Aroud

Savage Tales of the Chi-Town Burbs: From Zero to Hero.
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Aeuoud Ulysses
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Joined: Sat Jul 04, 2020 10:25 am

Aroud

Post by Aeuoud Ulysses »

Aroud typing: "Ulyssess the Tass Glass Bass and Aroud of the Arid Eruditious University have now performed two brilliant designs by which they will become the greatest practitioner of magic since the Vanguard-assisted raid by Coalition mage seekers had attacked and destroyed the edges of his neighborhood in the old Burb......."

So began the fictional draft of Ulyssess's fictional biography. But he was not a wizard. He was a dreaded spirit. :evil: :roll: And felt something like almost mounring for the fact that his life lacked the luster and drama of the wizards who terrorized the burbs, or the government groups who challenged their power. He hated their pomp and circumstance. But not enough to lose his sense of humor and writer's cleverness.

And now, to explore Ule's personal life. To begin, he had been involved in the old wars himself. Not a great soldier. But he was there. He had the weapons to show for it.

As for his dreaded spirit powers....
Last edited by Aeuoud Ulysses on Thu Mar 04, 2021 1:16 pm, edited 5 times in total.
Aeuoud Ulysses
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Re: Ulysses the Tass Glass Bass and his badass class of powers

Post by Aeuoud Ulysses »

Ule comes from the race of dreaded psionic spirits. His powers of mind are feared. He is a haunt. But this does not mean he actually loves being terrifying. He lacks the pomp and circumstance of humans. Lives on the edge of others' lives. His parents were psychics who were hunted by, both, the coalition and the Institute of Magic. They were taken in and used for experimentation. The details are not known to Ule, but he knows that at some point his own life was the output of this experiment.

He grew up in a wealthy, honor-bound household. His father was an officer in a military detachment but was also a psychic. His mother also a psychic.
As psychics living in an aristocratic mansion, his parents were distrusted. People wondered if they might be haunts. Ironically, it was their son who became the haunt; and not due to family, but due to experimentation. He now has a vow; to find out the disposition of his parents and avenge them if they were hurt or enslaved. Also to uncover other such experimentations. If possible. No, not if possible. He will avenge them. It is only a matter of time. This, while continuing to explore the powers of the mind which his parents also knew well. His immediate career is that of a super stealth rogue, using his dreaded and strange powers as a ghost to outwit adversaries and to survive while trying to get answers to his ultimate questions

Family home: an old burb, well to do home, professional background, in Chi Town old burbs; with advanced security and an underground bunker storage area used by his soldier father before the parents were kidnapped

Race: Psi Ghost
MARS, born a hero,

Racial Edge: Invisibility plus Incorporeality, +4 stealth, pass through walls, etc, cannot affect or be affect; activates as an action, deactivates as free action; Psionic Arcane, Psionics d6
Concealed Armor
auto free activation of presence detection with detect arcana
two extra powers
Racial Hindrances: Mutant, Wanted, Vow, must select detect arcana power, cannot select spellcasting or miracles; must select psionics

First Roll: Magic and Mysticism table; roll 19, can select any item; selected add inaccessible power; added Blast
He uses psionic power to cause force vibrations to do physical damage in a radius; always adds large burst LBT, extra damage and lingering damage modifiers to it

Starting Stats: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d4
Athletics d6, Fighting d8, Shooting d8, Stealth d8 (+4 ghost), Thievery d6, Comm Kn d4, Notice d6, Psionics d8, Intimidate d6 (+2 ghost), Persuasion d4

Powers: Mind Force Blast (from table roll), Healing, Mind Reading, Detect Conceal Arcana with free presence sense

Character Creation:
Hindrances: major enemy, the Coalition hunts magic using beings and also mutants; loyalty; vow, to protect and serve, as a child of a soldier, and to find or avenge family
Edges from born a hero: Major Psionic, Master Psionic

PCO

roll 20, choose 1, take the Battle Fury Blade and two fighting dice
fighting d12
electronics d6
athletics d8

Rich
Frenzy
Improved Frenzy

Starting gear from PCO and Rich: 41,000 and one armor or weapon, select Heavy Mage Armor

rations for a few weeks
L20 pulse rifle, 2 clips
Stun Gun, 2 clips
light mystic armor, concealed under clothing, AC +2
a hooded cloak to aid in hiding
Wilk's laser torch x 2
scope

Armor:
Heavy Mage Armor TW (with rich), EBA, STR +2 dice, farsight, darksight, 6/3 AC and toughness
light mystic cloak

story hook: 7
2000 starting gear + 800 credits = 2800

remaining cash: 800 in jewels

clothing, goggles
Survival kit
backpack: communicator from survival kit, 5 bug transmitters, lockpicks, repair kit, survival kit
Infrared Distancing Binoculars
nite vision goggles (SWADE)

illegal items: 10 blocks of MD plastic explosive (Empires of Humanity)

weapons: 2 Wilk's laser torches (fighting d10), L20 pulse rifle (shooting d8), Stun gun
Last edited by Aeuoud Ulysses on Mon Feb 08, 2021 10:48 am, edited 46 times in total.
Aeuoud Ulysses
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Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by Aeuoud Ulysses »

Ule has been poking around for about half a year since he last heard a mention somewhere, a rumor, that mentioned his parents and other spirit beings who were the subject of experimentation by the Institute of Magic. It was only a mention, by someone who said they saw some documents. No mention of current disposition of the research. Only that it happened 20 years ago, but might have continued or been revived by interested elements.

Meanwhile, Ule's talents among the roguish element have increased. After he was cut off from his family as a child, he undertook tutelage with other psychics who were friends of his family, who took him away from his old burb. After hitting age 16, he returned to his former home which had been guarded by family friends. He found his father's military equipment. He began plotting how to use his powers as a haunt and a psychic, making friends among the lower element in order to lay low while trying to find information about his family and other similar experiments. His friends include a psychic, another haunt, and street thieves. They protect each other with early warning signals about search parties and mercenaries of the Coalition
Last edited by Aeuoud Ulysses on Thu Jan 28, 2021 12:38 pm, edited 3 times in total.
Aeuoud Ulysses
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Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by Aeuoud Ulysses »

Roll Magic and Mysticism table: spellslinger, always get raise on rolls for mind reading; so that the read being cannot detect the read

Advance: add Vigor d6


The pulse rifle that he found in his dad's hidden arsenal in that old burb apartment initially seemed like something horrible. But after finding it, the thoughts returned of his original mission, to find or avenge his family's demise. He has been practicing with it. The pounding of his recoil is a bit much and he has not yet gotten the hang of holding it steady when on full auto. When he is about to be found out by street spies, fortunately the strange power of his mutant energy field also affects the rifle's heavy material, making it immaterial as well. Someday, when his parents' kidnappers are not watching, this humanlike device they made will bite them back. This gun might be the tool that delivers the blow. Continues practicing

Watching his friends' backs. Looking out for new friends. Keeping coalition spies off the backs of other ghost entities. Keeping his vows. As long as he stays true to his deep mind and his vows, he finds that everything seems to happen just right; as if the world were rolling out in front of him. He feels lucky to be alive
Last edited by Aeuoud Ulysses on Thu Feb 04, 2021 10:29 am, edited 2 times in total.
Aeuoud Ulysses
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Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by Aeuoud Ulysses »

roll Fortune and Glory, 6, smart and learned; add Smarts d10, psionics d12, comm know d6, notice d10

Psychic friends make a deal with the central city government to break down the walls of experimental projects. Ule and his friends set a trap in which they will emulate key aspects of the experimental design they image the Institute of Magic using. They will send word out that a new player exists that can create ghost energetics. Then they will see who buys. The more socially savvy among his friends will then use this as an informational inroad to query about who gains from research of this kind. They will lure potential informants into a location surrounded by psychics who will hammer the mind for information about the inner workings of experimentalism inside the institute. But it will take practice, and lots of it. Ule begins working out heavily, building up his psychic and intelligence skills while doing simulations of tactical situations that may help to set this trap.

Advancement: edge, power points, up to 30
Last edited by Aeuoud Ulysses on Sat Feb 06, 2021 12:09 pm, edited 6 times in total.
Aeuoud Ulysses
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Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by Aeuoud Ulysses »

The group hit it big. After roping in some low hanging fruit from the institute, they not only got some leads on who might benefit from unusual paranormal experimentation but they found a connection a major money-making operation that lurked behind the scenes of some of the institutes hits on the city. They were collecting goods and preparing for expanded operations. Vehicles and non-magical equipment owned by the institute would supply black ops crews that provided assist roles. But little planning went into security for their supply depot since they were unaware of anyone having access to this information. Ule's friends managed to break in and take their materials, thus putting a kink into institute operations in the burbs while also getting their own prize stash.
Aeuoud Ulysses
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Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by Aeuoud Ulysses »

ha
Last edited by Aeuoud Ulysses on Thu Feb 04, 2021 10:28 am, edited 11 times in total.
Aeuoud Ulysses
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Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by Aeuoud Ulysses »

roll fortune and glory: get strong and powerful

strength d6
brawny
Last edited by Aeuoud Ulysses on Wed Feb 03, 2021 11:13 am, edited 2 times in total.
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Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by Aeuoud Ulysses »

roll experience and wisdom; get extra background edge, add ambidextrous

advance: add edge, two-fisted


While fighting his way into the equipment dump, something inside of Ule broke through and, almost as if it were a new psionic effect, his off-handed started responding as if it were his main hand. As if the two halves of his brain had found new connections.
Aeuoud Ulysses
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Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by Aeuoud Ulysses »

Attacks 4 times, with two fisted, ambidextrous, 2 laser torches, frenzy, improved frenzy

next advance, smite and telekinesis
Aeuoud Ulysses
Posts: 20
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Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by Aeuoud Ulysses »

Been practicing a lot with the fighting style and wanted to experiment with using psionics to make it more effective

advance, edge, new powers, smite, telekinesis

use greater smite
Aeuoud Ulysses
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Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by Aeuoud Ulysses »

Working copy of summary

Race: Psi Ghost
MARS, born a hero

Starting Stats: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d6

Athletics d6, Fighting d12, Shooting d8, Stealth d8 (+4 ghost), Thievery d6, Comm Kn d6, Notice d10, Psionics d12, Intimidate d6 (+2 ghost), Persuasion d4, electronics d6, driving d6

Abilities: Ghost (invisibility plus incorporeality, +4 stealth, +2 intim, at will, no points, no time limit); Psionic Arcane, Psionics points; auto activation of presence detection; unavailable power added, Blast

Edges: Psionic Arcane, Major Psionics, Master Psionic, Power Points, New Powers, Rich, Frenzy, Improved Frenzy, Brawny

Hindrances: Mutant, Wanted, Vow, Major Enemy (Coalition hunts psionics), Loyalty, Minor Vow (protect find or avenge parents and others)

Powers: Mind Force Blast (Blast), Healing, Mind Reading, Detect and Conceal Arcana with free presence sense, Smite, Telekinesis

Blast, he uses psionic power to cause force vibrations to do physical damage in a radius; always adds large burst LBT, extra damage and lingering damage modifiers to it, also major modifiers 5d6

Starting Stats: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d4
Athletics d6, Fighting d8, Shooting d8, Stealth d8 (+4 ghost), Thievery d6, Comm Kn d4, Notice d6, Psionics d8, Intimidate d6 (+2 ghost), Persuasion d4

Powers: Mind Force Blast (from table roll), Healing, Mind Reading, Detect Conceal Arcana with free presence sense
always a raise on mind reading, spellslinger

Vehicle from FG roll: Mountaineer Mk 2, nuclear, large size, 2+8 crew, sensor targeting system, environmental suite, unlimited range

Starting gear from PCO and Rich: 41,000 and one armor or weapon, select Heavy Mage Armor

Given Gear:

rations for a few weeks
L20 pulse rifle, 2 clips
Stun Gun, 2 clips
light mystic armor, concealed under clothing, AC +2
a hooded cloak to aid in hiding
Survival Kit

Armor:
Heavy Mage Armor TW (with rich), EBA, STR +2 dice, farsight, darksight, 6/3 AC and toughness
light mystic cloak

story hook: 7
2000 starting gear + 800 credits = 2800
remaining cash: 800 in jewels

Selected Gear:

clothing, goggles
Survival kit
backpack: communicator from survival kit, 5 bug transmitters, lockpicks, repair kit, survival kit
Infrared Distancing Binoculars
nite vision goggles (SWADE)
Wilk's laser torch x 2
scope

illegal items: 10 blocks of MD plastic explosive (Empires of Humanity)

weapons: 2 Wilk's laser torches (fighting d12), L20 pulse rifle (shooting d8), Stun gun

Power Points: 30
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High Command
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Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by High Command »

Some suggestions on replacements for Blast to achieve the wide area TK attack.

As a note: I, as a player and as a GM, find the damage on powers in Savage Worlds honestly secondary to the effects they can cause. Giving someone Distracted or Vulnerable is often more effective than simply damaging them, as then you (or your allies) can follow up with a more traditional attack from a weapon and have its effects magnified by the teamwork inherent in weakening the target. For example. Using Havoc or Entangle (below) and tossing a grenade in their midst with them unable to evade or them having negatives to such evasion.

Havoc. (SWADE p. 162)
Tosses things around (they make a Strength Roll (at -2 if you got a raise and if they fail, they are tossed 2d6") and if they hit something they take 2d4 damage and are (more importantly) Distracted (which makes them -2 to everything). Default is a Medium Blast template, for +1 ISP it can be a Large Blast Template. +1 ISP can make it strong instead and they roll at -2 or -4 with a raise. Greater Havoc (the mega modifier) changes it to targets are
knocked back a total of 3d6" and take 2d6 damage if they strike a hard object. This costs +2 ISP instead, and you can increase the size and strength like the normal power. So a fully charged Mega Havoc that is LBT, Strong, and Mega would cost 2+2+1+1 = 6 ISP, but would screw things up in a large area. And you could apply the Selective Modifier (another +1 ISP) and ignore friendlies in the area.

Entangle. (SWADE p. 161) At first this doesn't seem like much, but in combination with other attacks it can be absolutely BRUTAL. Telekinetic force which traps the enemy (or for +2 ISP, everyone in a MBT, for +3 everyone in a LBT) in place with either being Entangled or Bound (a pair of status effects on p 98 of SWADE). The mega power here just increases the Hardness of the bonds and the negative to escape the status.

Stun. (SWADE p. 168) This another that doesn't seem like a really offensive power until you read what the Stunned condition is. Its actually quite powerful. (and goes to a LBT for +3 ISP)

The victim can’t move and is Distracted as long as he remains so.

The victim may not move, is Distracted and Vulnerable as long as he remains Bound, and cannot make physical actions other than trying to break free.

Stun guns, creature abilities, the stun power, electrical hazards, or other shocks to the brain or nervous system make a character essentially helpless until they manage to shake it off.
Stunned characters:
• Are Distracted (this is removed at the end of the victim’s next turn as usual)
• Are Vulnerable (this remains until they recover from being Stunned)
• Fall prone (or to their knees, GM’s call)
• Can’t move or take any actions
• Don’t count toward the Gang Up bonus

• Recovery: At the start of a Stunned character’s turn, he makes a Vigor roll as a free action. Success means he’s no longer Stunned but remains Vulnerable until the end of his next turn. With a raise, his Vulnerable state goes away at the end of this turn.

The hero subtracts 2 from all Trait rolls until the end of his next turn.

Actions and attacks against the target are made at +2 until the end of his next turn. This doesn’t stack with The Drop — use only the highest.


That said if you want to go with a magic or miracles based character, then try the Ley Line Walker, the Combat Mage MARS Package, the Shifter (probably one of the most advanced and hardest to utilize choices), the Elemental Fusionist (neither magic nor psionics, can use Blast, but not Intangible or teleport), The Techno-Wizard (one of the most flavorful, powerful, but complex IFs there is)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
Aeuoud Ulysses
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Joined: Sat Jul 04, 2020 10:25 am

Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by Aeuoud Ulysses »

Aroud the Harrowed
Seasoned Psi-Ghost, MARS Personal Concept Option

Iconic Framework: MARS Personal Concept Option

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Driving d6, Electronics d6, Fighting d12, Intimidation d6, Language (Native) d8, Notice d8, Occult d6, Persuasion d4, Psionics d12, Shooting d4, Stealth d8, Thievery d6
Pace: 6; Parry: 8; Toughness: 14 (6)
Hindrances: Enemy (major, Coalition has death sentence for psionics and mutants), Loyal, Vow (major, ), Vow (minor, find or research the disposition of parents), Wanted (major, )
Edges: Ambidextrous, Improved Frenzy, Major Psionic, Master Psionic, New Powers (Healing, Bolt), Power Points, Two-Fisted
Armor: Combat Mage Heavy EBA (TW) (Armor 6)
Weapons: Unarmed (Range Melee, Damage Str), 5x Fragmentation Grenade (Range 5/10/20, Damage 5d6, ROF 1), 5x High Explosive Grenade (Range 5/10/20, Damage 3d10, ROF 1, AP 4), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.), Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Gear: 10x "Bugs" (Micro Transmitters), Backpack (Contains: 3x Armor Piercing Grenade, Infrared Distancing Binoculars, Night Vision Goggles, 5x Fragmentation Grenade, 5x High Explosive Grenade), Communicator, Goggles
Language: Native (native, d8)
Current Wealth: 130 credits
Arcane Background: Psionics (Rifts® TLPG)I.S.P.: 30Powers: Bolt (Savage Worlds: Adventure Edition p156), Darksight (Savage Worlds: Adventure Edition p157), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited)), Farsight (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Mind Link (Savage Worlds: Adventure Edition p164-165), Mind Reading (Savage Worlds: Adventure Edition p165), Telekinesis (Savage Worlds: Adventure Edition p169)
Special Abilities
Ghosting: Gain the effect of intangibility, or reappear as an Innate Ability with no roll or ISP cost and can't use Power modifiers. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks.
Mutant (Minor): Whether their identity is revealed or not, initial Reactions often start off Uncooperative.
Presence Sensing Psionics: Psi-Ghosts begin with Psionics d6, Arcane Background (Psionics), and 10 ISP. One of their three powers—chosen from the standard list—must be detect/conceal arcana*, which has the Range (self) limitation. Detect arcana always activates with the Presence Sense modifier at no additional cost or prerequisite. If a Psi-Ghost chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except one of his starting powers is detect/conceal arcana* (even if not normally allowed by that Framework), and the she gains two additional power to her starting total (e.g., a Psi-Ghost Burster get five).
Restricted Paths: Psi-Ghosts cannot take an Arcane Background or Iconic Framework using PPE.
The Psi-Ghost Code: Even under pain of torture, Psi-Ghosts will not rat out each other to those who hunt them, nor will they betray the terms of a contract. Begin with the Vow (Major) Hindrance.
Wanted (Major): The Coalition States and True Federation seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals.
Skill Points: Begin with +6 skill points.
Extra Edges: Begin with three Edges of your choice, ignoring Rank requirements
4 Advances: MARS Packages start with 4 advances at Seasoned
Add a power from the Mind Melter's list (Hero's Journey): Add a power from the Mind Melter's list
Unbound Power: Mind Reading (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.


Vehicles
Mountaineer Mk2 (Nuclear) (Size: 7 (Large); Handling: +1; Toughness: 40 (20); Top Speed: 120mph/194kph; Notes: ATV, ECC, MDC Armor, STS)

Contains: Huntsman Medium Personal Armor, NG-S2 Survival Pack, Wooden Cross, Wooden Stakes, High Explosive Grenade, Fragmentation Grenade



Advances
Novice Advances
Edge: Power PointsEdge: Two-FistedEdge: New Powers (Healing, Bolt)Seasoned Advances
Raise Attribute: Vigor
------------------

Current Load: 54.75 (61)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C.Validity: Character appears valid and optimal
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High Command
The Savage Inquisition
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Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by High Command »

Wilk's Laser Sword
Image
  • Range: Close combat
  • Damage: 3d6+6
  • Payload: 20 minutes use per E-Clip
  • Weight: 1.5 lbs.
  • Notes: Mega-Damage, Cauterize, -1 to parry, Deadman switch (turns off if dropped), Strength does not affect damage
  • Rarity: -4
  • Cost: 24,000
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
Aeuoud Ulysses
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Joined: Sat Jul 04, 2020 10:25 am

Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by Aeuoud Ulysses »

Well, we finally found the hideout for the potential informant, and he turned out to be a wizard. It was some kind of blip at first; seems like it was pink or red color, but the color faded out as fast as it appeared. Creatures are usually blue or green, and powers are in the red and pink spectrum. Wizards typically show up like powers. This one was bright as blood. So, the humans were discussing how to go in through the wall of a nearby clubhouse (humans think walls are real). Meanwhile, the materials on the south end were the usual mix of concrete, sheet rock and wood. This obstructs the eye's view and so you gotta go through it. A lot like the way human describe the image of going through a wave in the ocean, except they have this idea of "feeling" the wave hit you. Anyway, the three blimps in the south room turned out to be the wizard's helpers. At this point, the hacker in the group burrowed through the security system and saw that the wizard had set his computer to delete files. This was going on while he was chanting or meditating so as to complete what my readings suggested to be some kind of teleportation effect.
Assuming rightly that those files were what the group needed to get, she made the brilliant move of encrypting and locking out the hard drive. Humans call that thing that we do, psychic. For us its just switching channels. She does it with data streams; something i have never quite gotten the hang of since living brain waves are so much louder for me. Anyways, while she was making quick work of the computer, it was necessary to prevent the wizard from getting assistance from the south room. He was calling on them to "get in here"; maybe because from the moment i caught a glimpse of his presence he was aware of something going on. As for the three helpers, that giant hand effect never fails. It knocked them out just prior to the forced entry of the humans through the backdoor.

So about the human who doesn't like psychic powers. Bryan i think he is called. I really got a taste of that today and at first the thought actually crossed my mind that he was coming after me. It started when we were about to go inside the buildling. I just wanted to put everyone "on call" so to speak. Humans cant usually do that with each other. But with a little help, everyone can share their information much faster. But he was opposed. I guess the coalition's thinking got to him. Anyways, to each their own. But then when three consecutive energy blasts essentially tore through two guards and two doors and the last blast nearly nicked my shoulder off on the south side of the building, and then his cool operator dark shaded face straightened back up like it was just like taking a smoke; i kind of wondered for a moment if he had it out for us psychics. Anyways, we are a group of special operators no doubt and the 8 second battle proved it. After the door, the other tech operator in the west room took the wizard off guard using a flash of energy sent through the security cameras, just enough to give me an in. It was then down to me to chisel up the wizard a bit so he could not put up a fight. And that was that
Aeuoud Ulysses
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Re: Ulysses the Tass Glass Bass, the real and the fictional

Post by Aeuoud Ulysses »

Aroud adds spirit adds one L-20 Pulse Rifle, one set of Bushman Medium EBA, and 250 credits
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Re: Aroud

Post by Aeuoud Ulysses »

These characters have been an interesting run, and it seems like we have done something for others who are also trapped by the postwar chaos of this city. My parents also seemed to be really into that scene; rescuing people; and i guess this has been one for them. Its been long enough, wandering the streets being this kind of creature that noone really can relate to but everyone would like to get a piece of. Having some real professionals having your back would be a change that might be worth exploring. So, this ghost is thinking, to try out the offer of working with this so-called Legion. There is no other family to benefit from their offer; unless mom and dad are already in the Legion somewhere. It does seem like the sort of place they might have ended up. Or, at least the info traders inside the organization might have some idea of where they are. So, this ghost is voting to work for this Legion; at least for the time being. As long as its not too soldiery; and you still get a measure of liberty about how you go about operations. Mom and dad would be proud that their ghost finally found a company worth working for.
Aeuoud Ulysses
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Re: Aroud

Post by Aeuoud Ulysses »

As far as the exit, after saying yes to Mr X, all that is left is to gather up family momentos from his parents' house and set the security system for long term automatic operation. Then lock up tight and set some traps around the perimeter. Might as well, in case anyone returns. He lets his only trusted friend know that he might not be doing the usual rounds for a while, and not to be alarmed. He puts in a request to Mr X, in place of giving benefits to family (for which he has none until his parents are found), to put a watch on his family's estate and just make sure no one seriously tears it up while he is gone. And, also notes to Mr X, something about his parents' background, that they assisted indirectly against the wizards in the war, and were later kidnapped for experimentation; but that he later received a message from a former mission officer that his parents seemed to have escaped but could not return to Burb territory. They never said why; but maybe it was due to the terms of whoever assisted their escape. Or maybe to keep from drawing attention to their son. Anyways, hopes Mr X can provide any information about them, and put their house on watch list. And, he is in. Nothing else to miss here
Aeuoud Ulysses
Posts: 20
Joined: Sat Jul 04, 2020 10:25 am

Re: Aroud

Post by Aeuoud Ulysses »

Micro exoskeleton enhancements in the legs give your hero +2 to Pace and +1"
Jumping distance; may be applied up to two times.

New Powers: Sound/silence, invisibility
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