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[M&M2e] Red Sands Chronicles: Dramatis personæ
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<blockquote data-quote="Shayuri" data-source="post: 5352322" data-attributes="member: 4936"><p>Name: Deezy Klatta</p><p>Power Level: 6 (110pts)</p><p>Atts 20, Cmbt 18, Skls 10, Fts 8, Pwrs 19, Equip33</p><p></p><p>[sblock=Description]Deezy is, at first glance, a mess. Wild sandy blonde/brown hair pulled into a maze of tails and braids that frame a perpetually sunny, smiling, cherubic and sun darkened face...though the hair is often pinned down under a leather cap that has flaps down the sides that cover her ears, and a pair of goggles that perch high on her forehead when not in use. Her clothes are simple...a thin white sleeveless shirt and pair of shorts that go down to her somewhat knobby knees, but are quite loose fitting and covered in pockets. It's what goes OVER the clothes. First, a loose top of black mesh. Over that are belts. Belts over her shoulders, around her midriff, around her legs, crisscrossing her chest. On the belts are...things. Strange doohickies made of brass and bronze, sporting tiny tubes and nozzles and other, less recognizable protuberances. Little vials of oddly colored liquids. Tiny rolls of parchment and paper. Mysterious, and ominous somehow, orbs of blown glass with sparks of light deep inside. Somewhere in the chaos there's a little teddy bear affixed to her. With her spritely cuteness and overall sense of disorganization, Deezy is hard to take seriously...until the explosions start.[/sblock]</p><p></p><p>[sblock=Stats]Strength (STR) 10 </p><p>Dexterity (DEX) 16</p><p>Constitution (CON) 14 </p><p>Intelligence (INT) 20 </p><p>Wisdom (WIS) 10</p><p>Charisma (CHA) 10</p><p></p><p>Init: +3</p><p>Base Attack Bonus: +2</p><p>Melee Attack: +2</p><p>Ranged Attack: +4</p><p>Base Defense: 14 (+3 base, + 1 feat)</p><p>Defense Without Dodge: 11</p><p>Tough: +6 (+2 Con, +4 equip)</p><p>Fort: +5 (2 Con + 3 base)</p><p>Reflex: +5 (3 Dex + 2 base)</p><p>Will: +3 (3 base)</p><p>Move: 30'[/sblock]</p><p></p><p>[sblock=Abilities, Feats, Skills]Gadgets +4 (20pts, One minute change, Needs access to Gadget Stash), 19pp</p><p></p><p>Skills: 40, 10pp</p><p>Computers +15 (10 ranks + 5 Int)</p><p>Craft (Mechanical) +10 (5 ranks + 5 Int)</p><p>Craft (Electronic) +10 (5 ranks +5 Int)</p><p>Disable device +10 (5 ranks + 5 Int)</p><p>Knowledge (Technology) +10 (5 ranks +5 Int)</p><p>Drive +8 (5 ranks + 3 Dex)</p><p>Survival +5 (5 ranks + 0 Wis)</p><p></p><p>Feats 10</p><p>Attack Focus: Ranged 2</p><p>Attractive 1</p><p>Dodge Focus 1</p><p>Equipment 3 (15pts)</p><p>Improvised Tools 1</p><p>Inventor 1</p><p>Improved Outmanuever 1</p><p></p><p>Languages - English[/sblock]</p><p></p><p>[sblock=Equipment and Lewt]Money - </p><p>Commlink, 1pt</p><p>Laptop, 1pt</p><p>PDA, 1pt</p><p>Mini-tracer, 1pt</p><p>Rebreather, 1pt</p><p>Lock release gun, 1pt</p><p>Holdout Pistol, 4pts</p><p>Tactical Vest, 4pts</p><p></p><p>Gadgets (Can choose to be carrying up to 20pts at one time)</p><p><strong>DRUID - Dynamic Reconfigurable Universal Interface Device</strong> - Datalink +1, Comprehend (Machines) +2, 5pts</p><p>A deceptively small, handheld device that emits an electronic radio beam capable of interfacing with just about any computer or computerized machine within 10 feet. It automatically adjusts its signal to be understandable to any machine, and provides translated user feedback on a small screen. To keep it from being easily stolen, Deezy normally keeps it in a little integrated holder in the left forearm of her jacket or suit.</p><p></p><p><strong>Klatta-Tech Active Ultrasonic Imaging Goggles</strong> - Super Senses +3 (Sonar), 3pts</p><p>Sturdy goggles that completely fit over the eyes and around the sides of the head, the AUSIG have an ultrasonic emitter facing forward in lieu of lenses. The echoes are detected and assembled into a realtime image in the tiny stereoscopic screens inside the device. They can detect solid and liquid surfaces in the wearer's field of view, but not surface details. While worn, the user is immune to visual Dazzles, Concealment, Illusions and Obscuration, but is also blind to anything but what the goggles 'see.'</p><p></p><p><strong>Deezy's Amazing Auto-Water-Reclamator Hotsuit</strong> - Immunity (Env Cold, Thirst), 2pts</p><p>A skintight rubberized jumpsuit festooned with articulated ribbing and tubes, this item of dubious technology captures wastewater from the human body (by means probably best left unexplored) and Purifies it to provide drinking water. </p><p></p><p><strong>Klatta-Tech 1000 Rocket Boots MkI</strong> - Leaping +3 (10x normal leap), Slow Fall, 5pts</p><p>Though the Hotsuit is arguably more practical, the Rocket Boots are inarguably Deezy's favorite of her own inventions. heavy leather boots of tight fit that are equipped with a maze of copper and brass tubes that snake around them and terminate in a nozzle that points down along the back of the ankle towards the ground. Sadly, even both boots together do not generate enough thrust to actually lift her...but they assist when she jumps. She continues to tinker with the devices, trying to improve their output without causing a catastrophic explosion.</p><p></p><p><strong>Omniblaster</strong> - Blast +4 (Fades, PF Slow Fade, Link: Dazzle +4 (Fades, PF SlowFade)) 12pp</p><p>AP - Blast +4 (Fades, PF SlowFade, Link: Nullify +4 (All Tech at once, Fades, Alt Save: Ref, PF Slow Fade)</p><p>AP - Paralysis +4 (Fade, Ranged, Alt Save: Ref, PF Slow Fade 2)</p><p>A sidearm she found in the mecha, Deezy didn't invent this weapon, but she restored it to working order and has a decent idea of how it works, in her usual, alarmingly non-technical way. It has three settings, each one representing a different type of energy emission. The laser setting can blind as well as hurt. The electron beam setting causes electrical burns and can 'EMP' the target area. There is a 'stun' setting as well, where a lower amperage charge is used to disorganize a target's motor nerves. The omniblaster's power supply is faulty, and slowly wears out with each shot fired. This reduces the damage potential over time, until it can be recharged by plugging it into a specialized cradle in the mech's cockpit. The omniblaster is not a pistol; it is built into a bracer that is adjustable to fit either arm, of any size. </p><p></p><p><strong>Klatta-Tech HERF Grenade</strong> - EMP - Nullify +6 (All "Tech" at once, Burst Area, Touch Range, Full rnd, PF Thrown, PF Triggered) 8pp</p><p>Inspired by the Omniblaster, Deezy figured out how to create a small device that uses capacitor charges to release a powerful, localized EMP. It can be fused for impact and thrown, or it can use a timer or remote signal to detonate. The EMP exhausts its power, but can be recovered and recharged to be used again.</p><p></p><p>Great Metal Beast </p><p>Large Mecha (13pts)</p><p>Strength 24, 6pts</p><p>Dexterity 12, 2pts</p><p>Toughness 9, 2pts (Base 2, plus 2 chassis Toughness, +5 imp armor, immune to crits)</p><p>Base Speed: 45, Leaping 2</p><p>Crew: 1 or 2</p><p>Communication: 200 mile radio comm</p><p>Sensors: Visual (IR/Low light), Audio, Compass, Rangefinder, Radio scanner, Radar (100' increment)</p><p>Cargo Space: 350lbs, Medium size</p><p>Weapon Mounts:</p><p>- Right arm - Gyrocannon, +4 to hit, Dmg DC 21, Autofire</p><p>- Left arm - Burst Laser, +4 to hit, Dmg DC 21, Penetrating</p><p>- Torso - "Pepperbox" anti-infantry array, +6 to hit, Dmg DC 19, Cluster (10'x40')</p><p>- Right Shoulder - Universal Mount (Empty)</p><p></p><p>[sblock=Features Cost: Base:36 Comp: 5]Cockpit/Control Features 3</p><p>Base - Environmental Seal 1 (5hrs)</p><p>Comp - Extra Seat 1</p><p>Comp - Improved Limb Control 1 (Ambidexterity)</p><p></p><p>Movement Features 4</p><p>Comp - All-Terrain: Desert 1</p><p>Comp - Improved Leg Actuators 1</p><p>Base - Jump Jets 2</p><p></p><p>Sensor/Communication Features 17</p><p>Comp - Communication +7 (Radio) 7</p><p>Comp - Super Senses +10</p><p>-- Direction Sense, Distance Sense, Infravision, Radio, Low Light</p><p>-- Radar (Accurate, Radius, Ranged, Extended 1, Radio Sense)</p><p></p><p>Defense Features 12</p><p>Base - Impervious Armor +5, 10</p><p>Base - Improved Plating (Critical Hits) 2</p><p></p><p>Targeting Features 0</p><p>- ?</p><p></p><p>Miscellaneous Features 4 </p><p>Comp - Cargo Space 1</p><p>Comp - Universal Mounting 3</p><p></p><p>Weapon Systems 20</p><p>Base - Gyrocannon (Blast +6, Autofire) 18pts</p><p>Base - Pepperbox Anti-infantry (Blast +4, Cluster, PF Accuracy 1) 1pt</p><p>Base - Burst Laser (Blast +6, Penetrating) 1pt</p><p></p><p>Drawbacks</p><p>- Activation (Computers DC 15) to start mecha, -3pts</p><p>- Archaic Feature (Jump Jet), -1pt</p><p>- Unstable Power Supply, -4pts[/sblock]</p><p></p><p>Total Cost: 55 (Cost as Device +11: 33)</p><p>[/sblock]</p><p> </p><p>[sblock=Background]</p><p>In one of the deep chasms carved in the surface of Mars by rivers untold millions of years ago, a</p><p>settlement was founded. Two men and a woman, all armed with knowledge of the past and all sharing the burden of the present, decided that they would make a small, self-sufficient community away from the controlling auspices of the city-states and their rigid philosophies. So rotor generators were strung across between the chasm walls to capture the boundless energy of the winds channeled through them. In the sheltered alcoves they built water reclaimers to take advantage of the thick, heavy air that gathered in the low places of Mars, in the bottom of the chasm.</p><p></p><p>Deezy was born there, the daughter of the son of one of the founding three, and possessed of the fierce, unbounded intellect that her grandfather had used to establish the water farms, and the sandstorm-proof generators. When not helping fix and maintain the town's gear, she would set off into the desert on her electric cart and imagine great adventures for herself while carving ruts into the red dust of Mars.</p><p></p><p>It is fitting then, that one day she found a real adventure. Driving out late, Deezy was caught in the path of dust storm. She survived by improvising a shelter out of her cart. When the sun finally came out from behind its angry red shroud, Deeze emerged from her now half-buried shelter to see something astonishing; a curved slab of metal, glinting in the dim Martian sun from the top of a sand dune. It was a work of hours, but finally she had the head and upper shoulders revealed. A giant robot war machine! And it was OLD...who knew how long it had been buried here? </p><p></p><p>Deezy spent the next month begging, buying annd stealing parts to make her little mecha walk again. Each night she hiked out and worked a few hours as well. After a few missteps, and a lot of lost sleep, she finally managed to bypass some of the pesky power supply safeties that kept preventing the minireactor from initializing. The giant awoke...and she carefully walked it home.</p><p></p><p>Weeks passed as she slowly got more subsystems back online. Initial griping from the townsfolk subsided after the 'great metal beast' successfully chased off a pack of raiders. Even so, Deezy was tormented by the constant knowledge that the vast majority of the machine's functions were of such genius and complexity that they were well beyond her means to recover with the primitive equipment, parts and knowledge she could get in her home town. So, with a few of her inventions in her pack, and enough supplies to last her through the long trip to Victoria City, she set out from home to see what civilization had to offer her, and her mecha.[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 5352322, member: 4936"] Name: Deezy Klatta Power Level: 6 (110pts) Atts 20, Cmbt 18, Skls 10, Fts 8, Pwrs 19, Equip33 [sblock=Description]Deezy is, at first glance, a mess. Wild sandy blonde/brown hair pulled into a maze of tails and braids that frame a perpetually sunny, smiling, cherubic and sun darkened face...though the hair is often pinned down under a leather cap that has flaps down the sides that cover her ears, and a pair of goggles that perch high on her forehead when not in use. Her clothes are simple...a thin white sleeveless shirt and pair of shorts that go down to her somewhat knobby knees, but are quite loose fitting and covered in pockets. It's what goes OVER the clothes. First, a loose top of black mesh. Over that are belts. Belts over her shoulders, around her midriff, around her legs, crisscrossing her chest. On the belts are...things. Strange doohickies made of brass and bronze, sporting tiny tubes and nozzles and other, less recognizable protuberances. Little vials of oddly colored liquids. Tiny rolls of parchment and paper. Mysterious, and ominous somehow, orbs of blown glass with sparks of light deep inside. Somewhere in the chaos there's a little teddy bear affixed to her. With her spritely cuteness and overall sense of disorganization, Deezy is hard to take seriously...until the explosions start.[/sblock] [sblock=Stats]Strength (STR) 10 Dexterity (DEX) 16 Constitution (CON) 14 Intelligence (INT) 20 Wisdom (WIS) 10 Charisma (CHA) 10 Init: +3 Base Attack Bonus: +2 Melee Attack: +2 Ranged Attack: +4 Base Defense: 14 (+3 base, + 1 feat) Defense Without Dodge: 11 Tough: +6 (+2 Con, +4 equip) Fort: +5 (2 Con + 3 base) Reflex: +5 (3 Dex + 2 base) Will: +3 (3 base) Move: 30'[/sblock] [sblock=Abilities, Feats, Skills]Gadgets +4 (20pts, One minute change, Needs access to Gadget Stash), 19pp Skills: 40, 10pp Computers +15 (10 ranks + 5 Int) Craft (Mechanical) +10 (5 ranks + 5 Int) Craft (Electronic) +10 (5 ranks +5 Int) Disable device +10 (5 ranks + 5 Int) Knowledge (Technology) +10 (5 ranks +5 Int) Drive +8 (5 ranks + 3 Dex) Survival +5 (5 ranks + 0 Wis) Feats 10 Attack Focus: Ranged 2 Attractive 1 Dodge Focus 1 Equipment 3 (15pts) Improvised Tools 1 Inventor 1 Improved Outmanuever 1 Languages - English[/sblock] [sblock=Equipment and Lewt]Money - Commlink, 1pt Laptop, 1pt PDA, 1pt Mini-tracer, 1pt Rebreather, 1pt Lock release gun, 1pt Holdout Pistol, 4pts Tactical Vest, 4pts Gadgets (Can choose to be carrying up to 20pts at one time) [b]DRUID - Dynamic Reconfigurable Universal Interface Device[/b] - Datalink +1, Comprehend (Machines) +2, 5pts A deceptively small, handheld device that emits an electronic radio beam capable of interfacing with just about any computer or computerized machine within 10 feet. It automatically adjusts its signal to be understandable to any machine, and provides translated user feedback on a small screen. To keep it from being easily stolen, Deezy normally keeps it in a little integrated holder in the left forearm of her jacket or suit. [b]Klatta-Tech Active Ultrasonic Imaging Goggles[/b] - Super Senses +3 (Sonar), 3pts Sturdy goggles that completely fit over the eyes and around the sides of the head, the AUSIG have an ultrasonic emitter facing forward in lieu of lenses. The echoes are detected and assembled into a realtime image in the tiny stereoscopic screens inside the device. They can detect solid and liquid surfaces in the wearer's field of view, but not surface details. While worn, the user is immune to visual Dazzles, Concealment, Illusions and Obscuration, but is also blind to anything but what the goggles 'see.' [b]Deezy's Amazing Auto-Water-Reclamator Hotsuit[/b] - Immunity (Env Cold, Thirst), 2pts A skintight rubberized jumpsuit festooned with articulated ribbing and tubes, this item of dubious technology captures wastewater from the human body (by means probably best left unexplored) and Purifies it to provide drinking water. [B]Klatta-Tech 1000 Rocket Boots MkI[/B] - Leaping +3 (10x normal leap), Slow Fall, 5pts Though the Hotsuit is arguably more practical, the Rocket Boots are inarguably Deezy's favorite of her own inventions. heavy leather boots of tight fit that are equipped with a maze of copper and brass tubes that snake around them and terminate in a nozzle that points down along the back of the ankle towards the ground. Sadly, even both boots together do not generate enough thrust to actually lift her...but they assist when she jumps. She continues to tinker with the devices, trying to improve their output without causing a catastrophic explosion. [b]Omniblaster[/b] - Blast +4 (Fades, PF Slow Fade, Link: Dazzle +4 (Fades, PF SlowFade)) 12pp AP - Blast +4 (Fades, PF SlowFade, Link: Nullify +4 (All Tech at once, Fades, Alt Save: Ref, PF Slow Fade) AP - Paralysis +4 (Fade, Ranged, Alt Save: Ref, PF Slow Fade 2) A sidearm she found in the mecha, Deezy didn't invent this weapon, but she restored it to working order and has a decent idea of how it works, in her usual, alarmingly non-technical way. It has three settings, each one representing a different type of energy emission. The laser setting can blind as well as hurt. The electron beam setting causes electrical burns and can 'EMP' the target area. There is a 'stun' setting as well, where a lower amperage charge is used to disorganize a target's motor nerves. The omniblaster's power supply is faulty, and slowly wears out with each shot fired. This reduces the damage potential over time, until it can be recharged by plugging it into a specialized cradle in the mech's cockpit. The omniblaster is not a pistol; it is built into a bracer that is adjustable to fit either arm, of any size. [b]Klatta-Tech HERF Grenade[/b] - EMP - Nullify +6 (All "Tech" at once, Burst Area, Touch Range, Full rnd, PF Thrown, PF Triggered) 8pp Inspired by the Omniblaster, Deezy figured out how to create a small device that uses capacitor charges to release a powerful, localized EMP. It can be fused for impact and thrown, or it can use a timer or remote signal to detonate. The EMP exhausts its power, but can be recovered and recharged to be used again. Great Metal Beast Large Mecha (13pts) Strength 24, 6pts Dexterity 12, 2pts Toughness 9, 2pts (Base 2, plus 2 chassis Toughness, +5 imp armor, immune to crits) Base Speed: 45, Leaping 2 Crew: 1 or 2 Communication: 200 mile radio comm Sensors: Visual (IR/Low light), Audio, Compass, Rangefinder, Radio scanner, Radar (100' increment) Cargo Space: 350lbs, Medium size Weapon Mounts: - Right arm - Gyrocannon, +4 to hit, Dmg DC 21, Autofire - Left arm - Burst Laser, +4 to hit, Dmg DC 21, Penetrating - Torso - "Pepperbox" anti-infantry array, +6 to hit, Dmg DC 19, Cluster (10'x40') - Right Shoulder - Universal Mount (Empty) [sblock=Features Cost: Base:36 Comp: 5]Cockpit/Control Features 3 Base - Environmental Seal 1 (5hrs) Comp - Extra Seat 1 Comp - Improved Limb Control 1 (Ambidexterity) Movement Features 4 Comp - All-Terrain: Desert 1 Comp - Improved Leg Actuators 1 Base - Jump Jets 2 Sensor/Communication Features 17 Comp - Communication +7 (Radio) 7 Comp - Super Senses +10 -- Direction Sense, Distance Sense, Infravision, Radio, Low Light -- Radar (Accurate, Radius, Ranged, Extended 1, Radio Sense) Defense Features 12 Base - Impervious Armor +5, 10 Base - Improved Plating (Critical Hits) 2 Targeting Features 0 - ? Miscellaneous Features 4 Comp - Cargo Space 1 Comp - Universal Mounting 3 Weapon Systems 20 Base - Gyrocannon (Blast +6, Autofire) 18pts Base - Pepperbox Anti-infantry (Blast +4, Cluster, PF Accuracy 1) 1pt Base - Burst Laser (Blast +6, Penetrating) 1pt Drawbacks - Activation (Computers DC 15) to start mecha, -3pts - Archaic Feature (Jump Jet), -1pt - Unstable Power Supply, -4pts[/sblock] Total Cost: 55 (Cost as Device +11: 33) [/sblock] [sblock=Background] In one of the deep chasms carved in the surface of Mars by rivers untold millions of years ago, a settlement was founded. Two men and a woman, all armed with knowledge of the past and all sharing the burden of the present, decided that they would make a small, self-sufficient community away from the controlling auspices of the city-states and their rigid philosophies. So rotor generators were strung across between the chasm walls to capture the boundless energy of the winds channeled through them. In the sheltered alcoves they built water reclaimers to take advantage of the thick, heavy air that gathered in the low places of Mars, in the bottom of the chasm. Deezy was born there, the daughter of the son of one of the founding three, and possessed of the fierce, unbounded intellect that her grandfather had used to establish the water farms, and the sandstorm-proof generators. When not helping fix and maintain the town's gear, she would set off into the desert on her electric cart and imagine great adventures for herself while carving ruts into the red dust of Mars. It is fitting then, that one day she found a real adventure. Driving out late, Deezy was caught in the path of dust storm. She survived by improvising a shelter out of her cart. When the sun finally came out from behind its angry red shroud, Deeze emerged from her now half-buried shelter to see something astonishing; a curved slab of metal, glinting in the dim Martian sun from the top of a sand dune. It was a work of hours, but finally she had the head and upper shoulders revealed. A giant robot war machine! And it was OLD...who knew how long it had been buried here? Deezy spent the next month begging, buying annd stealing parts to make her little mecha walk again. Each night she hiked out and worked a few hours as well. After a few missteps, and a lot of lost sleep, she finally managed to bypass some of the pesky power supply safeties that kept preventing the minireactor from initializing. The giant awoke...and she carefully walked it home. Weeks passed as she slowly got more subsystems back online. Initial griping from the townsfolk subsided after the 'great metal beast' successfully chased off a pack of raiders. Even so, Deezy was tormented by the constant knowledge that the vast majority of the machine's functions were of such genius and complexity that they were well beyond her means to recover with the primitive equipment, parts and knowledge she could get in her home town. So, with a few of her inventions in her pack, and enough supplies to last her through the long trip to Victoria City, she set out from home to see what civilization had to offer her, and her mecha.[/sblock] [/QUOTE]
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