Alignment: Unprincipled/Scrupulous (varies)
Attributes: IQ 9, ME 11,MA 6,PS 28,PE 19,PP 12,PB 7,Spd. 29
Age: (unknown) Gender: Male
Species: Horse
Size Level: 10
Height: 6' 3" Weight: 230lbs.
Hit Points: 37 SDC: 65
Disposition: Mysterious and obsessive
Human Features
Hands -- Full
Legs -- Full
Speech -- Full
Looks -- None
Powers: Beastly Strength, Adv. Hearing
Psionics: None
Level of Experience: 5th
Background: Free Cattle Tribe (~Guerrilla Training)
Apprenticeship: Warrior
Occupation: Ronin
Primary Skills: Wilderness Survival (55%), Prowl (50%), Camouflage (45%), Demolitions (75%), Demo. Disposal (75%), Recognize Weapon Quality (50%), Sniper*, Climbing (65/55%), Truck (80%), Motorcycle (80%), Athletics, Wrestling, Hand to Hand: Expert
Languages & Literacy: English 88/78%
Weapon Proficiencies: Sword, Bolt-Action Rifle, Automatic & Semi-Auto Rifle
Secondary Skills: Land Navigation (56%), First Aid (70%), Concealment (40%), Carpentry (55%), Tribal Dance (55%)
Attacks per Melee: 5
Bonuses: +4 to parry/dodge, +2 to strike, +13 Damage, +4 to roll with punch/fall/impact, +2 to pull punch, Base kick damage 1D6, Pin hit on a natural 18, 19 or 20 (Wrestling), Squeeze 1D4 dmg (Wrestling), Tackle/Take Down 1D4 dmg and must dodge or parry to avoid being knocked down (Wrestling).
Sword Bonuses: +2 to strike, +2 to parry, +1 to strike when thrown
Special Weapons: Rooster always keeps a long sword and a Cardanian Assault Rifle while travelling.
Personal Profile: Rooster was born into the Seven-Hills tribe in what was northern Ohio. He was trained as a warrior to protect the tribe and Free Cattle Plains against all enemies. Unfortunately, Rooster was overshadowed by his older brother Selis and eventually left his tribe and the Free Cattle Plains to find his own way in the world. Rooster usually has a strong sense of justice and loyalty.
Tuesday, December 26, 2006
Rooster Seven-Hills
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Wednesday, December 13, 2006
A "Mutants in Orbit" Moment
Space sucks!
I don't care who you are, as long as you're in space you're always gonna be trapped in an over sized tin can, suckin stale recyc' air, and always lookin down on momma Earth.
I was born here on King Angel, and I was content with life here. The wing kept me busy while growing up, working in the assembly plant or in the docks. I always had food and a place to lay my head, and the occasional relationship. Things seemed good or at least palatable
But then reality sinks in. Around the time I turned 14 I started paying attention to the news and listening past the propaganda and fluff. I started realizing that life in this tin can wasn't as great as I was deluded to believe.
The average life expectancy for a fur who lives on King Angel is 21. That never really meant anything to me before, but then I learned why.
Most fur call it the squeeze. Though nobody really wants to talk about it, I've learned that it's caused because most people's brains can't take living in this tin can for too long. The fortunate ones are able to get work on a freebooter, or buy their own ship and get out. The not-so-fortunate take the "other" ways out--pills, alcohol, or suicide.
I don't know if it's like this on Outcast or Freedom stations, or if it's any better on the Moon, but I just know that before I turn 21, I've gotta get myself outta this place before I become just another statistic.
- Ian Denmark IV (19)
NOTES:
- "Mutants in Orbit™" is a sourcebook for both After the Bomb (first edition) and Rifts
- King Angel is Yuro Station
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Krydoza
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Thursday, November 30, 2006
Aspiring freelancer challenge
Okay, so I've been pretty uninspired as of late. My semi-regular players haven't been interested in getting together to game as of late, and I've been itching to write some new adventures for AtB.
So, I thought I'd try something I've never done before...I'm offering up myself, my time to write adventures set in any the "After the Bomb" game settings (1st or 2nd Edition) for anyone interested. I'm not asking for anything in return except for comments and criticism.
Please don't take my previously posted HLS's as an example of what I'm planning to write for you, as these have usually been spur of the moment ideas tossed together and posted without much refinement.
I would ask that you provide me with an idea of the group that the adventure will be written for (species, traits, powers, skills, experience, special equipment, special circumstances, etc.) as this will impact the story/adventure I'll write for you. I prefer to tailor adventures to a group rather than write a generic adventure for you to crowbar your groups into.
Also, I will be writing the adventures as per the book, so if you have any special modifications to the setting that you would like me to include, let me know before I begin.
NOTE: As I will be doing this for free, I would like to reserve the right to post the results of my writing here, submit them the Rifter, and/or offer them as demo adventures through the Megaversal Ambassador program.
Also, I'm limiting this offer to the first two or three respondants. At least until I get the hang of things.
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Krydoza
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12:18 PM
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Tuesday, October 31, 2006
The Horror Under The Hill
This is the adventure I was working on, at least it's all that I was able to get finished so far. I'll finish it up in the next week or so adding stats for the NPCs and rough map of Benson Under the Hill.
HOOK: The players will either be assigned to this mission by Cardania or may be contacted directly by a representative of Benson Under the Hill, an underground mole kingdom located 50 miles west of Cardania at the foot of the Blue Hills.
LINE: A month ago in Benson Under the Hill, strange events began to occur. It began with the mysterious collapse of several main underground highways, and then escalating to the disappearance of a dozen tunnel workers. Now King Benson the First fallen mysteriously ill, and his closest advisor, Philip Augustus, a self-proclaimed seer and earth priest, has taken his place until the king is fit enough to return to the throne.
SINKER: As most people will suspect right away, Philip Augustus is the culprit behind the recent string of unfortunate events. Augustus is looking to take over the underground kingdom and is using his power to control a monstrous earthworm to help him by creating havoc and confusion. Augustus used a poison excreted from the worm to sicken the king, and if the characters can get close enough to King Benson to perform a thorough examination they might be able to discern the nature of the poison and concoct an antidote from the source of the poison—i.e. the worm.
Getting close to the king is one of the major hurdles. Benson Under the Hill is a very xenophobic culture, and it was only out of desperation that a representative ventured outside to look for aid. The king is constantly guarded by two dozen well-armed and armored royal guards in the deepest part of the kingdom.
Augustus keeps six elite warriors as his personal guards and can be found either in the royal palace or in his secret cavern near an underground river where he originally found his monstrous worm companion.
If Augustus is directly threatened or the players are able to formulate a cure for King Benson, he will summon his worm to attack the PCs, the king and anyone else who stands against him.
NOTES: This adventure takes place in the kingdom of Benson Under the Hill, located in a relatively ignored part of the Free Cattle Planes. The tunnels in this area are normally built for Size Level 8 character and average 4 to 4.5 feet in height, which could make things rather difficult for taller characters. There are, however, several taller highways (6 feet tall and wide), and large caverns scattered through out the domain.
Local mole homes are respectably furnished with well-crafted wood and stone furniture. Light is provided by electricity generated from an underground river nearby.
To make this mission all the more difficult, Benson Under the Hill does not like it when "outsiders", especially non-mole "outsiders", enter their domain. So if any non-mole PCs encounters a local mole, there is a 70% chance that they will attempt to raise the alarm and bring a patrol of 2D6 armed mole militiamen. For non-local mole PCs, the chance is only 20%.
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Friday, October 27, 2006
Giant Gatorland Toad (aka Devil Toad)
It's been said that reptiles--frogs and toads especially--are the best barometer to changes in the environment, so it's no surprise that a creature such as the Giant Gatorland Toad emerged from the aftermath of the Big Death.
There are many other amphibian mutations, but few are as menacing to the inhabitants of Gatorland as this creature. With their large and powerful toothy jaws and armored hide, these creatures are blamed for the loss of many swamp travelers as well as animals and children from communities located close to wetlands.
These creatures coal black or deep red skin has earned them the nickname, "Devil Toad"
Size Level: 7 (Long)
Size: 4 to 4.5 feet tall
Weight: 75 to 100 pounds
Hit Points: 5D6+12
SDC: 1D4x10(+20)
Armor Rating: 11
Psionics: None
Horror Factor: 13
Attacks Per Melee: 3
Damage: Bite does 2D8, Punch does 1D8+3, Tackle does 1D4, Head Butt does 1D6, Entagle with tongue. These giant toads prefer to entangle their prey and then drag it into the water and drown it, victims will be -2 to strike, parry, and dodge while the toad tries to drown it.
Bonuses: +1 on initiative, +1 to strike, +4 to Dodge, +2 roll with Fall/Impact, +4 vs. poison/disease, +4 save vs. psionics.
Natural Abilities: Feline Leaping; Predator Burst; Night Vision 120 feet; Prowl in water 60%; Beastly Strength; Iron Grip, Jaws (PS 22+ needed to pry open mouth)
Average Life Span: 10 years
Habitat: Temporate Wetlands, Primarily found in the Gatorland swamps
Notes: Rarely found out of the water. Prefers to hide underwater with only it's eyes above the surface.
(This is a slightly modified Timrek from Palladium's Monster and Animals, 2nd Edition)
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