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[M&M 2e] Red Sands Chronicles. (OOC)

The characters all seem very intriguing. :D

For some reason I've got an image of Edgar Rice Burroughs writing the Man with No Name into a John Carter story.
:cool: Subliminal messages ftw.


All character will be part of Union Local 310. It should be noted that visitors to Victoria town are also given temporary membership onto a randomly assigned "Union Local" and union membership is required for permanent residency in the Victoria Town.
 
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Spunky Mech-monkey - (...) Now, clad in impervious orbital steel skin, she sets forth into the wastelands, belching dark fumes from exhaust vents, in search of more old-tech she can break down and use to restore her mech even more.

Cool. AND we can hitch the team's wagon behind her. :D

Seif al Mariam will be your not-so-friendly touareg guide, yes? The self-named "sword of the bitter sea" wears dusty desert robes, hard blue eyes visible above the filtering fabric of his veil. His main weapons are a pair of steam-powered telescopic swords with which he can do mid-range impaling attacks, block bullets, pole vault, etc. If I have enough points left, I'll try to buy him that cyborg camel we were talking about, Relique. :)

I'm thinking his teenaged raiding party - his first manhood raid too - was lured into a raw aether explosion, horribly and instantly mutating all his childhood friends, *and* their mounts! Seif managed to survive, carving himself a bloody path out of that hell and running - running like the wind! - until he could throw the monsters on the spears of his surviving tribesmen. But, though he miraculously showed no signs of mutation, and still doesn't, his tribe would have nothing to do with him for fear of contagion. Worse, they wanted to stone him on the spot! Thankfully, he managed to kill the high priest before he could make this judgement known. Blaspheming, bitter tears in his eyes, he stole the tribe's greatest artifact from its priestly shrine on his way out, the Telescopic Swords of Qssim, and ran -- again!

That was four years ago, in a land that seems so far away...

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COMBAT SUMMARY

INIT +4
Hero points: 2/3
Run: 30/60/120 [100 mph with camel]
Clinging: 15/30/60 with a blade in hand, flat-footed
Jump: 13' Running/6' Standing/3 High jump [325/150/75 with Leaping power]
ATTACK bonus: 6 Melee, 0 Ranged

HEALTH: Healthy
DEFENSE bonus: 16 [10 + 3Base + 3Dodge Focus] ---> FLATFOOTED 12
TOUGH 6 [0Base + 2con + 4Armor power]
FORT 5 [3Base + 2con] (Immunity Low Temp, Thirst, +6 Impervious vs Transform)
REF 10 [6Base + 4dex]
WILL 5 [4Base + 1Wis]

- Dervish Strike: Standard, Instant, 15' radius selective, +6 Attack, 16 Reflex save [Steam, Steel, Slashing]
- Impale: Standard, Instant, 40' range, 17-20 crit, +6 Attack, 21 Tough save [Steam, Steel, Piercing]
- Deflect: Standard, Instant, 50' range, +5 Attack [Steam, Steel]
- Desert Ambush: Full round, Sustained, up to 5 others, max 30' move in round, reappear if attack
- Revolver: Standard, Instant, 30' range incr, +0 Attack, 18 Tough save [Bullet]

POSSIBLE COMPLICATIONS

- Secret: Mutant (so well kept even he doesn't know!)
- Hunted by home tribe (murderer of priest(s), stealer of relics)
- Professional rivalry: Honest Krillion of the Sands (professional outfitter and part-time tomb robber) and his crew

[sblock=PORTRAITS]
binder-fred-albums-characters-picture1198-seif-al-mariam-widescreen.jpg

binder-fred-albums-characters-picture1197-seif-al-mariam.jpg
[/SBLOCK][sblock=POWER EXPLANATION]Seif's powers come from wielding an ancient tribal artifact, the Swords of Qssim, and harsh living in the martian wilderness, where he's scraped a living as a guide, scout and bodyguard for the past three years.

Specifically:

* Man of the Desert: As a desert tribesman, he's used to the desert's harsh conditions (Immunity to low temp and thirst), rides his cyborg camel with consumate skill and is adept at laying in ambush, ready to burst out from under a thin cover of sand or a concealing cammo blanket. He can camouflage others in this way as well, quickly setting up a mass ambush of up to six ambushers. His recent experiences as a guide have also taught him a smathering of a myriad dialects, though diplomacy and fine phrases are not exactly his strong suit (Toungue of the Trader).

* Telescopic Sword of Qssim: In addition to extending his swords in a deadly trust (Impale), extensive training alone on the red dunes have taught him to dance through his opponents like a vorpal breeze, slashing them to bloody pulp (Dervish Strike). By pointing one of his swords down and releasing all the accumulated steam pressure in one go, he can jump great distances (Pole Vaulting), or conversely project a foe away from him (Push). Finally, his swords are so sharp and so resilient that he can plant them in pretty much any building material and they will hold his weight (Sword in Stone)!

N.B. Seif firmly - and desperately - believes he is NOT a mutant and fervently hopes never to feel the touch of raw aether ever again! What part the aether explosion plays in his varied talents is therefore entirely a mystery (in short, feel free to assign the Mutant descriptor to any of his traits and powers if it fits-in with some of your nefarious plots :).[/sblock][sblock=FULL STATS]Abilities (20 PP):
STR: 16(+3) DEX: 18(+4) CON: 14(+2) INT: 10(+0) WIS: 12(+1) CHA: 10(+0)

Skills (10 PP):
Acrobatics 10 (6+4dex)
Knowledge Desert 11 (11+0Int)
Medecine 5 (4+1Wis)
Notice 10 (9+1Wis)
Ride 8 (4+4Dex)
Survival 11 (10+1Wis)
Stealth 4 / 9 desert (0+4Dex+5Desert robes)

Feats (22 PP):
Attack Focus, Melee 6
Dodge Focus 3
Elusive Target (-8 to target with ranged when in melee)
Evasion (half damage on area attacks)
Jack of all trades (Can use all skill untrained)
Luck 2 (+2 Hero point)
Ranged Pin (with Swords of Qssim)
Skill mastery (Take 10 on Acrobatics, Ride, Survival, Medecine)
Takedown Attack 1 (Cleave)
Teamwork 3 (Aid Another +5)
Track (Can use Survival skill to track)
Uncanny Dodge (Retain dodge bonus when surprised or flat-footed)

Powers (33 PP):
Telescopic Swords of Qssim array (4 Alternate Powers in an Easy to Lose Device) 3 ranks, 13pp total [Steam, Aether]
- Dervish Strike: Strike (Burst Area +1, Selective +1, PF Mighty) 3 ranks, 10pp [Steel, Slashing]
- Impale: Strike (PF Mighty, PF Extended Reach 8, PF Improved Critical 3) 3 ranks, 15pp [Steel, Piercing]
- Pole Vaulting: Leaping (X25) 4 ranks, 4pp
- Deflect (All ranged +1, Ranged +1) 5 ranks, 15 pp

Sword in stone: Wall crawling (PD must be wielding blade) 1 rank, 1pp

Armor: Hard to Lose Device (Protection 4), 1 rank, 4pp

Man of the Desert: Immunity (Low temp and Thirst), 2pp
Survivor of Tragedy: Immunity (Being Further Mutated, Only diminishes attack power by half -1), 5 ranks, 3 pp [Mutant]
Toungue of the Trader: Comprehend Languages (PF Subtle) 1 rank, 3pp [Super skill]
Desert Ambush: Concealement (Normal Sight, Blending -1, Passive -1, Affect others +3 (5 extra people), PD Full round) 2 ranks, 5pp
Camel Cyborg: Speed (100 mph, PD Full action to activate) 4 ranks, 3pp

Combat (6 PP):
DEFENSE +3 Base, 6 pp

Saves (13 PP):
TOUGH +0 Base
FORT +3 Base, 3 pp
REF +6 Base, 6 pp
WILL +4 Base, 4 pp

Equipment (5 PP):
Cammo clothings (+5 stealth desert robes; worn), 1ep
Weather-proofed matches (in robes), 1ep
First aid Essentials (in robes), 0 ep
Six-shot light pistol (+3dam, 30' range incr; tucked in belt), 6ep
Lady Rasputina wrist device (fastened to his belt, front-left side)
Diesel Lantern (30' radius illumination; on camel), 1ep
Water (3 days water In camel), 1ep
Commlink (incorporated in camel), 1 ep
Clockwork Astrolabe (tells precise time and counts as 'proper tools' for Survival\navigation, Only when stars or sun are visible, 5min activation -3, with maps in heavy crawler), 1/8 ep.
Overwatch Balloon (Medium sized vehicle, back of Heavy crawler), 10ep
Str 10, Speed 0, Tough 5, Defense 10, Crew 1, Communication: wireline to Heavy Crawler
Power 1: Air bladder: Flight 1 (10MPH, Levitate -1, 1/2 PP)
Power 2: The High View: Super Sense (Extended sight X1000 (-1 Notice per 10 000 feet), Radius, 4 PP)
Power 3: Search Light: Environmental Control Light 2 (10' radius Daylight, PF Improved Range 1 (2 000' max range), Standard, Sustained, 5 PP)

COST SUMMARY:
Abilities 20pp + Skills 11pp + Feats 22pp + Powers 33pp + Combat 6pp + Saves 13pp + Equipment 5pp = 110 pp[/sblock]
 
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So I got to thinking what kind of abilities might develop in a big factory city on a desert planet, and here's where my head went:

Brian works hard and keeps his mouth shut. And even if the others think he's jumpy and odd, they don't mind. Fact is, work at the forge is always a little easier when Brian's on shift. So they let him hum his tuneless tune and don't ask him questions about where he came from, and honest to goodness if it don't seem not so unbearably hot on Brian's shifts.

Of course, that's exactly what Brian's so jumpy about. It's not their imaginations. The forge is cooler when Brian works, because ever since he was a little boy, he soaked up heat. Made life pleasant in the desert. Until Brian found out that heat didn't go away. No, it stayed all penned up inside of him, and if he wasn't careful, if he got angry or upset ... well, then things could get very hot, very fast. It's happened once or twice. He's gotten better, learned to keep tighter reins on it, but, well, there's a reason he left home and came to Victoria city, where he didn't know anyone and no one knew him.

And there's a reason why that wife-beating foreman's shirt caught fire when he wasn't anywhere near the forge, but Brian, he's the quiet type, so he keeps it to himself...

---------

Basically thermal control powers: environmental control with a little ignite or fire control, that sort of thing. I see him as torn between protecting his secret and feeling compelled to act when he sees something bad happening, knowing he has the ability to effect a better outcome.
 

Hmm! Sounds like we're getting a lot of mutant submissions...so perhaps the Angel of Red Sand is a concept I should pack away for another game sometime...

I shall work on Spunky Mechmonkey then!
 

It looks like we got some interesting character concepts.

I added the concepts to post number one.

Brian works hard and keeps his mouth shut..

<SNIP!>

Is Brian a 'mutant'? Or is Brian's ability "based" on something else?
I.e. magic, psionics, mysticism, intention, etc?
 
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First draft of my sorcerer

James Fauntleroy Featherston-Smythe

Background: s to the upper ranks of Victoria City's population. Of independent wealth and with no need to earn his living by manual labour, he had all the time in the world to pursue his hobbies. He turned his mind on the arcane. The properties of Aether fascinated him and he experimented with harnessing its power into what an earlier age might have called "sorcery". After several years of digging through obscure tomes James was ready to put his theories to the test. The ritual he set up should have granted him the abilitiy to cast minor spells. But James had made a miscalculation.

The ritual flattened the place he had setup for it and he woke up several hours later. He noticed quickly that he had changed ... The Aether had suffused his body and removed many human frailties. He had gained sorcerous powers to a much higher degree than he had expected. The actual "casting of spells" (so to speak) was limited by his knowledge of ancient arcane lore, but James was confident that he would be able to acquire more knowledge by and by.

Personality: James is friendly, polite and rather likeable. Although he wields tremendous powers, he rarely shows them and is mainly interested in gaining more knowledge for knowledge's sake and not to further any agenda.

Appereance: About 175 cm, 68 kgs. Black hairs, green eyes,good-looking and smartly dressed at all times.

STR 10 DEX 14 CON 14 INT 18 WIS 12 CHA 12
FORT +5(+7) REF+5(+7) WIL+5(6) Toughness +2

Attack+3 Defence +5

Feats: Ritualist, Skill Mastery (Knowledge:Arcane lore; Notice; Diplomacy; Investigate), Evasion 2, Benefit: Status 2, Benefit: Wealth 3, Attack Focus: Ranged 3, Attractive

Skills: Notice 8 (+10), Knowledge: Arcane lore 8 (+12), Diplomacy 8 (+9), Languages 4 (Native language plus 4 others), Sense Motive 4 (+5)

Powers:

Magic 6 (Skill check required (Arcane lore), Penetrating, Range:Perception, Move Action)
Alt Power: Blast 6 (Skill check required (Arcane lore), Penetrating, Area, Move Action)
Alt Power: Skill check required (Arcane lore), Penetrating, Autofire 2)
Alt Power: Healing 8 (Resurrection)
Alt Power: Illusion 6 (All senses)
Alt Power: Mind Control 6 (Conscious, Independent, Slow Fade 5)
Alt Power: Protection 6 (Impervious, Independent, Slow Fade 4, Affect others w/ Progression 2)

Immunity 14 (life support, aging, starvation&thirst, sleep, critical hits)

Super-Senses (Darkvision)
 
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