Welcome to the 1st SET!
Our intrepid adventurers are all members of the Tomorrow Legion. While each has his or her own reasons for joining the Legion, some more honorable than others, the group is entrusted with representing the Tomorrow Legion in their dealings with the public. Given the exotic make-up of the group the Legion felt they would best be used beyond the walls of Castle Refuge as a Special Exploratory Team.
Special Exploratory Teams
These are the most eclectic and most adventurous teams of all, comprised of any number of primarily combat capable specialists who are also multi-discipline trained for other needs. The Command Staff of the Legion recognized early on that they would have plenty of wild cards, live wires, and off-center types that would need important things to do…outside Castle Refuge. SETs were considered the best answer, to be sent out on long-range patrols; to investigate troubling rumors and reports; explore areas about which little to nothing is currently known; and look for ways to help those at the far reaches of the Legion’s influence. SET members are troubleshooters, usually given fairly wide parameters for their travels, so long as they hold to the honorable foundations of the Legion.
Reference Links
Posting Guidelines
Experience Points
Explorer Points
House Rules
Group Catch All Thread
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Group Catch All Thread
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Group Catch All Thread
Group Gear
From Tomorrow Legion Supply Officer
From Tomorrow Legion Supply Officer
- 6 weeks per person
1 long range
1 hand held radio for each person
6 spare e-clips
2 borg rail gun drums
Signature
Re: Group Catch All Thread
Salvage from Operation Recon - Currently stored in the Q-Mobile
- 2 x NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
- 4 x Chainsword (Str+2d8, AP 2)
- NG-56 Light Ion Pistol
- Mini Rail Gun
- Chain Greatsword
- 6,200 credits
- Useful parts for repairs to small engines, electronics, and other small items.
Qoat
Re: Group Catch All Thread
Depending on what Supply gives Merlaggon, he may ask for the Chain Greatsword or Chainsword, and Light Ion PistolQoat wrote:Salvage from Operation Recon - Currently stored in the Q-Mobile
- 2 x NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
- 4 x Chainsword (Str+2d8, AP 2)
- NG-56 Light Ion Pistol
- Mini Rail Gun
- Chain Greatsword
- 6,200 credits
- Useful parts for repairs to small engines, electronics, and other small items.
Merlaggon
- Gale Wingstorm
- Posts: 94
- Joined: Wed Nov 30, 2016 3:19 am
Re: Group Catch All Thread
If the group would allow it, Gale would love a couple of chain swords as well. He's currently got a vibro dagger. He can dual wield and automatically gets a raise when casting Smite, so having some melee weapons on him (until he gets psi blade when he is seasoned) might be a very beneficial thing.Qoat wrote:Salvage from Operation Recon - Currently stored in the Q-Mobile
- 2 x NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
- 4 x Chainsword (Str+2d8, AP 2)
- NG-56 Light Ion Pistol
- Mini Rail Gun
- Chain Greatsword
- 6,200 credits
- Useful parts for repairs to small engines, electronics, and other small items.
Gale Wingstorm Lyn-Srial Mind Melter
Attributes: Agility d8, Smarts d12, Spirit d4, Strength d6, Vigor d8
Charisma: -8 VS CS (Mind Melter + Lyn Syrial penalties) and -2 VS general populace if known to be a Mind Melter;
Pace: 4/flying 12, d4 running die
Parry: 6 Toughness: 6 (+5 from huntsman armor, other bonuses possible through psionics) Bennies: 2 (reset from 6, +1 for fast posting, -1 detect arcana re roll)
Psionics d12, 9/30 ISP
Powers: Armor, Damage Field, Drain Power Points, Havoc, Intangibility, Invisibility, Smite (auto raise)
Detect Arcana - At will, free action.
Active Powers: Detect Arcana
Notable Gear: Vibro Knife - Str + D6, AP 4., NG-S2 Survival Pack, 2x Chain Swords - Str+2d8, AP 2, TW Flaming Sword - Str + d10 AP 4 (1 ISP to activate for 3 rounds)
Renown - "Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance)."
Attributes: Agility d8, Smarts d12, Spirit d4, Strength d6, Vigor d8
Charisma: -8 VS CS (Mind Melter + Lyn Syrial penalties) and -2 VS general populace if known to be a Mind Melter;
Pace: 4/flying 12, d4 running die
Parry: 6 Toughness: 6 (+5 from huntsman armor, other bonuses possible through psionics) Bennies: 2 (reset from 6, +1 for fast posting, -1 detect arcana re roll)
Psionics d12, 9/30 ISP
Powers: Armor, Damage Field, Drain Power Points, Havoc, Intangibility, Invisibility, Smite (auto raise)
Detect Arcana - At will, free action.
Active Powers: Detect Arcana
Notable Gear: Vibro Knife - Str + D6, AP 4., NG-S2 Survival Pack, 2x Chain Swords - Str+2d8, AP 2, TW Flaming Sword - Str + d10 AP 4 (1 ISP to activate for 3 rounds)
Renown - "Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance)."
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Group Catch All Thread
All New & Existing Players Please Add This To Your Character Sheet
Buffalo Spirit Fetish
Buffalo Spirit Fetish
- Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
- Enchantments (One Major): Common Bond
- P.P.E.: 0
- Trait: Always on.
- Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Signature