Kesslan (Far From Home)

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Kesslan
Posts: 212
Joined: Fri Nov 25, 2016 10:29 pm

Kesslan (Far From Home)

Post by Kesslan »

Rolls/Tracking here

HERO’S JOURNEY (TWO ROLLS)
Bursters gain one roll on the Experience & Wisdom Table or the Psionics Table.
Bursters gain one additional roll on any table except Cybernetics or anything to do with magic.

PSI Table Roll: [dice:athxv2iy]64793:0[/dice:athxv2iy]
Some psionic characters become expert at breaking the influence others have on people. As an action, your character can give an ally an immediate attempt to break out of illusion or puppet at +2, and he can do this once per round until they break free. This benefit also aids anyone under the effects of the mind walk Mega Power
Modifier.

Education Table Roll: [dice:athxv2iy]64793:1[/dice:athxv2iy]
Following in the footsteps of Erin Tarn, your character is a student of the past. Only by understanding what has come before can he hope to make the most of what is to come. He gets Academics at d6 and increases Common Knowledge one die type.

Skill Points: 12


BURSTER STARTING GEAR
Begin with standard Starting Gear.

Money: [dice:athxv2iy]64793:2[/dice:athxv2iy]
Gear: [dice:athxv2iy]64793:3[/dice:athxv2iy]
NG-S2 Survival Pack
Huntsman Medium Armour
NG-33 Laser Pistol
2 E-Clips

Quirk-SQUIRREL! (minor): For some reason or other, the character is easily distracted by squirrels and may find himself instinctually chasing them, often with a lot of barking involved. ( https://www.youtube.com/watch?v=hdLV_L0RlNo )
Loyal (Minor): This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
Heroic (Major): This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.

+Streetwise
+Scrounger
Last edited by Kesslan on Mon Mar 30, 2020 11:31 am, edited 10 times in total.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Kesslan
Posts: 212
Joined: Fri Nov 25, 2016 10:29 pm

Re: Kesslan (Far From Home)

Post by Kesslan »

Rank: Novice Advances Left: 0
Race: Dog-Boy
Iconic Framework: Burster
Attributes: Agility d6 , Smarts d6 , Spirit d6 , Strength d8 , Vigor d6
Pace: 6; Parry: 5; Toughness: 16(11) ; Strain: 0
Skills:
  • Athletics (Agility) d6
  • Academics (Smarts) d6
  • Common Knowledge (Smarts) d6
  • Driving (Agility) d6
  • Electronics (Smarts) d6
  • Fighting (Agility) d6
  • Gambling (Smarts) d4
  • Notice (Smarts) d6
  • Occult (Smarts) d6
  • Persuasion (Spirit) d4
  • Psionics (Smarts) d6
  • Shooting (Agility) d6
  • Stealth (Agility) d6
Hindrances
  • Cybernetics: Cyberware isn't a good option for a Burster as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to the Psionics skill.
  • Enemies: As with any powerful psychic, the Coalition and True Federation consider Bursters allied with enemy factions a dire threat to life and property. They prioritize attacking them when hostilities break out and hunt them with extreme prejudice
  • Heroic: This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Loyal: This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
  • Mutant: Dog Boys are awkward around non-human populations, and many are frightened by their association with the Coalition. Initial Reactions to them typically start at Uncooperative.
  • Near-Human Physiology: Engineered from Rifts Earth genetic stock, those unfamiliar with Psi-Hound physiology suffer a −1 penalty to Healing and cybernetics checks.
  • Oddly Built: The Psi-Hound project produces mutant canines with peculiar physical builds. Long snouts, digitigrade legs, tails, and other oddities mean most standard armor and clothing must be custom-made at double normal cost. Glitter Boy armor (and the Iconic Framework) and most human power armor is not an option
  • Quirk—Pyromaniac: Though most are not sociopathic arsonists, Bursters tend to have a thing about starting fires just to watch them burn with loving fascination. This is more aggravating than dangerous (at least most of the time).
  • Quirk-SQUIRREL!: For some reason or other, the character is easily distracted by squirrels and may find himself instinctually chasing them, often with a lot of barking involved.
  • Restricted Paths: Dog Boys cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
  • Wanted Hindrance (Minor): There is a standing Coalition bounty for bringing in "feral" Dog Boys.
  • Weakness (Ley Line Hypersensitivity): Dog Boys lose their Psychic Sense on or close (within 2" or 4 yards) to a ley line. Ley line storms cause a level of Fatigue from severe headaches and distress as for a psychic (which does not stack if they have the Arcane Background).
Edges
  • Arcane Background (Psionics): A Burster begins with Arcane Background (Psionics) choosing three powers from the list above, the Blaster and Major Psionic Edges, and a d6 Psionics skill. Bursters begin with 20 ISP (10 ISP base, doubled by the Major Psionic Edge).
  • An Energetic Mind: Though pyrokinesis is the mainstay of a Burster, she also has access to a strong array of other psionic powers. Most of them relate to manipulation of psionic energy in a physical way, and thus always have some kind of fiery or heat-related Trapping. Some, however, are more traditional psionics in nature and use, granting the Burster utility and value in situations beyond the battlefield. While such powers also typically stick to Fire/Heat Trappings, they aren’t required to do so. Bursters have access to the following powers (Rank permitting): arcane protection, boost Trait†, burst, confusion, darksight*, deflection*, detect/conceal arcana*, empathy, farsight*, fear, fly*, light/darkness, mind link, protection*, relief*, smite*, telekinesis, warrior’s gift*. Powers marked asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked dagger (†) have both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds).
  • Bite: Dog Boys bite for Strength+d6 damage and may bite grappled prey, see Natural Weapons in Savage Worlds.
  • Breed Advantage (Tough Breed): The Dog Boy’s natural Toughness is increased by +2. This may only be taken once.
  • Brawny:In a world of buff demons and supernatural creatures, Brawny no longer affects Size. Instead it increases Toughness by +1. The Edge remains the same in all other aspects. she treats her Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66).
  • Blaster: Your hero has honed the lethality of her arcane attacks, unlocking a Power Modifier that further improves the damage of multiple powers. BLASTER (+2): When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage field powers increase the damage dice from d6 to d8. Armor Piercing grants an extra +1 AP.
  • Everything Burns: The fires started by the Burster are some of the most intense possible and can set almost any material aflame. When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused (see Fire in Savage Worlds).
  • Firewalker: Bursters have Immunity to all sources of fire, heat, and plasma damage; he could take a dive into a river of lava and come out unscathed. He has Environmental Immunity to Heat and Fire environmental Hazards, and gains +4 on rolls to resist heat-based arcane effects. Bursters take −4 damage from lightning or electrical attacks as well as laser, ion, and particle beam weapons.
  • Keen Sense of Smell: Dog Boys have an excellent sense of smell—gain a +2 to smell-based Notice checks and +2 on all Survival (tracking) rolls.
  • Keen Sense of Hearing: Psi-Hounds have exceptional canine hearing, +2 to sound-based Notice checks.
  • Low Light Vision: Dog Boys ignore Dim and Dark Illumination penalties.
  • Major Psionic: A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges. Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Psychic Sense: Dog Boys have the inherent ability to detect arcana, interpreting it as a scent. This sense is always active. They use the Notice skill (+2 from Keen Sense of Smell) to detect the presence and location of anything psychic, magic, or supernatural. They can also use Survival (also +2 from Keen Sense of Smell) to track a specific entity or item fitting the above criteria. Psychic Sense doesn’t work inside sealed armor or vehicles. Every point of cybernetic Strain imposes a −1 penalty to Psychic Sense.
  • Streetwise: Streetwise characters know how to find the local black market, fence stolen goods, avoid the local law (or criminal element!), lay low when the heat’s on, obtain illegal weapons, find out which “boss” is hiring muscle, or similar shady activities. Streetwise characters add +2 to Intimidation or Persuasion rolls
    made to Network (see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.
  • Scrounger: Some people are just very skilled at knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can roll to Network, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
    • Gain 2d4 fully charged E-clips or ammo magazines for the firearms she and her teammates use.
    • Acquire a complete reload for one exotic or vehicular weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
    • Procure food for 2d6 people for a week.
    • Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NGS2 Survival Pack).
    • Find some rare (not necessarily valuable) but needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks or treats, etc.)
  • Walking with Fire: Bursters have a personal, emotional, almost poetic relationship with fire that extends beyond the physical facts of their powers. Scholars speculate this relationship—which sometimes manifests as anthropomorphizing and speaking to flames—is a mechanism of focus, helping the psionic control an otherwise highly volatile process. Intertwining mind and spirit with the flames creates a feedback loop that further enhances the Burster’s abilities. In addition to flinging powerful bolts of fire and manipulating combustible processes over an area, some Bursters are able to read and understand everything there is to know about a particular fire, even when it’s no longer active. These Bursters can study the site of a fire, sifting through the ashes and observing the burn patterns, and describe in great detail what started it, how it burned, and what brought it to an end. Unsurprisingly, Bursters are utterly impervious to heat and fire in any form. Lightning and electricity have limited effects on them as well, since the heat and burning aspects of such energy are of little concern.
Powers
  • Arcane Background: Psionics
  • ISP: 20
  • Deflection
    Power Points: 2
    Range: Self
    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)
  • Detect/Conceal Arcana
    Power Points: 1
    Range: Self
    Duration: 5 (detect); one hour (conceal)
    Trappings: Waving hands, whispered words.
    Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so
    on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes
    hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise). Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).
    Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character
    cannot see through the ruse with this casting, but may terminate this instance and try again.
    MODIFIERS:
    AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
    STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
  • Protection
    Power Points: 0
    Range: Self
    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 stacks with all other armor, natural or worn, and is negated by AP as usual.
    MODIFIERS:
    MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
    TOUGHNESS (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).
  • Fiery Aura: As an action (no roll or ISP required) a Burster can surround himself with a damage field of flame and heat, causing 3d6 damage to adjacent foes at the end of each of his rounds, and providing +6 Armor to himself (stacks with protection and natural armor, but not worn armor). This fiery aura also adds 1d6 damage to any Fighting attack he makes. If the Burster spends 3 ISP when activating Fiery Aura, for the next five rounds the damage becomes Mega Damage and the Armor provided gains the MDC quality. Fiery Aura goes away whenever the Burster is Incapacitated or unconscious.
  • Fire Mastery: The Burster has the Innate Ability to create, control, and eliminate minor fire, heat, and smoke effects using elemental manipulation for no ISP. As an action, she may activate the Elemental Fury or Exalted Manipulation modifier costing no ISP. Non-arcane environmental protection has no effect against this ability.
  • Flame Bolt: The Burster can hurl forth a flaming bolt of 3d6 Mega Damage (4d6 on a raise) for one ISP, or 4d6 Mega Damage (5d6 on a raise) for two ISP. Additional Power Modifiers may be used as normal. Flame Bolt is Range Smarts ×2 and counts as a Mega Power Modifier for the purpose of utilizing the Blaster Edges and their Power Modifiers.
    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).
Last edited by Kesslan on Thu Apr 09, 2020 12:06 pm, edited 31 times in total.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Kesslan
Posts: 212
Joined: Fri Nov 25, 2016 10:29 pm

Re: Kesslan (Far From Home)

Post by Kesslan »

Credits: 1,600

Gear

NG-S2 Survival Pack: Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb)
  • 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.
NG-33 Laser Pistol: Range 14/24/48, Damage 3d6, RoF 1, AP 2, Shots 20, Min STR d4, Weight 4, Cauterize, No Recoil. Modification: Red Dot Sight, Weight 1, +1 to Shooting at Short and Medium Range.
Huntsman Medium Armour: Armor +5, Toughness +2, Min STR d6, Weight 16
Backpack: A rucksack with frame and harness, increase Str by one die type for Encumbrance purposes. 5 lb
Bedroll: sleeping bag; winterized, Weight 4
Blanket: Weight 4
Soap: x3, Weight 0.6 (0.2 each)
Tool Kit: Weight 5
Rope, nylon: 100″/200 yards, Weight 30
Boots, Hiking: Weight 2
Dosimeter: Limited nuclear exchanges from long ago left behind areas still saturated with deadly radiation. What’s more, the effects of some Rifts create radiation threats, making a device like this very useful. It can accurately detect the presence and amount of radiation with a Range of 5/10/20. 1 lb.
E-Clips, Short x2
Last edited by Kesslan on Sun Apr 26, 2020 7:34 pm, edited 9 times in total.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Kesslan
Posts: 212
Joined: Fri Nov 25, 2016 10:29 pm

Re: Kesslan (Far From Home)

Post by Kesslan »

Advances

EP
  • Brawny & +1 die type to STR
Hero’s Journey
  • Psi Table: 13
  • Education: 6
Advances
  • Initial Advances: (From Hindrances): Streetwise, Scrounger
  • Cybernetic Modifications: None
  • Novice 1 Advance: Shooting, Gambling
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Kesslan on Sun Apr 05, 2020 2:45 pm, edited 5 times in total.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Venatus Vinco
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Re: Kesslan (Far From Home)

Post by Venatus Vinco »

Needs gear, otherwise looks ready to go.

Can I move him to the game forum?

VV
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Kesslan
Posts: 212
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Re: Kesslan (Far From Home)

Post by Kesslan »

Ya sure, and it's mostly done, I just need to do the gear, finish up the advancement table and handle the starting advance.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Kesslan (Far From Home)

Post by Daniel »

Moved him.

Background? OOC I know you have played Kesslan before. In the Nameless SET etc. Is this a reboot? Are you new to the Legion or been here? Just wondering. Thanks!



PS



Squirrel!
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Kesslan
Posts: 212
Joined: Fri Nov 25, 2016 10:29 pm

Re: Kesslan (Far From Home)

Post by Kesslan »

Haven't done the background yet, and yes it's basically a reboot of the previous character since it's a new system.

EDIT: Gear and advance are done.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
User avatar
Kesslan
Posts: 212
Joined: Fri Nov 25, 2016 10:29 pm

Re: Kesslan (Far From Home)

Post by Kesslan »

Background

It was a cold, rainy, November day... because of course it was. That was just how luck had turned out to be the past few weeks, Kesslan thought as he ran through the muddy, rubble strewn streets as a laser blast blasted out a chunk of a near by wall before he rounded a corner. A corner providing him with some temporary cover from the perusing Coalition troops. He was less concerned about the troops themselves, and more about the dogboys with them. He knew that if he could loose the pack, he'd be basically home free. Why? Because he was one. Not born to the ways of the Coalition however, but rather a 'freebirth'. Somewhere down the line some ancestor a few generations back had broken away from the Coalition, met up with others and formed a family. Skip a few generations a head and here you had Kesslan, a kind of a mutt mix of dogboy breeds and on the run from the Coalition States, the very group that was responsible for creating his kind in the first place.

It hadn't always been like this for him however, no, this was a much more recent development. Previously he'd belonged to a small village that was made up of D-bees, mutants and really... anyone else who just wanted to be left alone and survive in these hard times. Then the Coalition States came along, found them and.... did what they always did. Opened fire to exterminate the lot of them. That was four days ago, and the dog pack had been hounding him ever since. Kesslan thought that they'd have given up long before now. He wasn't even sure where he was anymore, he'd just picked a direction that was vaguely north-west and kept on running. That had steered him right into CS territory.. .because.. of course it did. So that kicked off even more running, this time heading east. At first he'd thought it was a different dog pack chasing him, but when he'd caught sight of them, and they of him, after he'd taken a stop for a break, he just knew it was the same pack. Hot on his heels.

What he couldn't figure out was what had made -him- so special and worthy of singling out!? What had he ever done to them to deserve this? He'd come across some remains of an old ruined city, one of many that dotted the landscape these days. Memories of 'the old world' from before. A world he'd never known. A world run by the humans, before the apocalypse. Before the Coalition States. Hundreds, maybe... a thousand years ago for all he knew. It didn't matter. Skidding to a stop he found himself suddenly trapped in a dead end. The remains of some tall building having collapsed across the ancient road eons ago.

"Fuck."

He looked up trying to find a path through the rubble, right, left...

"Fuck...."

"FUCK!"

The pack scrabbled around the corner, baying, howling, energy renewed by the proximity of their prey. Kesslan was screwed, and he knew it. But he sure as hell wasn't going to go down without a fight. Gritting his teeth he stood his ground, drew his knife and set his footing.

The Pack rushed in to meet him.

What followed was a desperate fight that he was bound to loose. Five of them, just one of him, and their masters wouldn't be that far behind. They had better gear, better armour, better numbers. Piled down and bitten, slashed, stabbed he'd managed to none the less nail one right in the eye with his blade and gotten a good bite in of his own on a second. He wasn't scared though, he was... angry. Angry about his friends, his family, about the days they'd spent chasing him. That anger just kept balling up and balling up, day after day until now. Piled under he just let out all that anger, all that rage. "JUST LEAVE ME ALONE!" he yelled, anger given physical form. Flames leaping up about him, sheathing him in white hot furry. The pack broke, scattered, and he chased them off with bolts of angry flame fueled by nothing but his mind.

But now he knew why they'd chased him so hard. He wasn't just some freebirth dogboy, he was also a burster. Something many people feared. In other circumstances he might have learned what he was growing up. He'd never been afraid of fire, often gotten too close on cold nights to the point his parents cautioned him to move back unless the heat set his fur on fire. If they'd known what he was growing up, they'd never told him. Either way that gave the Coalition States a double reason to hound him. Either to kill him, or bundle him off to Lone Star to be part of some twisted experiment. He wasn't going to stick around and find out which, that was for damned sure. So he ran, but already he could hear the pack returning, and they weren't alone this time either. Kesslan skidded to a stop, not because of a blocked road this time, but because an armored individual on a hoverbike swooped down on the road before him.

"Don't just stand there, hop on!"

Kesslan stood there a second, as confused as he was surprised. But they didn't have the markings of a CS soldier... it had to be a trap though.. didn't it?

"HURRY!" they yelled at him, and, without much to loose, he rushed forward and hopped on the back. The driver gunning the engine and taking to the sky, high tailing it out of there while Kesslan did his best to just hang on for dear life. "Thanks.. but who are you?" Kesslan asked of his sudden saviour.

"Katia, I'm with the Legion." they called back

"The who?"

"The tomorrow legion."

"I have no idea who that is...." he replied, but he was certainly going to learn soon enough...
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
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