub of learning and knowledge for the entire galaxy, has almost become an empty library with rare visitors.

You walk towards the main entrance, both of you looking at the immense statues of the founding Jedi.

As you ascend the steps, a voice calls out to you. "Hold there young Harbright. I have been expecting you...' Master Windu approaches you from the shadows with an expectant look on his face.


Remember that Improvement Points (IP) can be used to custom build your characters. Think of any powers you could want, clear it with me, and then we can implement them!


You need 3 total EXP to level up. You both are at 2 EXP. 1 EXP more then you Level!


Now you both are at 2 EXP. A character levels to 2nd at 3 EXP!


Milestone Point reached. Both Ansil and Blue 6 gain 1 EXP!


Both of you are Rank 1 with 1 EXP. Please make sure your Character Sheets are up to date. Gracias.


The mood of hologram seems to shift as if recognizing Ansil.

"Approach your destiny do you Ansil. Trust you I do. No longer a Padawan, are you. Prepared for your Trials, you are. Entrust my holocron to you, I have. Keep the ways of the Jedi, will you. To you do I entrust my legacy Ansil Harbright."


The Holocron flickers to life revealing a holographic image of Master Yoda.

“Greetings. Yoda I am. Help you I can. Help you I will. Ask of this Holocron, and my knowledge you will receive.”

The interactive hologram shows Master Yoda as he is today. It hovers there awaiting your response.


Your scan indicates nothing of worth but the object on the table.


See Discussion for Holocron Information, and then make your Action.


Holocron Information


The wall moves up and then latches to some unseen locking mechanism embedded up in the wall. You both enter the room and see only one table with a green, glowing object sitting on it.

You immediately recognize the item Ansil. You were taught about these objects extensively at the temple. The design, shape, and perception of it easily indicates it’s creator as well. It can only be Master Yoda’s Holocron.


You walk up to the door and find no way to gain entry. There is no control panel, latch, or knob. There is nowhere to grip to lift, and being that the door is a solid slab of heavy rock, you know that Blue 6 couldn’t lift it if he could get a grip.

Action?


You haven’t spent IP on any yet.


”Actually it looks like the damage is mostly superficial. Must have been an interesting situation,” she says as she leads you down one of 3 halls.

”This subterranean bunker was left over from the old republic. It was used to house important dignitaries way back when the Republic was at war with Darth Malak and his Sith. Thanks to the powers that be that those guys are gone. My family and I took shelter here last week when the Seperatists attacked and tried to kidnap the Chancellor. I’m glad the Jedi were able to stop that from happening.”

She stops at a specific door and points to it. ”Yoda uses this room here to store stuff from time to time.”

She stops to look at her chrono. ”Well, I’ll leave you to it. Gotta get back to work. Come up and get your food when you’re ready. It was nice meeting you!” With that, Ursa turns and walks back the way she came.

Action?


”It looks like your Droid was damaged recently Padawan. Would you like me to repair it?” Ursa says as she looks over her shoulder at Blue 6.


The door opens revealing a stairwell leading down. Ursa continues speaking nonchalantly. ”Once the Jedi win this war, all will be right with the Republic again. Watch and see. I have faith in the Force.” As you all descend the stairs, you see an impossibly big subterranean room for the eatery above.


”We can certainly accommodate that, but later. For now, I have a promise to keep to my old friend Yoda. Do you know how many times he and I saved each other’s lives? Quite a bit. This is the least I can do for him.”

Ursa is relaxed as she leads you through a storage area in the back of her diner and then into her refrigerator room. Boxed food and various supplies line the cold walls as you feel the near frigid temperatures necessary to keep her them fresh. She moves a shelf easily out of the way revealing a hidden door behind. She types in a code into the security panel on the wall not trying to hide her movements.

Blue 6, make a Difficult DC 20 Roll to identify the Code and Memorize it. 1d20 + Relevant Stat + Relevant Skill + Relevant Power + Relevant Equipment.


Discussion here.


988.M29
Holy Terra, Segmentum Solar
The Emperor’s Laboratory in the Imperial Palace

The Emperor looks down on his creation and knows that his Great Crusade to unite the lost worlds of mankind, is at hand...


999.M41
Transmission sent to ‘The Blood’ on the eve of Abaddon’s 13th Black Crusade.

“Greetings Space Marines. I am Primus of The Counsel. I am going to be brief. I would like to offer you a chance to join us. This is a one time offer. There will be no others. I make you this offer as you were once my brothers in arms, but make no mistake if you refuse there will be no quarter given. Your misguided allegiances dwindle as we speak. Every day more of you die and we are LEGION.”

“Make your choice or prepare for war. Either way, your essence will make us stronger.”

Primus


”Oh well,” Ursa says as she shrugs her shoulders. ”I trust the wisdom of the Jedi. Follow me.” She motions to both of you to follow as she leads you towards the back of the restaurant.


The female Nautolan looks up from her cooking and says, ”I’m Ursa Dogo. You must be Yoda’s Apprentice. He told me you would be coming.”

Ursa wipes her hands on her apron and signals to her assistants to take over. She leaves the kitchen and comes outside to stand with the both of you.

”What’s up with your Droid? Yoda said you would be alone.”


"It is my dear," Abin says as he settles comfortably into his seat. "Quite alright." The old man begins to blindly thumb around one of his many pouches. He skillfully pulls out a long wooden pipe, and some dry, green leaf. He grounds the leaf into the pipe with his thumb and then holds it up to his mouth. He then purses his lips and ever so gently blows out a small, quick stream of flame that ignites the leaf within. He takes a long drag of his pipe smoke and settles deeper into the chair.

"Today is the day I have been waiting for Mariel. It's the reason I settled in Angorok these past ten years."

Mariel's attention focuses fully on the elder Bard. She listens anxiously to what he might reveal, having always wondered about his mysterious past along with the others of the growing town.

This elder Bard, known to all as Abin Fz, has sat by this fire and regaled the townsfolk with stories of heroes distant and near. Many an eve would he tell the tales of heroes such as Drizzt Do'Urden, and Elminster Aumar, enrapturing his audience with the skills that only a true Bard has. Many a night would he speak of the Gods, and their fealty to Ao, the God above all, inspiring hope to all of the good folk wise enough to sit a moment, and listen to his tales.

Abin was also one of the driving forces behind her opening of the Inn of the Welcoming Fire, and has always been one of her most trusted friends, and patrons.

She sits down by the fire, her attention completely removed from her daily duties.

"Today," Abin says. "It all begins...


An hour later, you arrive at ’Ursa Dogo’s Epic Eatery.’

The line of sentients is somewhat thin at the moment, but you can clearly see the eateries patrons look to the arrival of their food with eager anticipation.

Action?


You both make your way through Coruscant’s underbelly towards the coordinates given Ansil by Master Yoda. You move carefully, and alert now knowing that Blue 6 is a desired commodity for some in the Capital.


“Abin?” Mariel stops her work to help the elderly, blind Storyteller to his normal chair by the fire. “You’re never here in the morning. Is everything alright?”


A knock comes at the door. ”We’re open! Please come in and warm yourself by the fire,” Mariel calls to the early morning patron.

An aging Bard enters the Inn.


Mariel begins her day as she always does, with cleaning and preparing for the coming work of the day. The responsibility of owning the only inn and tavern in Angorok is quite a task at times, but Mariel loves her work. She feels blessed to use her skills and powers in this fashion. Bringing comfort to those who fight for good is a task that few are able to cope with.


This morning brings with it a cool breeze blowing down from the frozen north. Mariel Moonsinger, the elven owner and proprietor of the Inn of the Welcoming Fire, thinks twice before she opens the windows of the Tavern. She sighs knowing that the patrons who frequent her establishment will need the cool air to keep their moods comfortable.

She opens the windows, and gives thanks to the Goddess Sune for another beautiful day.


Though ultimately an eastern outpost for the City of Silverymoon, over the last several years Angorok has begun to draw beings to it's walls in search of new opportunities on the fringes of the northern wilderness.


Hello all.


Today, the banners of Angorok fly proudly above the main gate of the small township...


If you see tweeks you want to be in the game, please let me know.


Update your status bar as well Brother.


All set!


Whoops. Sorry. Rank 1 instead of 2 is what I meant.

And you spent 6 IP, instead of 5. Did you get more from the cards?


1 person marked this as a favorite.

Ansil is now Rank 1 Brother. You started at 0.

Discuss where you want to place your 5 Improvement Points!

Race

Male Psi-slinger: Parry 4 / RATN 4 (6/8/10) / Toughness 14 (6) (18 (6) vs Energy) / ISP 40/40 /Quick/Danger Sense/Psychic Sense/ Bennies 3/3

About Zhan

Agility d8♣
Smarts d8♥
Spirit d8♥
Strength d6
Vigor d6

Toughness: 14 (6)
Pace: 8+d8
Parry: 4

Psi-Stalker:

Ambidexterity
Animal Empathy
Fast (Pace+2 and increase run die)
Mutant
Psychic Sense (Constant Detect Arcana)
Psychic Vampire: Wound or Shake an opponent within Spirit, roll opposed Spirit to absorb Spirit in Power Points. If opponent killed, absorb all power points.
Racial Enemy: Simvan

Skills:

Athletics d6
Common Knowledge d4
Driving d4
Electronics d4
Fighting d4
Notice d8
Persuasion d4
Pilot d12
Psionics d12
Repair d6
Riding d6
Shooting d12
Stealth d4
Survival d4

Edges:
♠Arcane Background: Psionics
♠Marksman
♠Danger Sense
♠Quick
♠Steady Hands
Major Psionics
Master Psionics
♣Sharpshooter

Edge Descriptions:
Aim
Shooting rolls assume a character is moving about, dodging attacks, and keeping an eye on the chaos around her. If she focuses her attention and aims, however, she can make a much more accurate shot. If a character spends her entire turn Aiming —she takes no other actions and does not move—she can ignore up to 4 points of Range, Cover, Called Shot, or Scale penalties on the first Shooting action of her next turn.[/ooc]

MARKSMAN
The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 per action, she may ignore up to 2 points of Athletics (throwing) or Shooting penalties from Called Shots, cover, Range, or Size. This stacks with the Aim maneuver and applies to each Shooting or throwing action that turn.

SHARPSHOOTING
Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.

Hindrances:
♥Mutant
♥Racial Enemy: Simvan
♠Heroic
♦Vendictive (Major)
Code of Honour
Ruthless (Minor)
Coalition Exile

Powers
Energetic Diminishment: While protection is activated, the Psi-Slinger takes −4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
Telekinetic Enhancement: When imbuing a Modern Firearm (see Savage Worlds) or TW equivalent with smite, the weapon does one additional die of damage. So, a Colt Peacemaker empowered with base smite by a Psi-Slinger does 3d6+3 damage.

Psionics: ISP: 40/40
♠Bolt INNATE
♠Protection INNATE/SELF
♠Smite INNATE/SELF
♠Telekinesis INNATE
♠Boost/Lower
Divination
Empathy
Healing (self)

Innate Abilities: The first such power initiated each turn activates as a free action.

Psionics Descriptions:

Bolt
Rank: Novice
Power Points: 1
Range: Smarts ×2
Duration: Instant
Trappings: Fire, ice, light, darkness, colored bolts, a stream of insects.
Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 2d6, or 3d6
with a raise.
MODIFIERS
•DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise).
•GREATER BOLT (+4): The bolt causes 4d6 Mega Damage (5d6 with a raise).
•ONSLAUGHT (+2): The bolt attack is made at Rate of Fire 2 (ignores the Recoil penalty) and may be used for Suppressive Fire (see Savage Worlds).

Deflection
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 5
Trappings: Mystical shield, gust of wind, phantom servant that intercepts missiles. Deflection powers work in a variety of ways.
Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile attacks from the recipient of the power.
Once cast, foes must subtract 2 from attack
rolls directed at the user (or 4 with a raise).
MODIFIERS
•ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
•GREATER DEFLECTION (+3): The penalty to attack the recipient increases to −4 (– 6 on a raise).

Protection
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: A mystical glow, hardened skin, ethereal armor, a mass of nanites.
Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise. Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster. Protection doesn’t normally stack with other armor, but see the Toughness modifier.
MODIFIERS
• MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
• TOUGHNESS (+2): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise). This means it stacks with natural or worn armor.
•GREATER PROTECTION (+3):
Protection provides 6 points of MDC Armor (+8 with a raise), which stacks with all other armor, natural or worn. May be combined with the Toughness Power Modifier, but not More Armor.

Smite
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
Trappings: A colored glow, runes, sigils, crackling energy, barbs grow from the blade.
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows,
or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the
weapon’s damage is increased by +2, or +4 with a raise.
MODIFIERS
• ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
•GREATER SMITE (+2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already. Additional Recipients costs +2 Power Points (instead of +1) in combination with Greater Smite.

Telekinesis
Rank: Seasoned
Power Points: 5
Range: Smarts ×2
Duration: 5
Trappings: A wave of the hand, magic wand, steely gaze.
Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise. Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage. Dropped creatures suffer falling damage as usual.
Telekinetic Weapons: A caster can use telekinesis to wield a weapon as an action. Its Fighting is equal to the caster’s Fighting, but
damage uses the power’s Strength instead of his own.
•EXALTED TELEKINESIS (+3):
The Strength of telekinesis is d12, +2 Strength for each raise. Consult the Super Strength Table (on page 69) to determine how much the caster can lift and manipulate. Note that objects weighing 1,000 pounds or more automatically deal Mega Damage when used as weapons.

Gear:
TW Starfire Pistol 15/30/60 d12+2 Shooting (+1 or ignore -4): 2d12 AP 4 (3d12+2); Red Dot Sight

Custom Revolver .454 Casull 15/30/60 d12+1 Shooting (ignore -4)
2d8 (3d8+4/6) AP 2; 2d10 (3d10+4/6) AP 6 with Ramjet Cartridges; Red Dot Sight
•The superior balance of this weapon allows you to ignore up to 2 points of penalties to Shooting rolls, including those from Called Shots, Cover, Illumination, Range, and Relative Speed.
•This weapon is especially sturdy and well-made. You may spend a Benny to avoid making a Technical Difficulty roll any time one is called for. In addition it has +2 Hardness if attacked.
Replacement Cost: 900 credits - Owns one spare.

Viggo's Custom 1894 Winchester .30-30 Calibre 30/60/120
2d10+2 (3d10+6/8) AP 4; 2d12+2 (3d12+6/8) AP 8 with Ramjet Cartridges
Multi-Optics Scope, Red Dot: d10+4 Shooting (the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed. Ignore -2 Penalties when Aiming)

2 1873 Colt SAA Peacemakers .45 LC 12/24/48
2d6+1 (3d6+5/7)

♦Combat Mage Armour +3 Toughness +6 Armour +2 dice to Strength; Farsight and Darksight

Holster with 24 bullet loops
4 speed loaders

Temperature Cloak: This advanced variant of all-weather gear is a waterproof cloak, poncho, or duster with a series of layers designed to dissipate or retain heat depending on the environment. The wearer adds a +4 bonus to rolls versus Cold or Heat (2 lb., 2,000 credits).

3500+2100

NG-S2 Survival Pack:
•Climbing kit with cord, pitons, and
hammer; +1 Athletics (climbing).
•Compass/inertial mapper with a
mirrored back for signaling; +1 Survival
(navigation).
•Emergency Kit with a survival knife,
signal flares, and one week of sealed
minimal rations.
•Fire starter kit with pocket lighter and
flint sparker.
•First aid kit with three uses (each refill
costs 100 credits).
•Flashlight and radio (five-mile range),
crank and solar powered.
•Hunting/fishing kit +1 to Survival
checks to gather food via fishing and
trapping small game.
•Sanitation kit with water filter, canteen,
mess kit, soap and sterile cloth.
•Two-person tent, insulated with a water
collector, providing +2 versus cold or
heat environmental Hazards. Paired
with an insulated sleeping bag.
•Survival Knife, wooden cross, and wooden stakes

MARS Fortune and Glory:

2: Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal Ranged weapon of choice or Trademark Weapon for a starting ranged weapon. TW Starfire Pistol
4: A Way to Get Around: Add two die types to either the Boating, Driving, Piloting, or Riding skill and start with one vehicle or mount of choice (no robot combat vehicles).
Hero's Journey:

2: Armour: You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle). If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor.
12 : Psionics: Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
20: Demon Sea: Talo Mind Worms

♠Framework
♥Racial
♦Hero's Journey And MARS
♣ Advance

Ship:
Armoured Tactical Assault Carrier
Size: 9
Handling: +1
Top Speed: 50/600 mph
Toughness: 42 (20)
Crew: 2+2 Gunners. Room for up to 16 passengers, 8 PA users, 4 Glitterboys or Skycycles, or 1 four wheeled vehicle.
Weapons: Nose Mounted Heavy Rail Gun
Range: 100/200/400 Damage: 4d12+4 AP: 18 RoF 3 Payload: 100
2 Wing Swivel Mounted Medium Lasers
Range: 150/300/600 Damage 3d10 AP: 20 RoF 1
Missile Launcher: Allows up to four Light or two Heavy (or AT) missiles to be fired at once.
Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to Driving, Piloting or Knowledge (Electronics) rolls made to evade missile attacks.
Crew Space: The Shuttle has minimal (very small) crew births for 8.
Environmental Crew Compartment (ECC): Protects the crew with a sealed life support system— provides immunity to the Hazards of Cold, Heat, Disease, Poison, Drowning, Electricity, and Radiation. Includes one day of emergency supplies and air for crew per Size of the vehicle.
Sensor Targeting Suite (STS): Provides advanced communication (radio range 20-miles) and a full sensor suite with HUD (Heads Up Display) readouts incorporating chemical, 360 degree radar, thermal imaging, active night vision, 50× magnification optics, and audio pickups that can catch whispers at 100 yards—grants +2 to Notice rolls and ignores Illumination penalties. Onboard targeting systems negate up to 2 points of Range, Multi-Action, and other penalties when Shooting its weapons. The system also includes an Improved Stabilizer, see Vehicles in Savage Worlds.

Stealth System: Radar-absorbing paint, heat baffles, scramblers, and other devices make the ship difficult to detect by vision or sensors. Those trying to spot, attack, (or lock on to) the ship subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the ship fires a weapon or emits some other non-cloakable signal such as radio signal or active sensor search.

Vertical Take-Off and Landing (VTOL): The aircraft is capable of VTOL and can hover in place.

Talo Mind Worms Divination, Empathy, Healing (Self), +10 ISP, +2d Psionics