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Lucía “Sersalla” Arellanes werkt als kok in een klein familierestaurantje in een wijkje direct naast het Solaris district. Deze wijk, in een eeuwige schemering door de overschaduwende scrapers van Solaris, wordt wel eens ‘Lunaris’ genoemd en is een uitgaanshotspot voor Solaris officials, paramilitairen en worker drones. Maar ook de andere kant van de samenleving slaat een bezoekje aan “The Surf” niet af. In het restaurant serveert Lucía tapas gerechten aan de gevarieerde clientèle, onder toeziend oog van haar tante Ramira Torrente, de eigenaar, en haar man Remigio Torrente, die dienst doet als ober en manusje-van-alles.

SESSION GOALS:

  • Save or recover at least one family member.
  • Talk to Moore and Tristan about the spooky ghost girl and the old ones, discover what this means for Sersalla.

PERSONALITY:

  • Cool under fire
  • Loyal
  • Socially apt
  • Vengeful
  • Emotionally driven when family/friends are concerned
  • Distrusting

LONG GOALS:

  • Kill someone important from Solaris
  • Construct a romantic relationship with Lina Komenko for information and leverage
  • Get revenge on Marjam

INSTINCTS: To Slash and Disappear

BELIEF: Cowardice and cautiousness are two sides of the same coin

DRIVE: To protect my family (Arellanes) in the slums

 

ATTRIBUTES

Attribute Modifiers: 3 (-2) | 4-7 (-1) | 8-13 (+0) | 14-17 (+1) | 18 (+2)
Boosts: 1st: 1sp (lvl 1) | 2nd: 2sp (lvl 1) | 3rd: 3sp (lvl 3) | 4th: 4sp (lvl 6) | 5th: 5sp (lvl 9)
Boosts Spent
2
Strength Dexterity Constitution Intelligence Wisdom Charisma

14

+1

18

+2

8

0

14

+1

10

0

14

+1

SKILLS

  Trained   Trained   Trained
Administer   Pilot   Work 0
Connect 2 Program   BioPsionics  
Exert   Punch   MetaPsionics  
Fix 0 Shoot 0 Precognition  
Heal   Sneak 2 Telekinesis  
Know   Stab 4 Telepathy  
Lead   Survive   Teleportation  
Notice 1 Talk 2    
Perform 0 Trade      
+3sp per lvl (Experts: +1 bonus non-combat) Cost: new value + 1 Max: +2 at lvl 3 | +3 at lvl 6 | +4 at lvl 9

SAVES AND COMBAT

Hitpoints Strain Saves Armor Weapons Base Attack Bonus Total Bonus
(1D6 + Con) x Level Max = CON Physical Evasion Mental X X
Other = +(Lvl ÷ 2)
Prtil Wr = +1 at lvl 1 & lvl 5
X
Max: 48 Permanent: 0 16 - lvl - [Str | Con] 16 - lvl - [Dex | Int] 16 - lvl - [Wis | Cha] X X X X
          Combat Field Uniform Monoblade Sword +6

+12

          AC: 16 Thermal Knife +6

+12

            Laser Pistol +6

+8

18

0

5

5

5

   

 

 

FOCI

+1 Focus at lvl 2, lvl 5, lvl 7 & lvl 10
Connected Level:2 Assassin Level:1
You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.

Level 1: Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location,you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you.

Level 2: Once per game session, if it’s not entirely im- plausible, you meet someone you know who is willing to do modest favors for you. You can de- cide when and where you want to meet this per- son, but the GM decides who they are and what they can do for you.
You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as de- scribed in the rules on page 52.

Level 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from any- thing less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.

Level 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.
Alert Level:1 Close Combatant Level:1
You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.

Level 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.

Level 2: You always act first in a combat round unless someone else involved is also this Alert.

You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.

Level 1: Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee with- out suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.

Level 2: The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fight- ing Withdrawal combat action is treated as an On Turn action for you and can be performed freely.

Armsman Level:1   Level:1

You have an unusual competence with thrown weap-
ons and melee attacks. This focus’ benefits do not apply
to unarmed attacks or projectile weapons. For thrown
weapons, you can’t use the benefits of the Armsman
focus at the same time as Gunslinger.


Level 1: Gain Stab as a bonus skill. You can draw or
sheath a Stowed melee or thrown weapon as an
Instant action. You may add your Stab skill level to
a melee or thrown weapon’s damage roll or Shock
damage, assuming it has any to begin with.


Level 2: Your primitive melee and thrown weapons
count as TL4 weapons for the purpose of over-
coming advanced armors. Even on a miss with a
melee weapon, you do an unmodified 1d4 damage
to the target, plus any Shock damage. This bonus
damage doesn’t apply to thrown weapons or at-
tacks that use the Punch skill.

 

Waarom is Lucía deel van guerilla?

Lucia woont in één van de vele slums van Lindium met haar ouders, zusje en broer, diep in de onderste lagen van Lindium. Het “zonlicht” is hier bijna volledig artificieel, maar veel van de zonlampen zijn kapot of vervangen door goedkopere lampen met kil, wit licht. Wonderbaarlijk genoeg kun je hier soms nog stukjes daadwerkelijke grond vinden, hoewel er niks meer in kan groeien. De grond is veelal te verzadigd met zware metalen, giffen en straling om iets mee te kunnen doen. De meeste mensen hier wonen in zelfgebouwde huisjes van afvalmaterialen, vooral plastic, metaalplaten en kledingstoffen. Ondanks de omstandigheden was het vaak heel gezellig in Lucia’s wijk, waar zich een gemeenschap vormde gebaseerd op zorg voor elkaar.

Helaas bleek dat de leefomstandigheden niet alleen leidde tot veel ziekte, maar ook tot mutatie. Toen Solaris geruchten vernam dat er in haar slums veel mensen met PMS bevonden begonnen de problemen. Eerst werd er gedaan alsof Solaris hen met PMS zou komen helpen. Hun grav-vans hadden rode kruizen op de zijkant geprint en hun medici, hoewel zwaar bewapend, verzagen mensen van onderdrukkende medicijnen en gratis onderzoek. Al snel moesten sommigen mee voor verder onderzoek.

Als ze al terugkeerden was dat in onherkenbare staat: mentaal en/of fysiek volledig ontleed. Het tij keerde voor Solaris. Sommige grav-vans kwamen niet terug naar het hoofdkwartier. De nieuwe busjes hadden geen rood kruis op de zijkant staan, maar wel een groot kaliber lasermitrailleur. Hulp voor PMS patienten kostte exorbitante bedragen. Inwoners begonnen onverklaarbaar te verdwijnen, vooral nadat ze eerder de mobiele “klinieken” bezocht hadden. Angst en woede verdeelt Lucia’s gemeenschap: De angstigen trekken zich terug, vervallen tot armoede, achterdocht of criminaliteit. De anderen, boos, hechten zich tot een kerngroep die vecht om de gemeenschap weer op te bouwen en Solaris omver te werpen. Nu van alle kanten belaagd grijpt Solaris naar een laatste middel om zich van Psionics te voorzien. Periodieke invallen met groot machtsvertoon, waarbij de hele wijk overhoop gehaald wordt in een zoektocht naar Psionics en niks heilig is. De laatste keer is bijna de hele wijk afgebrand, en nu moet er weer van de grond af worden opgebouwd. Lucia is het zat, en voegt zich bij ondergrondse beweging die eet aan de wortels van Solaris: De Nidhogg Nobodies.

 

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Meet Your New Boss

 

James Moore is de beste kapitein die er ooit heeft gekapiteind. Hij is niet de beste ouder die er ooit heeft geouderd. Hij is wel oud. Moore heeft lang voor Solaris gewerkt, zowel in militaire als logistieke capaciteit. Hij is de rechtvolle eigenaar van de Moonraker, nadat deze gedoneerd was aan hem door Solaris voor jaren trouwe dienst. Misschien was er sprake van oneervol ontslag en meerdere wanted posters. Misschien.

Sindsdien heeft Moore moeite gehad met zijn transitie van Solaris naar een rogue element, tot Moore achter de barbaarse middelen kwam die Solaris gebruikt op mensen. Hij heeft daarna kort voor de piratenkoningin O'Malley gewerkt. Werkt nu ondercover als Eli Morana die Solaris gaat ondermijnen.

 

Direct Goals:

  • Invloed winnen onder de upper echelon
  • Ghouls opruimen
  • Donderdag 4 juli contact met Solaris zoeken over situatie op maan.

Long term Goals:

  • Jade Moore vinden
  • James Moore opstellen als de leider van de Resistance
  • Naar de techtower gaan om de persoonsgegevens van psyonics te halen
  • Solaris onderuit halen op deze planeet

Completed Goals:

  • Talk to Cyrus about the ongoing investigation and convince him that it's better to keep tabs on the rogue psyonic for now, to sniff out resistance cells.
  • Convince other crew to assist in our fight against Solaris. (Have them take a pro-active role rather than their defeatist attitude).

Failed Goals:

  • De missie van scouten zonder casualties te voltooien 

 

ATTRIBUTES

Attribute Modifiers: 3 (-2) | 4-7 (-1) | 8-13 (+0) | 14-17 (+1) | 18 (+2)
Boosts: 1st: 1sp (lvl 1) | 2nd: 2sp (lvl 1) | 3rd: 3sp (lvl 3) | 4th: 4sp (lvl 6) | 5th: 5sp (lvl 9)
Boosts Spent
1
Strength Dexterity Constitution Intelligence Wisdom Charisma

10

0

8

0

7

-1

14

+1

14

+1

8

0

SKILLS

  Trained   Trained   Trained
Administer   Pilot 2 Work  
Connect   Program   BioPsionics  
Exert   Punch   MetaPsionics  
Fix 2 Shoot 0 Precognition  
Heal 0 Sneak   Telekinesis  
Know 0 Stab   Telepathy  
Lead 4 Survive   Teleportation  
Notice 1 Talk 4    
Perform 1 Trade      
+3sp per lvl (Experts: +1 bonus non-combat) Cost: new value + 1 Max: +2 at lvl 3 | +3 at lvl 6 | +4 at lvl 9

SAVES AND COMBAT

Hitpoints Strain Saves Armor Weapons Base Attack Bonus Total Bonus
(1D6 + Con) x Level Max = CON Physical Evasion Mental X X
Other = +(Lvl ÷ 2)
Prtil Wr = +1 at lvl 1 & lvl 5
X
Max: 22 Permanent: 0 16 - lvl - [Str | Con] 16 - lvl - [Dex | Int] 16 - lvl - [Wis | Cha] X X X X
          Combat field uniform Laser Pistol +4

+4

          AC: 16 Monoblade Knife +4

+3

16 +5 suit hp

0

8

7

7

   Laser Rifle

 

 

FOCI

+1 Focus at lvl 2, lvl 5, lvl 7 & lvl 10
Authority Level:1 Tinker Level:2

 

You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.

Level 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.

 

Level 2: Those who follow you are fired with confidence.
Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.
 

You have a natural knack for modifying and improving equipment, as given in the rules on page 100.

Level 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.

Level 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.

Specialist (Lead) Level:2    

 

You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a world-famous athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this focus more than once for different skills.

Level 1: Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.

Level 2: Roll 4d6 and drop the two lowest dice for all skill checks in this skill.

 

 

 
C4. 0 range. 6d6 dmg. 4 x
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GOALS:

  • Get a fourth "scout" drone
  • Find out what Baen Carrick's compad upgrades are and manage to apply those that are interesting enough.

LONG GOALS:

  • Aquire a cybernetic prosthetic

Hier kan nog tekst komen

 

ATTRIBUTES

 

Attribute Modifiers: 3 (-2) | 4-7 (-1) | 8-13 (+0) | 14-17 (+1) | 18 (+2)
Boosts: 1st: 1sp (lvl 1) | 2nd: 2sp (lvl 1) | 3rd: 3sp (lvl 3) | 4th: 4sp (lvl 6) | 5th: 5sp (lvl 9)
Boosts Spent
0
Strength Dexterity Constitution Intelligence Wisdom Charisma

11

0

9

0

10

0

14

1

9

0

14

1

SKILLS

  Trained   Trained   Trained
Administer   Pilot 3 Work  
Connect   Program 1 BioPsionics  
Exert 0 Punch 2 MetaPsionics  
Fix 3 Shoot 1 Precognition  
Heal
Sneak 0 Telekinesis  
Know 0 Stab   Telepathy  
Lead   Survive 0 Teleportation  
Notice 1 Talk      
Perform 1 Trade  0  Unspent 0
+3sp per lvl (Experts: +1 bonus non-combat) Cost: new value + 1 Max: +2 at lvl 3 | +3 at lvl 6 | +4 at lvl 9



Attribute

Value

Maximum/extra info

Save

Value

Modifiers

Hitpoints

10

32

Physical

7

+5

Strain

1

10

Evasion

6

+5

Armor

13

Armored Undersuit

Mental

6

0

Base Attack Bonus

4





Weapons

Attack Bonus

Damage

Mods

Laser Pistol

5

1d6

+1 attack bonus, +1 damage

Taser Exoskeleton

6

Hit: 1d6 + 1
Miss: 1d4 + 1



Focus

Description

Level 1

Level 2

Hacker

You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control.

Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.

Your hack duration increases to 1d4+Program skill x 10 minutes. You have an instinctive understanding of the tech; you never need to learn the data protocols for a strange system and are always treated as familiar with it.

Tinker

Tinker You have a natural knack for modifying and improving equipment, as given in the rules on page 100.

Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.

Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.

Starfarer

You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.

Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.

Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.

Specialist - Fix

You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a world-famous athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this focus more than once for different skills.

Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.

Roll 4d6 and drop the two lowest dice for all skill checks in this skill.



Oude mentor is big buff knuffelbeer, Bryant. Kendell was een wees, en is opgenomen door knuffelbeer. Dit speelde zich af in de slums. Bryant was lid van de Perpatradas, maar probeerde Kendell daar niet bij te betrekken.

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TEXT

ATTRIBUTES

Attribute Modifiers: 3 (-2) | 4-7 (-1) | 8-13 (+0) | 14-17 (+1) | 18 (+2)
Boosts: 1st: 1sp (lvl 1) | 2nd: 2sp (lvl 1) | 3rd: 3sp (lvl 3) | 4th: 4sp (lvl 6) | 5th: 5sp (lvl 9)
Boosts Spent
2
Strength Dexterity Constitution Intelligence Wisdom Charisma

15

+1

8

0

8

0

9

0

10

0

14

+1

SKILLS

  Trained   Trained   Trained
Administer   Pilot   Work  
Connect   Program   BioPsionics  
Exert   Punch   MetaPsionics  
Fix   Shoot 2 Precognition  
Heal 1 Sneak 1 Telekinesis  
Know   Stab 1 Telepathy 3
Lead   Survive   Teleportation 3
Notice 0 Talk      
Perform   Trade 0    
+3sp per lvl (Experts: +1 bonus non-combat) Cost: new value + 1 Max: +2 at lvl 3 | +3 at lvl 6 | +4 at lvl 9

SAVES AND COMBAT

Hitpoints Strain Saves Armor Weapons Base Attack Bonus Total Bonus
(1D6 + Con) x Level Max = CON Physical Evasion Mental X X
Other = +(Lvl ÷ 2)
Prtil Wr = +1 at lvl 1 & lvl 5
X
Max: 31 Permanent: 0 16 - lvl - [Str | Con] 16 - lvl - [Dex | Int] 16 - lvl - [Wis | Cha] X X X X
          Armored Undersuit Monoblade Sword +6

+10

          AC: 13 Thermal Knife +6

+10

18

0

7

8

7

   

 

 

FOCI

+1 Focus at lvl 2, lvl 5, lvl 7 & lvl 10
Connected Level:2 Assassin Level:1
   
Alert Level:1 Close Combatant Level:1
 

 

PSIONIC ABILITIES

+1 Focus at lvl 2, lvl 5, lvl 7 & lvl 10
  Level:   Level:
   
  Level:   Level:
 

 

  Level:   Level:
   
  Level:   Level:
 

 

  Level:   Level:
   
  Level:   Level:
 

 

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TEXT

ATTRIBUTES

Attribute Modifiers: 3 (-2) | 4-7 (-1) | 8-13 (+0) | 14-17 (+1) | 18 (+2)
Boosts: 1st: 1sp (lvl 1) | 2nd: 2sp (lvl 1) | 3rd: 3sp (lvl 3) | 4th: 4sp (lvl 6) | 5th: 5sp (lvl 9)
Boosts Spent
2
Strength Dexterity Constitution Intelligence Wisdom Charisma

10

0

9

0

14

+1

8

0

8

0

10

0

SKILLS

  Trained   Trained   Trained
Administer   Pilot   Work  
Connect 0 Program   BioPsionics  
Exert 0 Punch 1 MetaPsionics  
Fix   Shoot 4
Precognition  
Heal 1 Sneak 0 Telekinesis 0
Know 0 Stab 1 Telepathy  
Lead   Survive 1
Teleportation  
Notice 2 Talk 1    
Perform 1 Trade 0    
+3sp per lvl (Experts: +1 bonus non-combat) Cost: new value + 1 Max: +2 at lvl 3 | +3 at lvl 6 | +4 at lvl 9

SAVES AND COMBAT

Hitpoints Strain Saves Armor Weapons Attack Bonus Damage
(1D6 + Con) x Level Max = CON Physical Evasion Mental X Laser Pistol

+9

1d6 + shoot
Max: 66
Permanent: 0 16 - lvl - [Str | Con] 16 - lvl - [Dex | Int] 16 - lvl - [Wis | Cha] Armored Undersuit Monoblade Knife +7 1d6
          AC: 13 Laser Rifle +9

1d10 + shoot

          Security Armor Sniper Rifle +9

2d8 + shoot

59

0

6

7

7

AC: 14  

 

 

FOCI

+1 Focus at lvl 2, lvl 5, lvl 7 & lvl 10
Gunslinger Level:2 Wild Psychic Training Level:2
   
Wanderer Level:1 ?
Level:?
   
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Entity list

Thomas Meijer 1 year ago
Unknown 1 year ago
Thomas Meijer 2 years ago
Thomas Meijer 2 years ago
Unknown 2 years ago
Thomas Meijer 2 years ago
Unknown 2 years ago
Mukkuru 2 years ago
Thomas Meijer 2 years ago
Thomas Meijer 2 years ago

Entity list

Thomas Meijer 2 years ago
Thomas Meijer 2 years ago
Mukkuru 2 years ago
Mukkuru 2 years ago
Mart 2 years ago
Thomas Meijer 3 years ago
Thomas Meijer 3 years ago
Thomas Meijer 3 years ago
Thomas Meijer 3 years ago
Thomas Meijer 3 years ago