Escape from Skull Prison/Character Sheets
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Archetype: The Smart
Concept: Cyborg decker hiding from Galactic Overlord
Level; Next level: 1; 0/2
Statistics: Physique 14; (P)Agility 8; (P)Intellect 12; Willpower 10
Body stress: 0/14
Vitality: 15/15; Sanity: 12/12; Luck: 4; Creds: 2
Complication: Hunted by an Overlord for theft
Archetype abilities:
Recovery Roll: 1d6
- Gain a Positive Die when using the device.
- Improve the damage caused by the weapon by +1 per die used.
- Increase the range the object can affect by one increment (close to short, short to medium, and so on);
- Other minor improvements the Overlord deems appropriate;
Rations (week)
Batteries x5
- Armor: Leather coat, DR 1; Shield: none;
- Weapons:
Hand telescope blade, RNG melee, DMG 1d6-1;
Augmentations: WIP
It's time to get out.
Rolls
Stat 1 - (3d6)
(622) = 10
Stat 2 - (3d6)
(332) = 8
Stat 3 - (3d6)
(635) = 14
Stat 4 - (3d6)
(462) = 12
RACE: Cyberian
Archetype: The Nimble
ABILITY SCORES:
Physique: 14
Agility: 17
Intellect: 12
Willpower: 8
Complication: A bloodthirsty Pirate is after Epi's ass, supposedly for some slight.
Special Abilities: You Can't Hit Me The character can impose a number of Negative Dice on attacks against them per combat equal to their Level.
That's an Easy Target Instead of needing a full combat round to aim a shot, The Nimble can forego their Movement in a round to get the same benefit as someone aiming for a full round.
Luck is On My Side Characters from this Archetype can reroll a number of Luck Rolls per adventure equal to their Level.
I Know How to Do This they learn an additional profession at each odd Level, beginning at first. These professions can be used just like Concepts, granting and imposing Positive or Negative Dice.
Vitality: 15
Sanity: 12
Luck: 3
Credits: 2
Equipment:
Rifle, breach loading up to 6 cartridges, d6+1damage
Stiletto, d6-1 damage, easily hidden
Armor, long heavy leather coat, reduces physical damage by 1 pt.
Mechanical Toolkit
Assume that since we are likely imprisoned that the gear is stored elsewhere.
BACKGROUND:
After an unimpressive youth on his Cyberian homeworld Epi looked to improve his standing by learning to pilot spacecraft. He did this through logic and simple pestering of the right people. As was to be expected he got bored after a couple of years of ferry work between planets and stations and started looking for something more adventurous. A visit to a rather sordid place of entertainment led Epi to fall in with a ne'er-do-well band of pirates who happened to be looking for a hot shot pilot. It didn't take too long for Epi to realize what nasty people these were and for him to decide he had better look elsewhere for his thrills. Opportunity knocked a short time later when the pirates were accosting a small freighter on its way to Tau Ceti 3 with a rather rich cargo. He was told to stay aboard ship and have things ready to go at a split second. He took advantage of the situation and took off while the others were right in the middle of their assault.
Because he had not given any thought to where he would go there was no paper trail to follow. All he meant to do was get as far away as he could.
Archetype: The Tough
Concept: Angsty Human warrior of an Overlord
Level; Next level:
Statistics: Physique 15(P) , Agility 12(P), Willpower 11, Intellect 10
Recovery roll: 1d6+2
Vitality: 17/17; Sanity: 10/10; Luck: 4; Creds: 2
Equipment:
1 medium laser blade, 1 medium suit of armour, 1 small knife.
Other details: Is 22 years old. Has parents that are aliens that look like humanoid lizards. Has secret desires of freedom.
Complication: "It is my Duty to return home in service to my Overlord as long as I'm still alive."
Special Abilities:
● Too Tough to Die: Once per adventure, upon reaching 0 Vitality, The Tough immediately regains
1d6 + Level Vitality points. This represents the character’s strong resilience and unfaltering
determination.
● Feel the Pain: No one strikes as hard as The Tough. All melee damage inflicted by the character
is increased by 1 (so if the weapon’s normal damage is 1d6, The Tough would cause 1d6+1
points of damage when using that weapon).
● I Can Take 'Em All: The Tough knows how to take advantage of their superior combat prowess.
The character can make a number of extra attacks per round equal to the difference between
their Level and the highest number of HD possessed by an opponent in close range
● That’s my Favorite: The Tough chooses one particular type of melee weapon as their favorite.
When using weapons of that type, the character rolls a Positive Die when attacking.
Backstory:
"My name is Lurk Shadewalker. I am a warrior in training for the local overlord named Seeth. I am a human raised by cunning Reptilian alien parents, who have led me to down a path of desiring to rise in power and rank under the overlord's sorcerous rule. One day, my colleague decided to betray me, which eventually landed me in Skull Prison. I'm bidding my time to find a way to escape... "
Rolls
Stat rolling. - (3d6, 3d6, 3d6, 3d6)
3d6 : (164) = 11
3d6 : (663) = 15
3d6 : (226) = 10
3d6 : (561) = 12
Character Name
Lance Stargos
Character Sheet
Archetype: Tough
Concept: Lance Stargos is a Trekkat Soldier from the Barbaric Legions.
Complication: Lance has a dark secret. he accidentally killed a family on a mission to stop one of the Galactic Overlords armies. it has haunted him ever since. due to the guilt he allowed himself to be captured and sent to The Skull Prision.
Physique: 15
Agility 7
Intellect 12
Willpower 10
Vitality 17
Sanity 12
Luck 3
Equipment: Light Armour, Medium Vibroblade, Camera, Canteen, Backpack, com device.
Credits N/A
Archetype Abilities : ? Too Tough to Die: Once per adventure, upon reaching 0 Vitality, The Tough immediately regains
1d6 + Level Vitality points. This represents the character?s strong resilience and unfaltering
determination.
* Feel the Pain: No one strikes as hard as The Tough. All melee damage inflicted by the character
is increased by 1 (so if the weapon?s normal damage is 1d6, The Tough would cause 1d6+1
points of damage when using that weapon).
* I Can Take 'Em All: The Tough knows how to take advantage of their superior combat prowess.
The character can make a number of extra attacks per round equal to the difference between
their Level and the highest number of HD possessed by an opponent in close range
* That?s my Favorite: The Tough chooses one particular type of melee weapon as their favorite.
When using weapons of that type, the character rolls a Positive Die when attacking.
Physique: 4
Agility: 12
Intellect: 14
Willpower: 12
Vitality: 5
Sanity: 14
Luck: 4
Complication: Secret - Forbidden Knowledge
I'm fine with having the Forbidden Knowledge being something that can spur the plot, or be used in some other creative way - I don't have to know what I know.
Equipment: I'm also fine with being put through the ringer and being on the run, or starting with nothing if this helps the game in any way. If possible being in the prison under another identity, so they're unaware of whom they've really got.
Physique: 4
Agility: 12
Intellect: 14
Willpower: 12
Vitality: 5
Sanity: 14
Luck: 4
Complication: Secret - Forbidden Knowledge
I'm fine with having the Forbidden Knowledge being something that can spur the plot, or be used in some other creative way - I don't have to know what I know.
Equipment: I'm also fine with being put through the ringer and being on the run, or starting with nothing if this helps the game in any way. If possible being in the prison under another identity, so they're unaware of whom they've really got.
Physique: 4
Agility: 12
Intellect: 14
Willpower: 12
Vitality: 5
Sanity: 14
Luck: 4
Complication: Secret - Forbidden Knowledge
I'm fine with having the Forbidden Knowledge being something that can spur the plot, or be used in some other creative way - I don't have to know what I know.
Equipment: I'm also fine with being put through the ringer and being on the run, or starting with nothing if this helps the game in any way. If possible being in the prison under another identity, so they're unaware of whom they've really got.
The Skull Prison is a dark brooding prison administered by a private independent security force. It sits in the vacuum of space in a secret location, making it almost impossible for anyone to try to get to it, unless they are security agents themselves. They accept prisoners from Galactic Overlords, Crime Lords, corporations and anyone who can pay their prices or can provide other kinds of favors.
Guards are corrupt, violent and unconcerned with the prisoners’ security. As long as they stay within the prison and do not harm the prison property, they can do whatever they want to each other.
Prisoner life is rough. Not only are the guards extremely violent and careless, food is scarce, hygiene is terrible, and you even have to fight to have a bed to sleep upon. Major criminal factions dominate sections of the prison, making the mere act of talking to the wrong person a perilous task. That means unaffiliated prisoners need to keep their eyes open and find others to help them survive.
to sum it up. life sucks for all of you. you are all in your cells in the circular cell court , doing what you always have been doing since you where incarcerated when suddenly the lights go out, and the doors to your cells open. you all step out and it is chaos! the prisoners are rioting, Skull Sentinels are trying to maintain order, ect ect
Myron will stay near his cell, carefully trying his best to protect himself.
Myron will stay near his cell, carefully trying his best to protect himself.
you decided to stay in your cell for now while the chaos is ensuing. two inmates (hd: 1) are beating the crap out of each other while a Skull Sentry (hd: 3) is yelling from the security tower to cease and desist before he fires at the inmates.
you lose one luck point.
( 1, 6 ) = 7
he simply ignores you and limps away until a stray laser bolt hits him in the head killing him splattering his head allover the ground.
( 1, 6 ) = 7
he simply ignores you and limps away until a stray laser bolt hits him in the head killing him splattering his head allover the ground.
do you want a rumor roll too?
for Quinten
1d20 ( 10 ) = 10
you heard that one of the Sentinels used to experiment with sorcery and used prisoners as guinea pigs. His creations may have escaped during this power outage.
for Epistocon 457
1d20 ( 3 ) = 3
Beware where you go. The Sentinels had Voiders ( Sentients of various origins and species, corrupted by the energies and evil sentience of the Void) locked up for studying and now they are on the loose.
for Lurk Shadewalker
1d20 ( 17 ) = 17
There is a Void cult hidden in the prison, lead by a Sentinel with dozens of cultists among the prisoners. They are planning a ritual, and that what’s probably caused the power outage.
for Professor Myron Blass.
1d20 ( 18 ) = 18
The presence of a powerful Void Sorcerer caused this power outage. What is such a being doing here?
He will keep an eye out for the equipment room as he navigates out.
To the west and to the east there are reinforced doors that lead to the outer corridors and possibly to the security tower. There is no observable entry to the security tower from the court, unless you can get to the metal bridges 10 meters above.
sorry im using the map in the manual for reference
so a random encounter is inevitable.
2d6=7
as you walked you see 2 (2d6) inmates fighting each other with large makeshift swords. one who looks resembles an giant insect, the other looked like a rhino with reptilian scales.
2d6=7
the bug looks at you, using this distraction as an advantage, the Rhino beheads the insect and runs off.
i did a random encounter1d6=6
you see a doorway which leads to...
2d6=8
......a Sentinel Training room.
2d6 (6,6) =12
you are in luck! you find an armory with weapons of all kinds used by the sentinels, 3d6 small weapons, 2d6 medium weapons, 1d6 large weapons, 2d6 light armors 1d6 medium armors and 1d3 heavy armors. other equipment is here such as pouches, backpacks, flashlight and such.
"I'm a scientist and this isn't really my forte, but I'll do my best to help out in whatever way I can. You most certainly can run the show, I've no problem with that."
"I'm a scientist and this isn't really my forte, but I'll do my best to help out in whatever way I can. You most certainly can run the show, I've no problem with that."
"I'm a scientist and this isn't really my forte, but I'll do my best to help out in whatever way I can. You most certainly can run the show, I've no problem with that."
"I'm a scientist and this isn't really my forte, but I'll do my best to help out in whatever way I can. You most certainly can run the show, I've no problem with that."
occ how is my GMing? is it good?
you are in luck! you find an armory with weapons of all kinds used by the sentinels, 3d6 small weapons, 2d6 medium weapons, 1d6 large weapons, 2d6 light armors 1d6 medium armors and 1d3 heavy armors. other equipment is here such as pouches, backpacks, flashlight and such.
Myron carefully holds the pistol pointed down by his waist, he lags a bit behind Lurk and hopes to provide his possible savior with either a warning or cover fire - should it come to that.
you are in luck! you find an armory with weapons of all kinds used by the sentinels, 3d6 small weapons, 2d6 medium weapons, 1d6 large weapons, 2d6 light armors 1d6 medium armors and 1d3 heavy armors. other equipment is here such as pouches, backpacks, flashlight and such.
"well for one, my comrades abandoned me so i want payback and 2 i want to get off this station! he exclaimed.
Ooc you want to do an attribute test?
Myron being a rather smart fellow, will keep a mental map in his head of where they've been and should things get nasty he'll have a pretty good 3-D map of the complex in his head - so they've be able to run around and hopefully not get trapped in a dead end.
Rolls
Attribute test (Agility 17) - (1d20)
(5) = 5
do all you want a attribute roll to get through there without alerting the Shadow Demons?
now what about you Aldrusian? want to roll an attribute test?
Agility: 17
Rolls
Agility - (1d20)
(14) = 14
you see the source of the sounds of battle and find...
3d6 ( 2, 4, 6 ) = 12
12 inmates fighting..
1d6+1 ( 4 ) + 1 = 5
5 Skull Sentinels .
among them are many twice as many individuals of both sides laying on the ground dead or dying.
Irwin then talks to them Inmates and Skull Sentinels are nothing compared to Commander Farrak my commanding officer.
Time for a Reaction Roll
2d6 (3,2)=5
The Sentinel says "stop! go back to your cells or there will be trouble! Don't make me Ask twice!"
Rolls
Reaction - (2d6)
(42) = 6
The bullet goes right through the the Sentinel's head killing him instantly. one other Sentinel fires his rifle at Epi's shoulder dealing 5 damage points to your Vitality score.
Rolls
enemy attack - (1d6+1)
(4) + 1 = 5
Rolls
Reaction roll? - (2d6)
(15) = 6
Attacking(Physique 15) - (2d6)
(36) = 9
Damage(1d6+1 and +1 from Tough feat) - (1d6+2)
(2) + 2 = 4
Lurk hits the Sentinel in the head breaking his neck and killing him instantly. a Sentinel runs up points a gun at at Lurk .
Rolls
Physique(15) - (1d20)
(17) = 17
unfortunately Lurk couldn't disarm him in time as the sentinel shoots him in the shoulder, losing 3 vitality points in damage.
Rolls
Attack with rifle - Agility (17) - (2d6)
(11) = 2
Damage - (1d6+1)
(2) + 1 = 3
Rolls
Attacking(Physique 15) - (1d20)
(13) = 13
damage - (1d6+1)
(2) + 1 = 3
player rolls 2d20s and choose the one they prefer for the result (normally the one that results in a
higher number but still within the success interval). On the other hand, when a Negative Die is imposed
on a test, the player rolls 2d20s and the Overlord chooses the one to use as the result (usually the one
that complicates the adventurer’s life the most). to sum it up.
Lurk beheads the sentinel, his head goes flying as blood splatters your face. the last sentinel tries to run away but is killed by an inmate.
one of the inmates approaches our heroes.
reaction roll 2d6
(10)=10
it was the reptilian rhino inmate that Lurk saved.
you saved me once. it is time i repaid you. i am Galdem, former member of the Barbaric legions. he introduced himself.