Adventure 3: The New Plan

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Venatus Vinco
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Adventure 3: The New Plan

Post by Venatus Vinco »

A New Plan
With the shocking revelation of a continued Sarpah presence on earth - and at least some level of collusion with earth’s government - the team prepares themselves for action. For many this will be their first battle against a real enemy since war time, and for the young members, this will be their first fight at all. Tension runs high and morale somewhat low as the team searches for a way forward. Fortunately, the world of KENMARK is a fantastic place. Excellent facilities, equipment, and toys to keep a despondent hero happy. With newly minted uniforms, specialized equipment, and the knowledge of alien dominance the group steels itself for action.

A news announcement further catalyzes their resolve.

After the brazen assault on an AEGIS Facility in Upstate New York the World Government has decided to coordinate all law enforcement and intelligence gathering operations under the shield of AEGIS. This will end the multinational alphabet soup of agencies, both foreign and domestic, that prevent the timely sharing of information and resources to combat the growing domestic terrorist threat posed by rouge ARES project members.

In one fell swoop AEGIS has become the controlling organization for all national law enforcement and intelligence aparati. Their reach will extend to every street corner in every city and town across the globe. They will has have unfettered access to satellite imagery and special weapons and tactics.

As the news coverage continues Marks shakes his head, “I don’t have to tell you guys that this is bad. With AEGIS getting their fingers in every pie your movements - and those like you - are going to be extremely difficult. I suspect coordinated purges will follow. Even if we go public with what you found, the public sentiment is so low the message won’t get through.” Shrugging and looking at Mr. Raith he smiles, “We’re going to need to win the PR battle as much as the ground war. GOod thing you guys got good costumes, we can build a brand from that.”

Looking at Summer and Bradley he smiles, “You two are going to be the centre of our social media department. We’re going to have to set-up blogs, leak info to conspiracy nuts, political blogs, all that kind of jazz. And while we’re doing that, the big damn heroes are going to have to do things that cause people to ask questions. Save cats from trees, expose alien presence, and basically try to change the mood. It won’t be easy we’re working against the world government, but, hell I got billions of dollars let’s spend ‘em”

Putting up a list of post war American law enforcement and intelligence agencies Marks suggests a first move, “These guys ain’t going to be happy about a take over. If we can sow some seeds of doubt we can really slow down AEGIS power creep. I got some contacts at the CIA and FBI, we’ll get them some imaging from the hack upstate but we need to back it up with a grand gesture. Taking a Sarpah alive. Let’s ID a Continuum Consulting building and try to find ourselves a lizard man.”
Options
  1. Another AEGIS building in New York State
  2. A secret facility in China
  3. An unmarked airbase in Mexico
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Hexx
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Re: Adventure 3: The New Plan

Post by Hexx »

Gothm considers their options, as Marks lays them out. "I would advise against the New York facility. Too close to home. AEGIS may be global, now, but that just means that many more layers they have to coordinate--and since we know that not all of them are in on the real story, they will have compartmentalized information, for all their talk of breaking down communication barriers. Striking elsewhere in the world will make it harder for them to pin us down."

He continues, after a moment. "These other two facilities--are they rural, urban, small town? AEGIS will likely have reinforcements they can draw on from any major city. Likewise, as of this moment we probably need to assume that military bases represent a potential complication. So rural locales away from military outposts are our best bet--do either of these fit that profile better?"
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
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Re: Adventure 3: The New Plan

Post by Probe »

John has been working through his contacts, trying to persuade people it is in their own best interest to expose the aliens conspiring with the upper levels of AEGIS. He is not the best persuader around, he is mostly a mechanic with a fancy suit...
OOC Comments
Streetwise [dice]0[/dice], WS [dice]1[/dice] Spending bennie for extra effort [dice]6[/dice], EE Ace [dice]7[/dice], EEA2 [dice]8[/dice] Streetwise = 15; 2 raises
Persuasion [dice]2[/dice], WP [dice]3[/dice], Persuasion Ace [dice]4[/dice], PA2 [dice]5[/dice] = Persuade 9; 1 raise
After Nearly giving up on finding someone who could help and might listen, he mentioned it in passing to someone who put him on the right track. He still is not sure who he was talking to, but he is sure they were pretty high up in the organization and interested in what he had to say. They told him they would get back to him with what they found out.
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Re: Adventure 3: The New Plan

Post by Bradley Collins »

"Cool! Summer we get to work together. What's social media?"

Not waiting for an answer he reads her mind immediately after asking the question, still not quite accustomed to boundaries while using his power.

"Oh ok, so there like places on the internet we can reach out to people and friends. That's pretty cool. We could do a cool photo shoot of everyone in the cool costumes you made. Maybe spark some interest. While we save kittens and babies and such we can video tape and record it. From what I can tell people like cat videos."

As the conversation changes to where to go he listens to peoples thoughts and discussions on which one to go with ultimately joining in on Summer's decision verbally just seconds before she says it out loud while pretending it was unintentional.
Bradley Collins
Attributes: Agility d8, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ; 
Skills: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
Edges: Mentalist, Luck, Great Luck, Attractive

Powers(55 Power Points)
[*]Mental Mastery: Switchable Mind Control, Mind Reading, and Telepathy
[*]Telekinesis: Strength 1d12+4, Heavy Weapon, Range 24
[*]Fast Telekinesis(2): Extra action, contingent on telekinesis
[*]Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
[*]Uncanny Reflexes (4): -2 to being hit

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Re: Adventure 3: The New Plan

Post by Walker »

Walker watching the uncomfortable interactions of teenagers has fond memories of his own experiences. Then observing Bradley responding to unspoken words he begins to worry a bit. Whispering into Bradley's mind he says. It is considered an abomination to read the minds of your friends and those around you without permission Bradley. And especially where romantic interest are concerned is frequently considered a violation akin to looking up their skirt, and unwanted groping.
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

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Mitchell Maxwell
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Re: Adventure 3: The New Plan

Post by Mitchell Maxwell »

Notice:23
[dice]0[/dice] +[dice]2[/dice] + [dice]3[/dice]
Wild Die [dice]1[/dice]
That should have been a damage roll!
Mitchell grimaces as he listens to the newscast. Marks is right, this isn’t as simple as finding the bad guy and escorting him, sometimes a bit worse for wear, to justice. It also wasn’t like the war where the enemy was clear...at least in the beginning until those with powers became outlaws. They needed to be a step ahead of AEGIS at the very least.

“Gothm has a point. I vote for China. We need to make AEGIS think we are bigger than we are. Make them second guess what we have at our disposal. Going for China, and doing it quickly, might put them on their heels. Mr. Marks is committed to helping us with his resources, let's take advantage of it while we can. Who knows when the World Government might make it even harder to move about. The quicker we do this, the more chaos and confusion we can cause with our enemies.”
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Delilah Notice 6
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Summer Notice 10
Notice [dice]2[/dice]
Ace [dice]4[/dice]
Wild [dice]3[/dice]
***

Summer beamed and being included in Marks’ plans. “I can totally handle your social media!” she said.

Delilah frowned, but at least that might keep Summer safe. She hoped.

Summer face palmed, though, when Bradley didn’t know what social media was. “We totally have to catch you up!” she said. “Facebook, Twitter, Snapchat, Imgur, Tinder--”

“What?” Delilah was suddenly paying attention. “You’re on Tinder!”

Summer blinked and looked at her mom. “No! Ew!” she said.

"Oh, okay, so they’re, like, places on the internet we can reach out to people and friends. That's pretty cool. We could do a cool photo shoot of everyone in the cool costumes you made. Maybe spark some interest. While we save kittens and babies and such, we can video tape and record it. From what I can tell, people like cat videos."

“Exactly!” Summer told Bradley.

As the teens discussed social media, Delilah considered Gothm and MItchell’s suggestions. “New York is too close to our last target,” she agreed. “If that airbase in Mexico isn’t military, it’s a good target. Probably cartel owned. A secret facility in China is iffy. Might have more security than we like. I vote Mexico. We won’t be pissing off a nuclear capable nation if we mess up, and can disappear quickly across the border if we need to.”

***
Actions
Conditions
*Bennies: 3/3
*Level Headed: Best of two initiative cards
*Uncanny Reflexes: -2 on incoming attacks
*Blinding Reflexes: Can make an Agility roll to move out of AoE effects
*Super Speed: 2 x Pace
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Re: Adventure 3: The New Plan

Post by Venatus Vinco »

Mexico
After brief deliberation it is agreed that group will head to Mexico. After the war Mexico lost almost all of its government apparatus. Fortunately, the areas outside of major government and military centers were left largely in tact. In the power vacuum various groups took the place of local governments to keep people fed and safe. In some areas this was drug cartels but in many places it was the church that stepped into leadership. Their network of non-government hospitals, schools, and buildings along with the loyalty of the local populace gave them a lot of advantages. While there is a major world government city being reclaimed near Mexico City, the hinterland it a patchwork of cartel territory and parroquia - church administered territories. The "air base" is actually an older, rusted out, airstrip with a few metal hangars inside one of the cartel zones. The approaches are wide open with only an old fashioned chain link fence surrounding the perimeter. Security does not appear to be a priority. Whatever interest Continuum Consult or the Sarpah have in this facility is hard to figure out.

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Re: Adventure 3: The New Plan

Post by Walker »

Walker starts reviewing the satellite images and condition of the area. His focus trying to find safe places near by they could teleport to or from without it being right in the middle of the facility.
Then looking around he asks. "Do any of you have military experience? When I was in the AEGIS I was generally used as a resource and did not do a whole lot of the tactical planning."

Notice 4 and Knowledge (Battle) 5
Danger Sense Triggered on 6 or better
Notice [dice]0[/dice]
Notice Wild Die [dice]1[/dice]

Knowledge (Battle)
Smarts [dice]2[/dice]
Smarts Wild Die [dice]3[/dice] Ace [dice]4[/dice]
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Delilah Notice 13
Notice [dice]0[/dice]
Ace [dice]4[/dice]
Wild [dice]1[/dice]
Ace [dice]5[/dice]
Summer Notice 2
Notice [dice]2[/dice]
Wild [dice]3[/dice]
***

“This does seem a strange location to house a secret alien facility,” Delilah had to agree with Walker. She sat at the computer, trying to dig up more on Consortium’s interest in the facility, or anything more on the facility itself. She studied the airfield schematics and satellite images.
Investigation 11
Investigation [dice]6[/dice]
Ace [dice]10[/dice]
Wild [dice]7[/dice]
K. Engineering 3
K. Engineering [dice]8[/dice]
Wild [dice]9[/dice]
Summer looked over Walker’s shoulder at the satellite images.

***
Actions
Conditions
*Bennies: 3/3
*Level Headed: Best of two initiative cards
*Uncanny Reflexes: -2 on incoming attacks
*Blinding Reflexes: Can make an Agility roll to move out of AoE effects
*Super Speed: 2 x Pace
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Re: Adventure 3: The New Plan

Post by Probe »

It is possible John's contacts might know something about Mexico. If the Cartels own thie area, he might be able to find out something about that. If they do NOT own the area...well he might be able to learn a bit of why. Either way, he might be able to find something useful.
OOC Comments
If I can keep my last rolls and use them, it will probably be better than whatever I will rol here, but adding a roll anyway.
Streetwise [dice]0[/dice] Wild Streetwise [dice]1[/dice]
Persuasion [dice]2[/dice] Wild Persuasion [dice]3[/dice]
Last edited by Probe on Sat Jun 16, 2018 5:23 am, edited 1 time in total.
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Re: Adventure 3: The New Plan

Post by Bradley Collins »

In Walker's head Bradley responds. What's wrong with reading minds if they don't know? I mean it helps me a lot. I can react faster and be ready for things when people try to trick you. You know a lot of people try to manipulate others and it is totally not cool. Sometimes its just on the surface. Most people don't even tell others what they truly think. A lot of the times after conversation people have horrible thoughts about others but are all like, Have a Nice day! Really they are just thinking that you are a tool or an idiot. A lot of people think they are better than everyone else. Take that Marks guy for instance. He thinks he is smarter than everyone here. I think he is also a bit envious of our powers. But he means well and says the right thing on the outside so everyone is cool. Either way reading minds is totally cool.

Beaming at some of the tech and cool gadgets they get to play with Bradley looks around. "These are totally cool. Do we get to do some cool airlift drop off type stuff? That would be awesome! I can always pose as a new kid looking for a job near there as like a janitor or something."
Bradley Collins
Attributes: Agility d8, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ; 
Skills: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
Edges: Mentalist, Luck, Great Luck, Attractive

Powers(55 Power Points)
[*]Mental Mastery: Switchable Mind Control, Mind Reading, and Telepathy
[*]Telekinesis: Strength 1d12+4, Heavy Weapon, Range 24
[*]Fast Telekinesis(2): Extra action, contingent on telekinesis
[*]Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
[*]Uncanny Reflexes (4): -2 to being hit

Bennies: 5/5
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Re: Adventure 3: The New Plan

Post by Mitchell Maxwell »

Notice
[dice]0[/dice]
Wild Die [dice]1[/dice]

Mitchell listens to the description of the airfield from his companions. He had to agree, it did not sound like something that would be used as an alien base. Unless...

“Perhaps we are underestimating the abilities of AEGIS and the extent of their influence. Remember that the aliens came from some place below the containment facility. While on the surface, this airfield may not be much, do any of you remember fighting down here in Mexico during the war. It could very well be that there is something beneath it that was planned and built while we were all fighting up herein the cities.”
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Re: Adventure 3: The New Plan

Post by Venatus Vinco »

Viva Mexico
Prepping for the mission Marduk is able to learn that the airfield is in an area controlled by the Lopez cartel, they deal in all sorts of drugs mainly dealing to people holed up in he reclamation zones. Although they do have a presence in the rebuilt cities in the US and Mexico. While they can be violent they generally keep the peace in their territory. Javier Lopez himself is a vet of the wars and has a lot of ties to the Mexican branch of the world military. In her research, Delilah, discovers some old DEA records on the airfield noting it was used for drug smuggling operations and was suspected of having hidden storage areas for drugs that were shielding against US pre-war satellites. Surveying the air field from a tactical perspective, Walker notes its biggest defense mechanism is all the open ground surrounding it. Approaching the chain-link perimeter without being seen would be difficult as there is almost no cover for miles in every direction.

Without much of a plan the group lifts off for Mexico. Marks is able to arrange a private hover jet that can make the trip relatively undetected. While air and space radar were a priority after the war there were still lots of gaps, especially outside the United States and Europe.

Wasting Away in Margaritaville
It is sweltering hot in the hotel bar with only a ceiling fan for relief. Earth is nothing, if not diverse in its weather variation. And the humans lived in all climate ranges. However, it isn't the weather that brings Lily Coleman to a small cartel-run town in Mexico, it's her ship. These drug lords found where she had stashed it while she was laying low and now they had it in a hangar at a run down air field nearby. Of course, the ship itself isn't much good, having taken a lot of damage on arrival but it contains her mission log and database of Sarpah intelligence to share with earth. Getting it back was important to her mission here.

A waitress comes by with a pitcher of water and offers some to Lily.

"Aqua?"
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Re: Adventure 3: The New Plan

Post by Buffy Laskaris »

Water? the translator whispered through the bones of Lily's skull. Context: Do you want some water? 'Si' means yes. 'No' means no. For courtesy, 'gracias' means please.

Lily gave the waitress a grateful smile and pushed her glass over towards her. "Si, gracias," she said, pushing away the thought of asking the translator how to ask for ice. Either she had ice and would pour some in with the water, or she didn't and asking wouldn't help.

Water gurgled into her glass, and a couple of chunks of ice plunked in as well, and the waitress moved on. Lily took a sip, swirling the water around a little to help the coolness circulate around.

As she sipped, she glanced around the hotel bar and pushed a filmy curtain back from the window by her table so she could see out through the layer of dust and grit on it. Mexico had a lot of dust and grit, she'd found. A lot of that, and not much topsoil or vegetation. On Dalaraan, this sort of terrain would probably be earmarked for solar projects, or testing dangerous tech. Or just left alone. But humans lived everywhere. They had to. There were so many of them!

And now they had her ship. Well, her escape pod...or what was left of it. Lily could remember those first moments after her landing. The escape pod had been damaged, and the landing had been hard. Smoke, alarms going off, she'd been dazed when she pushed the hatch open and pulled herself out. That's when she'd realized the pod's beacon was on. The Sarpah would be able to find it!

Lily sighed and shook her head. She'd panicked. No matter how you might try to paint the drakha blue by pointing out all the mitigating factors, the fact remained. She'd grabbed the survival kit and flown away, expecting an interceptor to find it at any second. After the Speaker had taken such care to leave the data with her, she'd left it behind.

Now she could put it right though. The pod's flight log might also have information about other pods, and a copy of the Star Stone's log up to the moment of ejection. It could have clues about the fate of the ship's other personnel. Hope was a cruel thing after so long, but Lily still held on. If she could hide this long, others could too...and they might not have their holocoms.

She had to get it back.

Unfortunately, it was all in the hands of this 'cartel' now. And also unfortunately, the pod's beacon had either broken, run out of power, or been deactivated by the humans...so she couldn't just follow the signal. A little footwork had gotten her this far, but now it was looking like she'd have to enter a site heavily guarded by hostile humans and hunt door to door among the hangars until she found her pod. Then she'd either have to find some way to power it long enough to dump the data to her holocom, or physically remove the storage components and get the data later.

Ugh. If only she'd gone for covert operative training. But then again, that wouldn't have qualified her for this mission so...

All right. What was working for her? For one, Lily found she could blend in pretty well with the natives this far south. Her natural skin tone was pretty close to the light brown color they had. With her hair gathered up under a cap of baseball...fairly common garb here...the shimmering violet highlights didn't show much, so it just looked black. Furthermore, the specialized 'anti-super' squads didn't seem to have jurisdiction here...though Lily assumed the ruling cartels had something similar just to ensure they weren't threatened. Still, if she could find the pod quickly, there was at least a chance she would only be facing primitive projectile weapons rather than the energy weapons humans had reverse-engineered from Sarpah tech. That was the ideal. Get in, find it fast, and get out before the anti-super squads could react.

And against? Well, Lily had started to get more familiar with North American culture...she could even follow conversational English without the translator most of the time. All that was on its head now. There were some touchstones...Mexico and America had shared culture for some time...but a great deal was different. Her translator only stored context as it related to languages. Everything else she was on her own for.

If only she had a guide. Or a convenient distraction. But as long as she was wishing, why not wish for a fleet overhead? Or a war-trained ratheros at her side?

The water was gone. Lily drummed her fingers on the tabletop lightly as she thought, and planned. It would be tonight, come what may.
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Re: Adventure 3: The New Plan

Post by Probe »

Marduk informs the others, "It appears, from what my research has been able to ascertain, that a group of drug dealers called the Lopez Cartel has control of the area surrounding the Airport. They undoubtedly use the airport as a shipment point for their product. I have not been able to learn the degree to which the cartel cooperates with Aegis. The leader of the cartel, one Julian Lopez, is apparently an invasion veteran. The Cartel is apparently a stabilizing influence in the region, as violence is bad for business."

He adds, "In Stealth mode I have some chance of reaching the airfield without being noticed if the defenses are as they appear. Others of you have means to do so as well. It seems likely, however, that there is some further degree of defense not yet obvious."

Using big words and emotionless phrases helps him maintain his cover, but the facts are as stated, and he does not trust the apparent lack of defenses on the place.
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Re: Adventure 3: The New Plan

Post by Hexx »

Gothm frowns at Marduk's report. "Lopez must be at least in an armistice with Aegis' ruling cabal, and likely is providing them some service in exchange for a free hand within his territory. If this is correct, then any subterranean facility here may be part of that. We should be prepared for anything, including a new round of augmented individuals." He looks to Delilah. "I've heard that at least some of the various super-soldier serums that were used to enhance many of the ARES subjects were derived from one or more controlled substances, yes?"
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing
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Mitchell Maxwell
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Re: Adventure 3: The New Plan

Post by Mitchell Maxwell »

Notice:17
[dice]0[/dice]
Wild Die [dice]1[/dice]+[dice]2[/dice]+[dice]3[/dice]

Mitchell spins his cane lazily in the air telekinetically.

“Finding anything out about what’s going on under that place is going to be difficult. Perhaps if we appeal to their financial interests and look to do a drug deal. Might get us on the inside long enough to see what’s what.

“They have to have low level dealers on the streets that distribute product as well. Might be worth sitting and listening a bit enjoying a few cervezas.”
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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Delilah Notice 6
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

Delilah surveyed the site and listened to the others talk. She had finally put her foot down and refused to let Summer come with them. It was too dangerous, and out of the country. She didn’t belong on missions. Of course, she was going to have to deal with a pissed off teenager when she got home.

"I've heard that at least some of the various super-soldier serums that were used to enhance many of the ARES subjects were derived from one or more controlled substances, yes?" Gothm said.

“Yes,” Delilah allowed. “Amphetamines and steroids mostly. Some hallucinogens, like PCP.”

She surveyed the situation again. “Gothm could probably back you up, Marduk,” she said. “He could go in underground. Perhaps Walker could go invisible, or turn us invisible?” she mused, looking at the mage.

***
Actions
Conditions
*Bennies: 3/3
*Level Headed: Best of two initiative cards
*Uncanny Reflexes: -2 on incoming attacks
*Blinding Reflexes: Can make an Agility roll to move out of AoE effects
*Super Speed: 2 x Pace
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Walker
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Re: Adventure 3: The New Plan

Post by Walker »

Walker thinks for a minute. "If their powers come from chemical enhancement I may be able to work out a spell that will neutralize their powers by removing the toxins unnatural to human nature." Then leaning back a bit he says. "But first I think we should allow me to astral project down there and see what I can find out. please watch over my body as with my awareness divided I can be vulnerable."

A few incantations and waving his stick in the air, then Walker appears to go blank of expression.
Astral Projection
Simplified Astral Projection using powers from book as they do not have a real Clairvoyance power.
1 Duplication (Major Limitation becomes unaware of environment -2)
3 Invisible 2 (-4 to perceive and attack, must have reason to perceive character. Contingent on Intangibility)
6 Teleport (transverse)
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco »

Astral Recon
While the others discuss potential dangers, Walker uses his mystic powers to attempt to scout the airfield unseen. As he drifts over the compound the ground level is exactly what you expect, old hangars with old planes that are good for flying low and under the radar. No doubt they were key to a trafficking operation before the war, now they could likely fly into unsettled areas without drawing military attention.

One hangar stands out for its newness, investigating it doesn't reveal much, but there is an obvious cargo elevator in the floor. Walker's astral form is able to penetrate down into the lower level revealing a large hangar area with a small spacecraft up on hoists. Men and women in lab coats scurry about running tests and connecting wires, while a dozen armed men stand guard at various places throughout the hangar bay. At one end there is a raise glassed in area that looks like a control room or lab.

At the Bar
While Lily plots a course of action a man with a very large entourage enters the bar. Many people look afraid, a few leave, and others get up from their tables to give the man and his followers space to sit down. Whoever, this guy is he's pretty important. The waitress immediately brings him something to drink and they exchange a few words in Spanish. Lily can catch that the man's name is Señor Lopez.
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Probe
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Re: Adventure 3: The New Plan

Post by Probe »

John waits, the hardest thing about claiming to be a machine is the pretense of mechanical patience. He is glad he can turn down the servo response so his fidgeting does not show and can spend time working with his optical interface HUD to keep busy. Perhaps, when Walker returns, we might have enough information to act.
OOC Comments
Computers[dice]0[/dice] Wild Computer [dice]1[/dice]
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Buffy Laskaris
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Re: Adventure 3: The New Plan

Post by Buffy Laskaris »

Lily watches the goings-on over there with the sort of distant interest that any unusual sight merits...but when she hears the name, she sits upright and focuses on it. Lopez wasn't an uncommon name here, but...

Wasn't that the name of the cartel with the airfield? She was pretty sure it was! Could just be a coincidence, but that would explain a few things. The entourage. The reaction of the cantina.

Maybe if she got a little closer, they'd say something. Drop a clue or something.

She stood up and moved over to the bar, closer to Lopez' table. Taking a seat on one of the stools, she made a bit of a show of looking over the bottles and liquors stacked up behind the counter. Probably shouldn't actually be drinking that stuff without running it through the food processor first, but Lily had verified that at least beer didn't ferment into something that would disagree with her.

Meanwhile, she kept her ears peeled to the conversation behind her, hoping for some indication about where the ship might be...
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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Notice 5
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 4
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Delilah settled down next to Walker. “You don’t need to go in alone,” she told the old man. “I worked up a little something at Kenmark.”

Delilah held up her arm and watched as something burrowed out from under her skin. It was nothing more than a little needle pinch, and her nanites closed up the hole immediately. A small, mosquito-sized drone made of her nanites crawled over her hand.

“Now I can see in there, too,” Delilah said as the drone flew off toward the airfield. She closed her eyes and used the real time uplink from the receiver the nanites had built at the base of her skull.
Aegis Hunter Implant
Forgot I could do this now! Patron item. Basically can go anywhere a tiny insect can and relay the feed back to her, or record for later. I will let Walker report on what he found and see if I can get more, maybe somewhere else on the compound?[/OCC]

***
Actions
Conditions
*Bennies: 3/3
*Nerves of Steel: Ignore 1 point of Wound modifiers
*Level Headed: Best of two initiative cards
*Uncanny Reflexes: -2 on incoming attacks
*Blinding Reflexes: Can make an Agility roll to move out of AoE effects
*Gifted: Ignore -2 penalty when making unskilled rolls
*Eagle Eyes: Halve range penalties
*Infra/Low-Light Vision: Ignore illumination penalties
*Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
*Super Speed: 2 x Pace
Adventure Cards:
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Bradley Collins
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Re: Adventure 3: The New Plan

Post by Bradley Collins »

Waiting for Walker and Delilah to get done with their recon, Bradley wonders around a bit impatiently. Not sure how to be effective he tries his hand at some more social media posting. He starts looking up some stuff he has heard people only think about. After a little bit he realizes it is better he doesn't look this stuff up in public places.
"Damn it! I cannot unsee that stuff!" Bradley logs off and closes the computer down.
Bradley Collins
Attributes: Agility d8, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ; 
Skills: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
Edges: Mentalist, Luck, Great Luck, Attractive

Powers(55 Power Points)
[*]Mental Mastery: Switchable Mind Control, Mind Reading, and Telepathy
[*]Telekinesis: Strength 1d12+4, Heavy Weapon, Range 24
[*]Fast Telekinesis(2): Extra action, contingent on telekinesis
[*]Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
[*]Uncanny Reflexes (4): -2 to being hit

Bennies: 5/5
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Walker
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Re: Adventure 3: The New Plan

Post by Walker »

Walker starts feeling around, it is possible that there is more information here than he found. Scanning he looks and starts taking head counts, looking for security cameras and evaluating the rest of the facility.

When he returns he looks around the group and begins telling them what he discovered. “Let’s gather around and discuss the layout of the base and defences I observed...”

He then elaborates the details of what he observed.
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Hexx
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Re: Adventure 3: The New Plan

Post by Hexx »

Gothm considers. "A spaceship? They're studying it? That seems... strange. After all, if AEGIS is working with the Sarpah, they would already have access to that technology, unless they're pulling a double-cross--certainly not out of character for them. Did the ship look like a fighter, a drop shuttle? They used so many strange craft during the war..."
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing
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Walker
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Re: Adventure 3: The New Plan

Post by Walker »

Walker describes the attributes of the vehicle in as much detail as possible. It’s length, width, visible weapons and if he knows of them the coloquial model name used by the citizens of earth when fighting them.
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Probe
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Re: Adventure 3: The New Plan

Post by Probe »

Marduk listens to the description of the Space Ship and says, "It is not a design in my database, logically the reason to study a spacecraft would be it it is an unknown design. Possibly it is not a Seraph craft. It is not impossible that our fight with the Seraph attracted some of the other races they have fought, if any such survive."

Really, he just want to meet some friendly aliens, that would be cool.
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Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco »

In the Bar
Lily watches as the drug lord and his entourage converse in hushed tones. Suddenly, a number of black SUVs pull up out front and the cartel members stands and go outside. Through the grimy windows she can see Lopez talking to a man in a black suit, black tie, and dark gunglasses. The windows of the SUV are tinted but some are rolled down to reveal more black clad men as well as people wearing tactical vests and carrying automatic weapons.

After a short exchange or words, Lopez and his men jump into their jeeps and dune buggys - leading the SUV convoy toward the airbase.

Recon
While the team sits hidden behind a hill in their hover vehicle exchanging intelligence, the computer beeps. A large convoy of vehicles is approaching the airbase. It looks like a rag tag bunch of desert vehicles being followed by a column of black SUVs.
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Buffy Laskaris
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Re: Adventure 3: The New Plan

Post by Buffy Laskaris »

Well now, that's interesting.

These new men weren't cartel...they looked more like mercenaries to Lily. Or maybe black-ops style operatives. Which begged a question.

If you ran a drug cartel, and you had money and firepower but no real research or science divisions, what would you do if you found something that could be incredibly valuable, but required a lot of very delicate scientific research and engineering to make use of?

Sell it, right? To guys in black SUVs.

Lily wasn't fond of the idea of flying over an airbase in broad daylight, but maybe she could keep up with these vehicles following at a distance...then just watch to see what hangar they went into. Then it would just be a question of getting into the hangar without making too much ruckus.

As the convoy drove off, she put some money on the bar...too much really, for what she'd had...and left the bar. She quickly stepped to the side of the window, looked around to make sure the coast was clear, and jumped straight up into the air. Her biokinetic field flared and snapped, grappling with local gravitation and twisting it around her. Lily 'fell' into the sky a good hundred feet before she tilted forward and followed the convoy.

She could manage a good thirty miles per hour or so...hopefully fast enough to keep them in sight at this altitude on the somewhat bad-quality roads leading to the airfield.
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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Notice 25
Notice [dice]0[/dice]
Ace [dice]4[/dice]
Wild [dice]1[/dice]
Ace [dice]5[/dice]
Ace [dice]6[/dice]
Ace [dice]7[/dice]
Common Knowledge 4
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Delilah got a good layout of the grounds, patching her nano-drone into a tablet so the others could observe and map it. But when she found the hidden elevator to a subterranean level, she lost the feed to the drone underground. As programmed, the drone ceased its patrol and returned to her, crawling its way back under her skin. That was going to take some getting used to.

Walker returned from his astral walkabout not long after and walked them through what he had found in the sublevel beneath the hanger.

“That doesn’t sound like any type of Sarpah ship ARES logged during the war,” Delilah noted. She glanced to Marduk. “If it is another alien, we can’t assume it will be friendly to humans,” she reminded. “We thought the Sarpah were at first, until they blew up the UN.”

An alert beeped, and Delilah went to the sensor panel. “We have incoming. A convoy of local desert buggies. And those black SUVs just scream government.”

Delilah started turning back to the others, but stopped when she caught another blip on their sensors. She turned back and refocused, then frowned.

“And we have another visitor. This one in flight. It’s low enough to be under radar, but so are we, so we caught it. And she’s not flying in a craft or power armor. She’s manipulating gravity. I think we have another ARES on scene!” she said. “I’m not recognizing the power profile.”

Delilah paused and released her drone again. “Sending it to get a closer look. Then I want it spying on those MIBs.”
OOC Comments
The drone will do a fly by to get a visual on Lily, and then it will go to follow the MIBs, overhear what they’re saying. It will return if they go underground.
***
Actions
Conditions
Nerves of Steel: Ignore 1 point of Wound modifiers
Level Headed: Best of two initiative cards
Uncanny Reflexes: -2 on incoming attacks
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Super Speed: 2 x Pace
Bennies: 3/3
Adventure Cards:
  • Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Re: Adventure 3: The New Plan

Post by Hexx »

Gothm perks up at the mention of the vehicle convoy. "Does it look like one group is chasing the other, or just following? If the cartel is allied with Aegis, they could be making a deal for the ship; if the government agents are opposing them, we might be able to make an ally by intervening."
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing
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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

“It doesn’t look like a chase,” Delilah said. “I don’t know about the other flyer yet.”
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco »

Convoy
Lily follows the convoy in the air at an inconspicuous distance while the other heroes quietly observe. The rag tag cartel vehicles and the black SUVs roll up to the hangar where the ship is being stored. As the occupants exit John can spot Lopez, the leader of the cartel, surrounded by a bunch of mooks. From her drones Delilah can make out every detail of both delegations but her mind freezes on only one, her ex-husband Major Horatio Carter is in the delegation! He has always been a lead government researcher so his interest in this non-Sarpah ship makes sense, but doesn't lessen the shock.

Suddenly both delegations scramble and duck for cover as an air raid siren goes off. It becomes immediately apparent what set-off the alarm as three very well used twin anti-aircraft guns come rolling out of the hangars they scoot to the end of one of the run ways and set down tracking a bead on Lily! Fortunately, the antique pieces take a while to set-up, giving Lily a chance to act first (range to target 100).

Image
Cards
Lily [dice]0[/dice] = QC

35mm Mobile AAA Guns (2) [dice]1[/dice] = 10S
Toughness 15 (4)
Dual Linked 35mm Auto Cannons (75/150/300, HW, Damage: 4d8+2, ROF: 3, +1 to hit)
Team
Hover jet is 200" and up high to avoid detection. Closing to within 150" will possibly land you on whatever sensor picked up Lily.

KENMARK-2000 Team TransportHovercraft
This fast, light, and manoeuvrable transport carries up to eight heroes with 3000 cubic feet for cargo. It uses harvested alien technology to move quickly, stop on a dime, and hover in place. Extremely nimble, but not designed for combat.
Acc/TS: 50/140; Toughness: 24(15), Crew: 1+7
Notes: Anti-grav, Climb 2.
Weapons: None
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Re: Adventure 3: The New Plan

Post by Buffy Laskaris »

Notice: [dice]0[/dice] or [dice]1[/dice]

The appearance of the old cannons was a sobering sight for Lily. A biokinetic field could do a lot of things, but the odds were strong those things could shoot her down if they hit her enough. The design of them seemed to indicate they were meant to be fired while stationary or close to it. In fact...was it just her, or did they not have full 180 degree vertical traverse?

Of course, anti-aircraft specialization. They must have picked up a flying object.

Could she fly under the field of fire?

It was definitely better than trying to dodge automatic fire in midair with nothing to hide behind!

Lily dove down to hug the ground, not much higher up than a person's head would be when standing, and hurtled straight at those two AA guns as fast as she could! It'd take time to cross the field, but she needed to be able to maneuver without worrying if she was straying into their field of fire!

(Action, move down until near ground, and then spend rest of movement heading for guns. Can start shooting when within 48" of targets. Force field is up, and is a heavy defense if the convoy tries to shoot at her.)
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Re: Adventure 3: The New Plan

Post by Probe »

Marduk picks out his array and quickly dons it: stealth system, flight pack, ranged blasters, and combat control unit. As soon as everything is in place, he flies off, keeping low and using his flight pack in hush mode (which slows it down, but makes it harder to detect).

He does not know who the flyer out there is, but wants to be on hand to help if needed, preferably without anyone knowing he is there before he does.
OOC Comments
Stealth [dice]0[/dice] Wild Stealth [dice]1[/dice] WS Ace [dice]3[/dice] Stealth 8 (1 raise)
Notice [dice]2[/dice] Wild Notice [dice]4[/dice] Notice 6 (Success, no raises)
Not sure what effect my current systems array will have on these rolls
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Re: Adventure 3: The New Plan

Post by Hexx »

Spirit 10 to call a storm up; 2 rounds until it arrives
+4 Die-types from Walker--Spirit d10 becomes Spirit d12+3, -4 for being in a desert.
Spirit [dice]0[/dice]
Wild Spirit [dice]1[/dice]
Raise!
Time: [dice]2[/dice] Turns to storm
Gothm frowns as the anti-aircraft guns make an appearance. He quickly confers with Walker, who says something to him in an elder language, while laying a hand upon Gothm's forehead. Then Gothm turns and steps outside briefly, looking up to the sky. Mother... blind them with your tears.

And the arid winds begin to blow fast and cool, and overhead, impossibly fast, the sky begins filling with swirling clouds, and the air gains a scent of ozone. Thank you, Mother.

And with that, he goes in. "The rains will cover our approach, and hopefully help the flyer evade their attacks. Shall we drop in on them, now?"
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing
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Re: Adventure 3: The New Plan

Post by Walker »

Notice and Common Knowledge Rolls
Danger Sense Triggered on 6 or better
Notice [dice]0[/dice]
Notice Wild Die [dice]1[/dice]

Common Knowledge
Smarts [dice]2[/dice]
Smarts Wild Die [dice]3[/dice]
Gothm mentions his plan to summon a storm so Walker thinks for a moment. "I have a spell that should be able to help you. Not something I do often because of the power it binds up. But i think it may help.

"If you do not mind I can strengthen you connection to The Mother and it with that strengthened connection I believe it will be easier for you to communicate with her."


After receiving Gothm's approval Walker concentrates getting the spell right and then touching Gothm he generates a more powerful, yet transitory version of connection he has with the spiritual realm. "This will not work the same as my connection, for we are different beings. But hopefully it will aid you."
OOC Comments
Spellcasting [dice]4[/dice]
Wild die [dice]5[/dice]

+4 Die types to Gothm's Spirit
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Notice 12
Notice [dice]0[/dice]
Ace [dice]4[/dice]
Wild [dice]1[/dice]
Common Knowledge 13
Smarts [dice]2[/dice]
Ace [dice]5[/dice]
Wild [dice]3[/dice]
***

Delilah gasped as her drones picked up her husband on their cameras. “Horatio!” she exclaimed. She looked back at the others, who were either looking at her funny, or focused on something else.

It seemed the flying creature had been detected on radar by the base. Anti-aircraft guns were setting up, and she was now flying in low.

And Marduk and Gothm were jumping out of the hoverjet.

“Damn. Can you get us around behind those guns and closer?” Delilah asked the pilot. She didn’t want Horatio getting caught in the crossfire, no matter what had happened between them.

Delilah went searching through the lockers. “We need to get some...jump packs or something so those of us who can’t fly can get down there.”

***
Actions
Conditions
Nerves of Steel: Ignore 1 point of Wound modifiers
Level Headed: Best of two initiative cards
Uncanny Reflexes: -2 on incoming attacks
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Super Speed: 2 x Pace
Bennies: 3/3
Adventure Cards:
  • Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco »

Big Guns
Lily hits the deck just as the guns open fire, filling the air with flak. Fortunately, she gets below their angle of fire before they can do any real damage. Unfortunately, everyone in the area knows where she is at the moment. The men-in-black scramble for cover, the important looking dude runs into the hangar while the toughs run to the SUVs and pull out energy pulse rifles. Lopez heads into the hangar with Horatio Carter and his men spread out under cover too, armed with automatic weapons.

Deliliah gives the pilot some instructions and he sweeps around in a large loop to get behind the anti-aircraft guns, giving him a clear approach...although there is a lot of potential ground fire from automatic weapons and energy rifles. While the pilot positions, Marduk drops free and comes from another angle to create a multi-vector assault. Meanwhile, Walker blesses Gothm with an ancient incantation and the eco-warrior calls forth a storm in the desert.

The sky grows dark as big storm clouds sweep in on the horizon, threatening an imminent downpour.
SITREP
All bad guys are on hold and under cover (-2)
Men In Black Are armed with energy rifles
Cartel thugs have automatic weapons
Both groups only have a Toughness of 5
The Anti-Aircraft guns have to turn toward targets, taking an action.
Heroes go first
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Re: Adventure 3: The New Plan

Post by Hexx »

Spirit 18 for Whirlwind
Whirlwind [dice]0[/dice]
Wild Spirit [dice]1[/dice]
Ace Running Total [dice]2[/dice]
ART [dice]3[/dice]

Setting the LBT to catch both AA gunner teams, if possible. Anyone caught in them must roll Strength -2 or be tossed 1d10" in a random direction, and suffer 2d6 damage and be Shaken and Prone.
Confident that the storm is now going to build up, Gothm turns his attention more directly to the Anti-Aircraft Guns. Mother, blow them a kiss. He sits, concentrating, as a massive tornado forms around the guns, and their operators. The winds attempt to rip the gunners from their seats, tossing them away like chaff.

"How's that line go? He who sows the wind, reaps the whirlwind?"
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing
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Bradley Collins
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Re: Adventure 3: The New Plan

Post by Bradley Collins »

"If close enough I can try to control one of the drivers and maybe a gunner of their vehicle. I can make them either shoot each other or have a small accident. Let me know what you want from me guys."

Eager to get to the ground Bradley paces about the aircraft.
Bradley Collins
Attributes: Agility d8, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ; 
Skills: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
Edges: Mentalist, Luck, Great Luck, Attractive

Powers(55 Power Points)
[*]Mental Mastery: Switchable Mind Control, Mind Reading, and Telepathy
[*]Telekinesis: Strength 1d12+4, Heavy Weapon, Range 24
[*]Fast Telekinesis(2): Extra action, contingent on telekinesis
[*]Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
[*]Uncanny Reflexes (4): -2 to being hit

Bennies: 5/5
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Re: Adventure 3: The New Plan

Post by Walker »

Walker continues to maintain his spell on Gothm, while waiting for a more opportune time. Looking out the window he tries to see if he could have line of sight of the weapons. Once he spots them through the window, he moves away and makes sure his wards are active. "Make sure you all have your defenses ready everyone."
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Re: Adventure 3: The New Plan

Post by Probe »

The good thing, thinks Marduk, about these anti aircraft guns is they are basically immobile. Hitting them should be no real problem. Doing something effective, well THAT might be a better trick.

Marduk flies in low and aims his fire for a weak point in the loading and firing mechanism. Ideally, what will happen is the mechanism is damaged and the shell explodes inside the breach, destroying the gun and damaging some of the bad guys in the process.
OOC Comments
Shooting [dice]0[/dice], Wild shooting [dice]1[/dice] WS Ace [dice]5[/dice] Shooting 11 = 1 raise
Knowledge: Engineering [dice]2[/dice]Wild Engineering [dice]3[/dice] KE Ace [dice]6[/dice] Engineering 14 = 2 raises
Repair [dice]4[/dice] Wild Repair [dice]7[/dice] WR [dice]8[/dice] Repair 8 = 1 raise
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Notice 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 8
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]6[/dice]
***

Delilah tapped her comm to answer Bradley. “The soldiers are fair game. Take them out. Lethal force authorized. The government shouldn’t be in bed with the cartels. Do not kill Lopez or Carter.”

With the soldiers ready for them and ensconced in cover, this was going to hurt. Delilah shifted her nanites to reinforce her body. She held a pulse rifle like the Aegis agents carried. It was better than her own blasts.

“I will try and draw their attention,” Delilah said, “and cover you.”

When the hatch opened, Delilah dashed down the ramp, racing for cover, firing at the cartel soldiers. They were more dangerous to her, as she could possibly absorb the energy from the agents’ rifles.
Shooting 4
-2 cover
Shooting [dice]4[/dice]
Wild [dice]5[/dice]
Extra Effort [dice]7[/dice]
Damage 8 AP 4 HW - Should down 1 cartel soldier
[dice]8[/dice]
***
Actions
Character Tracker
Pace: 6; Parry: 6; Toughness: 13 15 (6, negates 4 ballistic AP)
Super Vigor: +2 die types Vigor = d12
Uncanny Reflexes: -2 on incoming attacks
Nerves of Steel: Ignore 1 point of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 23 shots
Bennies: 2/3
Adventure Cards:
  • Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Re: Adventure 3: The New Plan

Post by Buffy Laskaris »

The concrete and scrub brush whickered past Lily as she soared terrifyingly close to the ground. There was a dim violet light playing over a circular area under her, where her biokinetic field was interacting with the surface there. Nothing that would interfere with its protective qualities, it was actually rather pretty. A pity there was no time to appreciate it.

Knowing that they couldn't fire on her this low meant there was an argument to be made in leaving them alone. Were they the biggest threat?

Even so, Lily wanted them gone. Her ability to fly was her trump card. Despite this being an airfield, these guys didn't seem to have air support. If things got hairy, she could easily escape by flying away. Unless these guns were still working, in which case they'd shoot her out of the sky. Destroying them was her exit strategy, without which one should never be.

As she closed into range, Lily extended a hand out in front of her to help focus her power. It was a little far...keeping the field energy coherent enough to do damage got harder the farther you tried to do it at...but she'd managed shots at this range before. Just took a little luck...

There was a hissing, buzzing noise, kind of a skrizzzzzzzzzzzzzzzaaaaaaaaa, and a line of light stretched out from Lily's hand towards the nearest AA gun. While it resembled a laser beam superficially, it moved more slowly. The light was created by the molecules of atmosphere being ripped apart, Lily knew. Utilizing the kinetic field in this way created powerful shear forces at microscopic scales, tearing matter 'limb from limb' and releasing energy in the process. A true master could tear gaping holes through any kind of matter, no matter how well 'armored' it might be against more conventional attacks.

Lily wasn't there yet, but she wasn't bad.
Rolls
Shooting (at -2 due to range) [dice]0[/dice] or [dice]1[/dice]
Benny to reroll! [dice]3[/dice] or [dice]4[/dice]
Ace [dice]5[/dice]
Damage is [dice]2[/dice] Heavy. Total: 22, no AP
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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco »

Dust in the Wind
Anti-aircraft guns are a relic of the past, having long been replaced by more accurate surface-to-air missile systems and automated high volume point defence. Heck, during the war Earth force had even begun to deploy laser batteries and other energy weapons against enemy fighter craft. The antiquity of the guns is made extremely obvious by the powerful forces under the control of our heroes. Buffeted by winds, blasted by energy, and bombarded with bio-forces, the guns flip over and their occupants sent flying. Meanwhile, the team's hovercraft comes in low and fast, a few stray bullets from cartel automatic weapons glancing off its fuselage.

The rear doors fly open and the pilot yells, "Get while the getting is good!"

On cue, the arid desert air suddenly fills with moisture and sheets of rain starting beating down on the the parched ground. It isn't long before flash flooding begins in various areas. Pummelled by the elements the cartel and government troops retreat into the hangar, leaving the team to follow them or to deal with the newcomer on their horizon.

As they exit the hovercraft, a figure flies toward them, slightly illuminated in a pretty purple bio-luminescence.
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Re: Adventure 3: The New Plan

Post by Hexx »

Gothm nods to the others. "Visibility will be limited from here on out, but that should make it easier for the craft to avoid being targeted while we infiltrate the base." Then he looks up at the glowing purple figure approaching, and looks to Delilah. "I believe, Athena, that this is part of your job, yes?"

Gothm continues to maintain the storm, for now--it may prove useful to cover their retreat, as well.
OOC Comments
When outside, visibility is now reduced to 12", and pretty much any action is at -1. Trying to run requires an Agility roll, or you end up looking like a Woodstock attendee.
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing
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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Mexico/Cartel airstrip
Afternoon
Round 0

Delilah nodded to Gothm. “I will handle her. Take care of those inside,” she said. “Pilot, as soon as we’re disembarked, take off again and fly out of this storm. We’ll call when we want an extraction,” she instructed. No sense leaving the hovercraft there as a sitting duck.

Delilah strode through the storm, squinting against the wind and rain, toward the purple glowing woman. She stopped about twenty feet away and held up her hand.

“Who are you and what is your business here?” Delilah called over the roar of the wind. “We have no quarrel with you, only the men that fled inside.”

***
Actions
Character Tracker
Pace: 6; Parry: 6; Toughness: 13 15 (6, negates 4 ballistic AP)
Super Vigor: +2 die types Vigor = d12
Uncanny Reflexes: -2 on incoming attacks
Nerves of Steel: Ignore 1 point of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 23 shots
Bennies: 2/3
Adventure Cards:
  • Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Re: Adventure 3: The New Plan

Post by Walker »

Still prepared for trouble Walker walks behind Delilah towards the new comer ready in case of trouble. Thinking this person looks to be of the same goal as his team and perhaps she would be another ally.

When the glowing woman's eyes meat his he smiles and gives a nod of respect. choosing to say little unless address so as not to undermine Delilah's conversation and leadership.
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Re: Adventure 3: The New Plan

Post by Probe »

Before the Hovercraft leaves, Marduk exchanges his modules. If we are going to be breaking into the bunker with the enemy knowing we are there, a different array is suggested. His Interface Module, in case we need hacking skills, his Plasma Whip, because fighting is apt to be at closer range and he may need it to burn his way through armored walls, his new energy damping armor...the enemy are using mostly energy weapons and it will help to be highly resistant to those, and finally his running module because flying is generally less effective inside.

Once kitted out, he will state, "Marduk unit mode selection complete. Prepared for heavy assault or computer interface as required."

Granted, other units may be handy, but he always has to select based upon his best estimate of most probable opposition.
OOC Comments
Notice [dice]1[/dice] Wild Notice[dice]0[/dice]
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Re: Adventure 3: The New Plan

Post by Buffy Laskaris »

Well, they're not shooting. That's a start.

"We have to stop them!" Lily shouted over the storm. The question of the storm was legitimate; she hadn't been in Mexico long, but climate on Earth didn't usually work like this. "They've got some kind of alien tech in there! Not sure what they're going to do with it, but it's definitely not going to be good!"

Oh yeah, introductions. Awkward.

"I'm Lily! I helped fight the invaders before...well, before all this!" She gestured at the government vehicles strewn about, indicating the presence of anti-super forces.
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Re: Adventure 3: The New Plan

Post by Hexx »

As Lily explains, Gothm nods to everyone. "I think we can take this as corroboration of our suspicions, then." He looks to the young woman, using his armor to amplify his voice over the stormwinds. "Do you know the capabilities of this alien technology? Are they likely to have mastered it, yet? Any information you can convey briefly could help us deal with the situation."
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing
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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Mexico/Cartel airstrip
Afternoon
Round 0

Delilah studied the woman. “I don’t remember you from the Program,” she told this Lily girl. She’d never worked with her, and neither had the others, or they would have said so.

Delilah waved a hand. “Whatever. We can hash it out later. We know about some kind of weird ship below the hanger. That is as much as we could get. I couldn’t get a signal out of there. Come. You can help us storm the place.”

Delilah walked quietly for a few paces. “There is a man in a suit. Black hair, blue eyes, going a bit silver at the temples. Please don’t kill him. He’s my husband.”

***
Actions
Character Tracker
Pace: 6; Parry: 6; Toughness: 13 15 (6, negates 4 ballistic AP)
Super Vigor: +2 die types Vigor = d12
Uncanny Reflexes: -2 on incoming attacks
Nerves of Steel: Ignore 1 point of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 23 shots
Bennies: 2/3
Adventure Cards:
  • Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Re: Adventure 3: The New Plan

Post by Ndreare »

Hearing this news Walker is a little shocked. Trying to put the pieces together he asks. "Your husband is at this site? With your name, is your husband Director Carter?"
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Adventure 3: The New Plan

Post by Buffy Laskaris »

"Yeah, I don't think we met," Lily agrees. "There were a lot of people that I only ever heard of, and probably a lot more I never even did that. Anyway, the intel I have says it's some kind of a spaceship but not Sarpah...or at least not anything we've seen from them before. It's small and possibly damaged. I'm thinking if we can recover it for our side, awesome. If not, we should take what we can and blow it up."

"The last thing we need, either way, is these guys getting their hands on MORE alien tech."

Lily lifts an eyebrow at Delilah's confession.

"Wait, you're saying the Director is here? Now?" She touched her forehead, thinking. "Okay, no killing but...are you on board with kidnapping?"
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Re: Adventure 3: The New Plan

Post by Probe »

Marduk states, "Observation: A world-wide war is a place with many fronts of action, there is a high probability than no particular individual will know about, let alone have met, every other person involved, even when limiting to a group as select as superhuman combatants."

Not that he is sure that Lily s telling the full truth, but she is certainly not one of those currently supporting our enemy. The old adage says "the enemy of my enemy is my friend", and we can use all the friends we can get.
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Mexico/Cartel airstrip
Afternoon
Round 0

Delilah sighed and looked over at Walker. “Yes, Director Horatio Carter is my husband,” she said. “I was head of Medical on the project, making sure all the new metas stayed healthy and monitoring the effects of their powers on their bodies, doing research on how to produce more and better metas for the war.”

"Observation: A world-wide war is a place with many fronts of action, there is a high probability than no particular individual will know about, let alone have met, every other person involved, even when limiting to a group as select as superhuman combatants," Marduk commented.

“Perhaps,” Delilah said, “but I know everyone produced by the program. I created half of them. She wasn’t in the program.”

Delilah looked back at Lily. “Kidnapping...and what would we do with him?” she asked. “Kill him eventually? We need a plan.” She rubbed the bridge of her nose. “Horatio, you never make things simple, do you?”

***
Actions
Character Tracker
Pace: 6; Parry: 6; Toughness: 13 15 (6, negates 4 ballistic AP)
Super Vigor: +2 die types Vigor = d12
Uncanny Reflexes: -2 on incoming attacks
Nerves of Steel: Ignore 1 point of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 23 shots
Bennies: 2/3
Adventure Cards:
  • Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Re: Adventure 3: The New Plan

Post by Walker »

Walker looks at Delilah with more sympathy than most people would want. He has known the pain of betrayal and having a loved one who chose the wrong side. "I understand, i will do all in my power to ensure he is captured safely.
"Does she know, or is this something we should mind our words on?"
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Mexico/Cartel airstrip
Afternoon
Round 0

Delilah glanced at Walker. “Summer? Yes, she knows,” she said. “She was there the night Horatio tried to bring me in. She helped me escape.” Delilah sighed, staring away into the past. “And yet we both still love him. It was my decision to take that nano-serum. I would be dead if I hadn’t. The Serpah had found the research facility. Horatio...could just never get past what I’d become.”

***
Actions
Character Tracker
Pace: 6; Parry: 6; Toughness: 13 15 (6, negates 4 ballistic AP)
Super Vigor: +2 die types Vigor = d12
Uncanny Reflexes: -2 on incoming attacks
Nerves of Steel: Ignore 1 point of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 23 shots
Bennies: 2/3
Adventure Cards:
  • Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Re: Adventure 3: The New Plan

Post by Walker »

Walker nods at the sad news of the divide in the family. Such is that way of life and matters of love and relationships have always been something even the most powerful spells cannot address without destroying the souls of those involved. No words could respond to such a situation or cover such complexity so instead he only nods respectfully.

"Right then, lets get in there and see what we can do. I believe the initial breach should be the tanks?"
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Re: Adventure 3: The New Plan

Post by Hexx »

Gothm shrugs at the interpersonal drama. "Kidnapping might not be a bad option, actually. Your husband must have been a true believer in the war at some point to participate in the ARES Program. Perhaps he is not aware of the alliance with the Sarpah. As an unwilling guest, we could at least force him to see evidence as we gather it."

Then he nods to Walker. "But you two are correct. It is time to act." As they enter, he summons a new companion animal--a tiger, tail flicking and licking its mouth.
Tiger stats
Tiger
Tigers are large powerful predators, with black and orange striped fur.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d8, Tracking d8, Swimming d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (1)
Edges: Frenzy, Level Headed, Weapon Focus (claw)
Special Abilities
• Armour +1: Reddish-orange fur.
• Claws: Str+d6; Grab.
• Bite: Str+d6; Grab.
• Low Light Vision: No penalties for dim or dark lighting.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
• Size +3: Three feet tall; Toughness +3.
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

“We were all true believers, Gothm,” Delilah said. “You think it was easy or painless to go through the ARES process?” She considered his words about the Serpah though. “I don’t know how he couldn’t know, but you may be right. He may be able to answer some questions.”
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco »

This is the Final Boarding Call
Gathering just outside the hangar the group makes a very quick introduction to Lily and plots a basic strategy. Time is of the essence as, massive blast doors on the hangar are beginning to close. Meanwhile the group can see figures moving around in side taking up firing positions. Carter and Lopez have already disappeared, presumably to the lower level of the hangar. As seen previously from Walker and Delilah's intel gathering the old rust hangar actually belies a modern super high tech facility. The main level coming in from the air strip is open with a floor that can open to bring up craft from the hidden level below. Some men stand on the catwalk while others take up positions on the floor, they move with uncanny speed as it appears they are wearing special harnesses that inject something into the systems. Given this is a drug cartel's hangar, no doubt they are juiced up in some way!

Map: http://www.nullfactor.net/eu/VV/Savage/ ... %20Bay.png

1 square = 1"
Juicers!
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Climbing d4, Fighting d10, Intimidation d6, Notice d6, Shooting d10, Stealth d8, Streetwise d6, Survival d4
Cha: 0; Pace: 16; Parry: 7; Toughness: 15 (6)
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Probe
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Re: Adventure 3: The New Plan

Post by Probe »

Marduk wonders if he selected the wrong array for this mission. It does not matter, he is stuck with what he has, and it will give him a chance to find out how powerful his new armor option really is. He had not had a chance for anything more than preliminary tests, so this will be a field test. It appears to work best against energy attacks, which this evidently will not be, but seems to be a pretty solid armor.

The bigger question is going to be if he can hit these guys. He is not really the best fighter in this group (might in fact, be the worst), hopefully having a whip that can cut through steel and concrete as his weapon of choice will not prove to be a liability when fighting swift enemies. Fortunately it is a longer weapon, it should be able to hit them before they can get close.
OOC Comments
Melee[dice]0[/dice] Wild Melee [dice]1[/dice]
Damage [dice]2[/dice] Strength [dice]3[/dice]
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco »

Collateral Damage (Diamonds) - Big Bang (Diamonds). Something blows up (fuel truck, ammo depot, gas line, etc.), causing 6d6 heavy damage in a large burst template centered on the hero’s target
[dice]0[/dice]
[dice]1[/dice]
Ace [dice]2[/dice]

Juicer
[dice]3[/dice]
Burn! [dice]4[/dice]
Vigor
[dice]5[/dice]
Burn [dice]6[/dice] Ace [dice]7[/dice]
Strength
[dice]8[/dice]
Fighting
[dice]9[/dice]
Burn [dice]11[/dice]
Extra Effort [dice]12[/dice]
Damage [dice]13[/dice] [dice]14[/dice]
Ace [dice]15[/dice]
Fighting
[dice]10[/dice]
Damage [dice]16[/dice] [dice]17[/dice]
Benny reroll [dice]18[/dice] [dice]19[/dice] [dice]20[/dice]
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Probe
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Re: Adventure 3: The New Plan

Post by Probe »

Marduk rushes into the hanger and targets the nearest enemy he sees (he overlooks the one at B-4 because he is behind a wall, and thus targets the one at I-6). Unfortunately the swift reflexes of the enemy let him dodge the attack, which continues on in a straight line to hit the stack of jet fuel canisters directly behind him. The Plasma Whip effortlessly slices the metal...and immediately ignites the feel inside with explosive results...
OOC Comments
Reflex [dice]0[/dice] Reflex ace [dice]4[/dice]Wild Reflex[dice]1[/dice] WR Ace [dice]3[/dice] Total 9 = 1 raise
Toughness (current) 15
Humph, mis-rolled and can not remove the roll[dice]2[/dice]
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Hexx
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Re: Adventure 3: The New Plan

Post by Hexx »

OOC Comments
Gothm Action:
Spend a Bennie for a Power Stunt: Use the 8-point Earthquake as a Stun attack with the following build:
Stun: 2, Ranged Touch Attack (Fighting) +2, MBT Area Effect +2, Strong +1
Target the MBT to hit the guards at E11, E9 and H11:
Fighting w/Elan [dice]5[/dice]
Wild Fighting w/Elan [dice]6[/dice]
Bennie to Re-roll to try to NOT summon additional guards:
Fighting [dice]7[/dice]
Wild Fighting [dice]8[/dice]
Hit with Raise (no damage, but Stun improves to Incapacitation)
Alll three must roll Vigor -2; on a Failed roll, they are Incapacitated.
Incapacitated characters make a Vigor (or
Smarts) roll (at -2 for Strong) each round to revive. Success
means they revive but are Shaken and can
recover on the next round as usual. On a
raise they revive instantly, not Shaken.
Tiger Action: Run [dice]0[/dice] to Pounce and Wild Attack Juicer at E9; -2 MAP for the run, +4 for Pounce; +2 Wild Attack. Final Modifier +6; Parry Modifier -4 (Current Tiger Parry: 2)
Tiger Pounce [dice]1[/dice]
Raise vs. Parry 7.
Bite Damage (+4 for Pounce, +2 for Wild Attack): [dice]2[/dice] + [dice]3[/dice]
11 Damage, no effect, but a Raise with a Pounce still Pins the target: on his next action, E9 must get a Raise at an opposed Strength roll with the tiger to break free, as an action.
Strength to maintain Pin [dice]4[/dice]

.
Gothm calls upon the Mother, not to tear down the building with her tremors, but merely to cause the ground beneath the feet of three of the guards in the northeast corner to tremble, hopefully knocking them senseless for a bit.

Immediately afterwards, Gothm's tigress, Sasha, leaps forward, dashing to the center of the room as it pounces the guard in the center (who may be incapacitated by the tremors already), landing on him with her full weight. She then proceeds to gnaw on his helmet ineffectually for a bit--but unless his buddies deal with her first, it's quite likely that he's not getting up any time soon, at least.
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing
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Re: Adventure 3: The New Plan

Post by Walker »

Notice and Common Knowledge Rolls
Danger Sense Triggered on 6 or better
Notice [dice]0[/dice]
Notice Wild Die [dice]1[/dice]
Not wanting to walk into the room unprotected Walker prepares a powerful blast of flame washes out in a cone from his hands hitting two of the Juicers, immediately after the blast hits Walker fades as his body steps partially into the astral plane, to protect himself from their counter attacks as he floats back to the entrance.
Hit for 22 Damage to I6 and I11
Cone will hit I6 and I11
Spellcasting d12+4 -2 MAP, -2 Improvised Spell
Spellcasting [dice]2[/dice]
Wild [dice]3[/dice]

Damage if it Hits [dice]4[/dice] Ace [dice]6[/dice]

Raise! [dice]5[/dice]

Cone of Flame: Attack, Ranged: 5, Cone +0

Turns Intangible
.
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Mexico/Cartel airstrip
Afternoon
Round 1

Delilah readied her pulse blaster rifle as they headed into the hanger. She spotted the three soldiers on the floor level and three more on the catwalk. “They’re using juicer rigs?” Delilah gaped. “Those still needed a lot of work to be safe!” She had worked on the juicer project during the war, but they hadn’t gotten the drug cocktail perfected. It burned out the body way too fast.

Seeing the others had the floor threats contained, Delilah called, “I’ll go balcony!” She made her way up onto the stairs and fired her rifle at one of the juicers.
Shooting 5
Shooting [dice]0[/dice]
Wild [dice]1[/dice]
Damage 9, AP 4, HW
[dice]2[/dice]
***
Actions
Move to C5.
Fire at B 4. Since she’s on the stairs and he’s higher, I assume they aren’t in melee yet and she has room to fire the rifle. Iffy if it’s an adjacent square given the height difference.
Character Tracker
Pace: 6; Parry: 6; Toughness: 13 15 (6, negates 4 ballistic AP)
Super Vigor: +2 die types Vigor = d12
Uncanny Reflexes: -2 on incoming attacks
Nerves of Steel: Ignore 1 point of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 2/3
Adventure Cards:
  • Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Re: Adventure 3: The New Plan

Post by Buffy Laskaris »

"I got the other one up there!" Lily calls, and soars up to engage the other one on the balcony behind the one Delilah was engaging! Wreathed in the seething red-violet curls of her biokinetic field, bright 'blades' of energy erupt from each of her hands, and she slashes at the juicer with incredible speed!

The enemy soldier wasn't much slower though, parrying her initial thrust with ease...but in so doing left himself wide open for her other hand to plunge its deadly weapon straight up under his ribcage and into the giblets beneath.
Rolls: Fighting 10, 24 heavy damage, AP 4, 1 benny spent
Fly up to B7 and engage the juicer there with energy sword.
Fighting
[dice]0[/dice] for [dice]1[/dice] heavy damage, AP 4
Damage Ace [dice]6[/dice], Ace [dice]7[/dice]
[dice]2[/dice] for [dice]3[/dice] heavy damage, AP 4
or [dice]4[/dice] wild for one of them

Hmm...Benny on second attack, I think: [dice]5[/dice]
Bah, oh well.
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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco »

Big Bang
Marduk rushes into the hangar with his energy whip at the ready, unfortunately he ignites jet fuel engulfing the small space in a roaring ball of flame. Fortunately, both he and his target have extraordinary reflexes and dive for cover just in the nic of time. The explosion is enough to rip a hole in the side of the building nearest the tanks exposing the flames to the rain outside. As the flames and rains mix together to form a steaming hiss of steam Gothm unleashes a small earthquake beneath the feet of three of the chemically enhanced warriors. While the quake has no effect on the augmented men, it does takes its toll on the hangar's already compromised structure as bits of the roof begin to fall to the ground and the destroyed wall buckles slightly. Sasha roars in and topples one of the men and the two of them collapse to the ground in a heap, neither doing much damage but tying each other up. For his own part Walker releases a huge gout of flame burning two of the warriors to death. In the meantime Delilah, opens fire toward the catwalk only to see her quarry dance nimble out of the way - of energy beams! The other target on the catwalk is not so lucky as Lily runs him through with her energy blade.

These men forfeited their lives when they signed up for experimental treatment. As far as they are concerned they are dead men walking, it's only a matter of when, and thus the remaining men fight on despite the awesome forces brought to bear against them. The one on the catwalk (B4) makes an incredible flying leap to attack Lily with his own mono-molecular blade while she is in mid-air (23 Heavy damage, AP 2). Meanwhile, the second remaining soldier (D11) charges Marduk as the robot recovers from his mad scramble to escape the flame blast. Catching Marduk while he is vulnerable gives the augmented warrior a huge opening to strike home (32 heavy, AP 2) with his high-tech blade weapon.

Another large chunk drops from the rook and the eastward wall buckles further. No doubt the entire hangar will collapse in a few seconds (2 rounds).
Cards (Heroes go first)
Juicers [dice]0[/dice] - 4C, redraw (quick) [dice]2[/dice] - QS
Group [dice]1[/dice] AH
MAP
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Re: Adventure 3: The New Plan

Post by Probe »

Marduk rolls out of the radius of the explosion (propelled partly by the force of the blast), but is unfortunately left open to the Monomolecular Edged blade of one of the Juicers. His armor is currently optimized for energy attacks, not for physical. This means the blow penetrates through the armor and into the frail flesh beneath.
OOC Comments
Spending a bennie to attempt to soak
Vigor[dice]0[/dice] Wild Vigor [dice]1[/dice]
Spending a second bennie to re-roll as a 2 will not do the trick
Vigor Reroll [dice]2[/dice] WV Reroll[dice]3[/dice]
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Re: Adventure 3: The New Plan

Post by Buffy Laskaris »

The strike from the juiced up warrior would have sliced through most of an automobile, or punshed through reinforced concrete. Lily is sent reeling back against the railing, which dents under the impact. She grunts and pulls herself free of the bent iron bars, then rubs her mouth with her fist and looks at it to see a smudge of blue there.

Lifting an eyebrow, she gives her opponent a grudging nod...then grins and rushes forward again, purple light flaring as her energy blades reform!
Rolls: Soak 8, Fighting 11, 12 damage AP 4
Soak! 23 damage causes 1 wound vs 18 toughness (Shaken at 18, Wounded at 22)
Vigor 0 or 1 Ace 2

Attack 1: 3 or 4 for 5 damage, AP 4
Attack 2: 6 or 7 for 8 damage, AP 4
Benny to reroll 2nd attack: 9 or 10

oops, rerolled damage on benny by mistake; that ain't how it works, lol
for 11 damage, AP 4
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Re: Adventure 3: The New Plan

Post by Hexx »

OOC Comments
Tiger Wild Attack 0
Tiger Maintain Pin 1

Gothm summons an SBT Swarm (counts as Size 1 for purposes of the Power) centered on corner of D6/E7
Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d10
Skills: Notice d6
Pace: 10; Parry: 4; Toughness: 5
Special Abilities
• Bite or Sting: Swarms inflict hundreds of tiny bites
every round to their victims, hitting automatically and
causing 2d4 damage to everyone in the template.
Damage is applied to the least armored location (victims
in completely sealed suits are immune).
• Split: Some swarms are clever enough to split into two
smaller swarms (Small Burst Templates) should their
foes split up. The Toughness of these smaller swarms is
lowered by –2 (to 5 each). (Already done)
• Swarm: Parry +2; Because the swarm is composed of
scores, hundreds, or thousands of creatures, cutting
and piercing weapons do no real damage. Area-effect
weapons work normally, and a character can stomp to
inflict his damage in Strength each round. Swarms are
usually foiled by jumping in water (unless they are aquatic
pests, such as piranha)

Swarm Damage 2
Ace 3
Ace 4
Ace 5
Total Damage 15, bypasses armor
.
Gothm sees that Sasha will occupy the Juicer on the ground for at least a bit longer, and as Marduk takes a hit, he decides to focus his energies there, summoning up a swarm of Japanese giant hornets that sting and sting again, all over the man who stabbed the armored superhero, inflicting grievous injury to the villain.
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing
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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Mexico/Cartel airstrip
Afternoon
Round 2
OOC Comments
I actually had Delilah go to the foot of the stairs, but no worries. I think she can still get up there.
Delilah rushed up the stairs as the juicer attacked the alien girl. Dropping her rifle, Delilah shifted her nanites to increase her strength as she attacked the enhanced soldier, her fists flashing with energy at each blow.
Fighting 7! Got it!
Fighting 0
Wild 1
Benny to reroll
Fighting 4
Wild 5
Last benny to try and make that sweet acing damage stick!
Fighting 8
Wild 9
Damage 25
2 + 3
Ace 6
Ace 7
***
Actions
Move to B5
Attack B6.
Character Tracker
Pace: 6; Parry: 6; Toughness: 13 15 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength = d10
Uncanny Reflexes: -2 on incoming attacks
Nerves of Steel: Ignore 1 point of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 2/3
Adventure Cards:
  • Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Re: Adventure 3: The New Plan

Post by Walker »

Walker sees the blast fill the room and looks as the dust clears for anyone injured and in need of help. Turning on the Juicer (M) he solidifies and reaching out with astral material grabs the juicer smashing him against the ceiling of the building before dropping him again, then calling out. "Is everyone okay, does anyone need healing?"

11 to hit for 17 Damage
Maintaining Desolid with Phasing as Astral Projection

Spellcasting [dice:j17okj7t]42323:0[/dice:j17okj7t]
Wild Die [dice:j17okj7t]42323:1[/dice:j17okj7t]
Extra Effort (because why not when you have 6 bennies) [dice:j17okj7t]42323:2[/dice:j17okj7t]

Damage [dice:j17okj7t]42323:3[/dice:j17okj7t] + Raise [dice:j17okj7t]42323:4[/dice:j17okj7t]

Benny Damage [dice:j17okj7t]42323:5[/dice:j17okj7t] + Raise [dice:j17okj7t]42323:6[/dice:j17okj7t]

Benny Damage [dice:j17okj7t]42323:7[/dice:j17okj7t] + Raise [dice:j17okj7t]42323:8[/dice:j17okj7t]

Benny Damage [dice:j17okj7t]42323:9[/dice:j17okj7t] + Raise [dice:j17okj7t]42323:10[/dice:j17okj7t]
ACE [dice:j17okj7t]42323:11[/dice:j17okj7t]
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Re: Adventure 3: The New Plan

Post by Probe »

Marduk is currently unable to answer Walker. Not only is he only semi conscious, but his main systems are shut down while the biocomp tries to keep him stable. There is also the problem that the others think he is a robot..who tries to heal a robot?
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco »

Sliced, Swarmed, Smashed, and Smothered
Lily retaliates against the drug crazed solider and scores a massive strike that send him reeling, just long enough for Delilah to come in and finish him off before the drugs have a chance to counteract the effect (ooc: Lily did her damage and Deliah hit as a result of wounds, gang up). The man falls to the ground, his body still twitching as the drug harness continues to function, pumping massive amounts of adrenaline into the blood stream, essentially creating a flapping, animated, corpse.

On the floor a swarm of bees surrounds the juicer hovering over Marduk ready to strike a death blow. As he attempts to fend off the insects, Walker appears out of nowhere and slams him hard into the ground. The man reels backward, but the painkillers flowing through his system keep him on his feet for a moment before collapsing. Nearby, Sasha continues to maul the remaining cartel solider, leaving him pinned and vulnerable to the rest of the group.

Overhead the roof shudders and shift precariously, ready to fall down at any second.
Exits
There are stairwells to the lower levels, or the group can retreat back outside the hangar, or through the hole Marduk blew in the wall. Marduk has 3 wounds
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Re: Adventure 3: The New Plan

Post by Walker »

Abandoning the safety of his Astral form Walker decide Marduk needs help too badly to ignore. He concentrates over him, with some mumbled words and a soft light the spell of healing flows through the android. Seeing the androids positive response Walker is a little surprised. "I was not sure if that would even work on you."

Heals Marduk and all allies of of 2 wounds
Spellcasting d12+4, -2 for improvised spell, -3 for wounds
Keeping Desolid with Phasing as memorized power, using Healing (5) w/Refresh (+5), and as improvised spell
Spellcasting [dice:3cp1kk0r]42334:0[/dice:3cp1kk0r]
Wild [dice:3cp1kk0r]42334:1[/dice:3cp1kk0r]

Last Benny +2 Elan
Spellcasting [dice:3cp1kk0r]42334:2[/dice:3cp1kk0r]
Wild [dice:3cp1kk0r]42334:3[/dice:3cp1kk0r]
Having done what he can Walker Shouts "We need to move, either up or out, but no loitering!" Then he immediately follows Delilah whichever way she leads the team.
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Probe
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Re: Adventure 3: The New Plan

Post by Probe »

The on-board threat assessor takes note of each enemy who falls. It updates the HUD, even though John is not currently in a position to read it. It also calculated the probability of structural collapse and posts a warning that he is unable to respond to.

Suddenly, strange energies flow through the system, closing wounds and restoring internal damage. John is abruptly restored to consciousness...and groans with pain (forgetting, for the moment, he is supposed to be a robot). He may be nearly healed, (he is not happy when he reviews the logs to see how badly he was hurt) but his nerves are still suffering from the initial impact and take a few seconds to adjust.

When he can, he staggers to his feet and comments, "Walker is correct, there is a substantial and rising probability of structural collapse. Evacuation before this eventuality is highly recommended." Hopefully that sounds right.
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Re: Adventure 3: The New Plan

Post by Hexx »

Gothm glances at Walker. "'Up' is not an option, I believe. Our goal is 'down', unless we want to abandon it. I can proceed, but then, I can pass through the Mother's Bones if the need arises. I cannot make that decision for the rest of you."
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing
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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Mexico/Cartel airstrip
Afternoon
Round 3

Delilah looks at the others and then said, “Down. The hanger isn’t so substantial that it would collapse down into a reinforced secret military bunker,” Delilah said. “Likely means more trouble, but it’s the reason we’re here.” And it was where Lopez and Horatio had gone.

“Marduk, you good to keep going?” Delilah asked before vaulting herself into the stairwell leading down. They still needed to move quickly to avoid the collapse.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Re: Adventure 3: The New Plan

Post by Probe »

John replies, "Repairs to system have restored functionality to approximately 70%. Unit can continue mission."

He is not about to back out now, someone hurt him and he is going to ensure they pay for it.
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Re: Adventure 3: The New Plan

Post by Walker »

With the decision made Walker again steps physically into the Astral plain and begins descending.
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Re: Adventure 3: The New Plan

Post by Buffy Laskaris »

Lily nods, relieved that they were pressing on.

"Good. Thanks. We can't let these guys get their hands on whatever this is. It's bad enough they have all that other Sarpah tech."

She follows Delilah down, albeit flying down instead of jumping.
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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco »

Level 2
Without much time to think the group agrees to proceed down a set of metal steps to the lower level of the hangar. Thanks to Walker's abilities and Delilah's drones the group can get a sneak peek before entering. The lower level is equally as advanced as the upper level - which was disguised by a rusty old corrugated steel exterior - but there is no attempt to hide it. A small space ship is in the middle of the hangar floor with scientists and engineers combing over all parts of it (beaker icons). Armed guards with energy rifles and wearing tactical gear, government agent types no doubt from AEGIS, are stationed throughout the room, watching the entrance and waiting for the team to emerge (on hold).

At on end of the room are two barricaded corridors leading to another part of the hangar...this appears to be a larger underground complex. At the south end of the building a shimmer blue force field blocks the way to another set of corridors. Lopez and Horatio are nowhere to be seen on this level.


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Re: Adventure 3: The New Plan

Post by Probe »

Marduk sees the guards and says to the others softly, "Tactics: the enemy has us in a narrow area, once we are clearly in sight they can fire into the area while we can not dodge. Suggested, those with alternate means of travel may wish to bypass the entrance and arrange a distraction. Once the enemy is distracted, attack the ones at the entrance."

He hopes that his new armor works better against these weapons than it did against the monoblade. He wonders if he can hit both guards with his plama whip...well possibly if he runs past them...the door probably limits he sweep. Better to wait on that.
OOC Comments
Notice [dice:2s7rnycd]42801:0[/dice:2s7rnycd] Wild Notice [dice:2s7rnycd]42801:1[/dice:2s7rnycd]
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Re: Adventure 3: The New Plan

Post by Walker »

Walker slides through the roof coming down above the soldiers. Seeing them ready to fire on the team he conjures giants tendrils of ectoplasm flailing around him as he charges through the soldiers inciting them to panicked shooting as much as each other as at him. "Flee now fools and live."

Smarts Trick against Soldiers 19
Still Intangible
Going through soldiers at e13 and i14 ending movement in i13
Smarts [dice:2584dyjf]42806:0[/dice:2584dyjf] Ace [dice:2584dyjf]42806:4[/dice:2584dyjf]
Wild [dice:2584dyjf]42806:1[/dice:2584dyjf]


Notice [dice:2584dyjf]42806:2[/dice:2584dyjf]
Wild [dice:2584dyjf]42806:3[/dice:2584dyjf] Ace [dice:2584dyjf]42806:5[/dice:2584dyjf]
Walker (Rob T)
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1
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Buffy Laskaris
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Re: Adventure 3: The New Plan

Post by Buffy Laskaris »

As the others in the...group? Team? Tactical unit?...got started trying to make an opening, Lily took the sleek black case of the DRUID from her pouch and glided her thumbs over it while modulating her biokinetic field just so. The device looked a lot like a terrestrial cellphone at first, but as it came online, characters began to blossom in midair over the screen...then vanished as Lily quickly put it in 'condensed' format, where the information display was limited to the physical screen rather than holography. Damn default settings!

She then instructed the DRUID to scan for Dalaraan signals, sending standard handshake protocols. With any luck the locals had only shielded the craft's beacon, not completely destroyed or dismantled it. All she needed was to access its systems. Then she could download the needed data...and maybe arrange an unpleasant surprise for these people, depending on what the status of the pod was.

Actions: Computers 7 (or maybe 11)
Interface lets Computer or Electronics rolls be made with a bonus, and potentially at range and so on. In this case, I'm not sure if it's Interface I really need, or Broadcast, since Lily presumably has legitimate access to the pod's systems.I'll go ahead and make a Computer roll to see how she does at opening the connection and so on, presumably navigating the consequences of any damage it may have suffered. If Interface is required, this roll is at +4, but it requires the entire turn to activate.

Computers [dice:229lahlb]42826:0[/dice:229lahlb] or [dice:229lahlb]42826:1[/dice:229lahlb] +4 if w/Interface
Ace on wild: [dice:229lahlb]42826:2[/dice:229lahlb]
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Re: Adventure 3: The New Plan

Post by Hexx »

Gothm opts to hang back for now--no point in exposing himself to multiple gunfire routines. But he does opt for sending in allies to remind these fools of the Mother's wrath.

This time, a veritable carpet of bullet ants boil up out of nowhere, spreading out and biting furiously at gun-wielding lackeys on the south side of the room.
OOC Comments
5 Small Swarms, each goes for one guy.
Damages:
B12 [dice:vtpu2k67]42870:0[/dice:vtpu2k67] ACE Running Total [dice:vtpu2k67]42870:5[/dice:vtpu2k67]
C15 [dice:vtpu2k67]42870:1[/dice:vtpu2k67] ACE Running Total [dice:vtpu2k67]42870:6[/dice:vtpu2k67] ACE Running Total [dice:vtpu2k67]42870:8[/dice:vtpu2k67]
E13 [dice:vtpu2k67]42870:2[/dice:vtpu2k67]
I14 [dice:vtpu2k67]42870:3[/dice:vtpu2k67]
J15 [dice:vtpu2k67]42870:4[/dice:vtpu2k67] ACE Running Total [dice:vtpu2k67]42870:7[/dice:vtpu2k67]

Damage totals: 9, 10, 4, 4, 11; all attacks bypass Armor

Swarm Stats:
Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength
d8, Vigor d10
Skills: Notice d6
Pace: 10; Parry: 4; Toughness: 7
Special Abilities
• Bite or Sting: Swarms inflict hundreds of tiny bites
every round to their victims, hitting automatically and
causing 2d4 damage to everyone in the template.
Damage is applied to the least armored location (victims
in completely sealed suits are immune).
• Split: Some swarms are clever enough to split into two
smaller swarms (Small Burst Templates) should their
foes split up. The Toughness of these smaller swarms is
lowered by –2 (to 5 each).
• Swarm: Parry +2; Because the swarm is composed of
scores, hundreds, or thousands of creatures, cutting
and piercing weapons do no real damage. Area-effect
weapons work normally, and a character can stomp to
inflict his damage in Strength each round. Swarms are
usually foiled by jumping in water (unless they are aquatic
pests, such as piranha)

Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing
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Re: Adventure 3: The New Plan

Post by Probe »

Marduk waits, letting his threat assessor decide when he will be in least danger when he attacks. When the time is right, he will run into the room at high speed, stopping (hopefully) at C-11 and spinning in place with his plasma whip extended. Ideally it will catch both of the guards at the door before they can react. Mind, if he spins too fast he is probably going to get dizzy and fall town, but it is worth a shot.

Unlike the enemy, HIS armor is sealed (note to self, check the seal on the area where he got hit), if he winds up in range of a swarm, it should not hurt him much.
OOC Comments
Repair [dice:3es6ampr]42878:0[/dice:3es6ampr], Wild Repair [dice:3es6ampr]42878:1[/dice:3es6ampr]
Notice [dice:3es6ampr]42878:2[/dice:3es6ampr] Wild Notice [dice:3es6ampr]42878:3[/dice:3es6ampr] notice Ace [dice:3es6ampr]42878:6[/dice:3es6ampr] = 12, 2 raises
Fighting [dice:3es6ampr]42878:4[/dice:3es6ampr] Wild Fighting [dice:3es6ampr]42878:5[/dice:3es6ampr] WF Ace [dice:3es6ampr]42878:7[/dice:3es6ampr] 9, 1 raise

Damage [dice:3es6ampr]42878:8[/dice:3es6ampr]+[dice:3es6ampr]42878:9[/dice:3es6ampr]=16 heavy

Note: willing to spend a bennie or more to attempt the sweep
Last edited by Probe on Tue Oct 02, 2018 4:39 pm, edited 2 times in total.
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Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Mexico/Cartel airstrip/Lower level
Afternoon
Round 0

Delilah grinned when she saw the report from her drone. Had Horatio forgotten already?

“I will clear the entry,” Delilah told the others. She shifted her nanites to enhance her ability to take damage, and thus absorb the energy from the rifles if they hit her.

Then she went charging through toward the northern guard at the door, leaping and driving her glowing fist into him as she sent energy into the punch.
Actions
Move to A10 and attack B10
Fighting 6
Fighting [dice:oi54au7f]42946:0[/dice:oi54au7f]
Wild [dice:oi54au7f]42946:1[/dice:oi54au7f]
Damage 9
[dice:oi54au7f]42946:2[/dice:oi54au7f]
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco »

Swirling and Swarming
Swirling about the room, Walker causes a panic among the guards, some accidentally firing their weapons in panic. Hearing the fire, the scientists start running to toward the exits. The result is chaos (guards are -2 Parry). The chaos is made worse by swarms of bullet hornets entering the room and confounding five of the guards. Three of them go down in a heap from the powerful stings, while two more struggle to fight off the swarms.

With the distraction well and truly underway Marduk and Delilah bust into the room. Marduk's whip eviscerates the second guard leaving Delilah with no one to punch!

The remaining guards recover their wits and move to repel the invaders. A4 takes cover in an alcove then leans out to open fire on Delilah with a heavy energy pistol.
Shooting
[dice:1tiw5fzj]43174:0[/dice:1tiw5fzj]
Damage: [dice:1tiw5fzj]43174:1[/dice:1tiw5fzj]
Meanwhile, three more converge on the floor and open up with their heavy energy pistols on Marduk as he stands exposed on the stairs. Two blasts seem to have little effect, but one catches him in a seam caused from earlier combat, potentially hurting badly (9 & 37 non-heavy damage).
Shooting
[dice:1tiw5fzj]43174:2[/dice:1tiw5fzj]
Ace [dice:1tiw5fzj]43174:3[/dice:1tiw5fzj]

Damage [dice:1tiw5fzj]43174:4[/dice:1tiw5fzj]
Damage [dice:1tiw5fzj]43174:5[/dice:1tiw5fzj]
Ace [dice:1tiw5fzj]43174:6[/dice:1tiw5fzj]
Ace [dice:1tiw5fzj]43174:7[/dice:1tiw5fzj]
Ace [dice:1tiw5fzj]43174:8[/dice:1tiw5fzj]
Ace [dice:1tiw5fzj]43174:9[/dice:1tiw5fzj]
Lily is able to make contact with her ship, but the scientists have put some sort of control lock on the systems. So while she can read info she cannot control without getting inside the ship to override the control device.

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Re: Adventure 3: The New Plan

Post by Probe »

Marduk enters at high speed and spins quickly while extending his plasma whip. The guard is nearly cut in half, though John is momentarily standing still as he recovers his balance. Unfortunately this makes his a target for the ion pistols being used by the guards.

Two shots hit him and are easily deflected by the armor, another hits but is harmlessly dissipated, but the last finds the place where he had patched the armor just before entering, which lets it pass through and hit him again where he is still not completely healed.
OOC Comments
Spend bennie on Soak roll [dice:g92oa783]43179:0[/dice:g92oa783]
If there is a wild die on Soak [dice:g92oa783]43179:1[/dice:g92oa783]
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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Re: Adventure 3: The New Plan

Post by Delilah Carter »

Mexico/Cartel airstrip/Lower level
Afternoon
Round 1

Delilah is momentarily left bereft as Marduk downs the guard she was attacking. Then she took a hit from an energy pistol, but it doesn’t get through her armor, just causing her to take a step back.

Marduk isn’t so lucky, as he gets peppered with return fire and goes down.

“Crap!” Delilah muttered. That had been a bad hit. The robot man was their tech expert. They would need him for the ship. She wasn’t sure they had anyone that could fix him.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
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Bradley Collins
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Re: Adventure 3: The New Plan

Post by Bradley Collins »

Mind Control 17 vs Smarts
[dice:2pmsgr27]43262:3[/dice:2pmsgr27](+2 Mentalist) = 9
[dice:2pmsgr27]43262:0[/dice:2pmsgr27](+2 Mentalist) Ace: [dice:2pmsgr27]43262:1[/dice:2pmsgr27] Ace: [dice:2pmsgr27]43262:2[/dice:2pmsgr27] = 17
Cowering a bit in the back following his compatriots, Bradley curses himself silently. Unable to act he has been hiding behind some crates. The gunshots rattle him a bit as he thinks about the night his parents and him were taken and then reliving some of the torture they went through at the hands of the Sarpah. Then he sees as Marduk hits the ground right by him and is brought back into the present, brought back to the chaos around him suddenly aware that his new friends the ones whom rescued him are in imminent danger. Reaching out he finds the minds of the enemy quickly and begins to exert his will.
Bradley Collins
Attributes: Agility d8, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ; 
Skills: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
Edges: Mentalist, Luck, Great Luck, Attractive

Powers(55 Power Points)
[*]Mental Mastery: Switchable Mind Control, Mind Reading, and Telepathy
[*]Telekinesis: Strength 1d12+4, Heavy Weapon, Range 24
[*]Fast Telekinesis(2): Extra action, contingent on telekinesis
[*]Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
[*]Uncanny Reflexes (4): -2 to being hit

Bennies: 5/5
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Hexx
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Re: Adventure 3: The New Plan

Post by Hexx »

OOC Comments
Direct Swarms to Move:
J15 -> E8
C15 -> C5
B12 -> A4
E13 & I13 remain in place

Swarm Damages:
A4: [dice:34zzoo42]43432:0[/dice:34zzoo42]
C5: [dice:34zzoo42]43432:1[/dice:34zzoo42] ACE [dice:34zzoo42]43432:5[/dice:34zzoo42]
E8: [dice:34zzoo42]43432:2[/dice:34zzoo42]
E13: [dice:34zzoo42]43432:3[/dice:34zzoo42]
I13: [dice:34zzoo42]43432:4[/dice:34zzoo42] ACE [dice:34zzoo42]43432:6[/dice:34zzoo42]

Baghs the Panther (Beast Master Edge "Companion") Appears at A12, goes Full defense (Parry +2 = 8)

Gothm begins prepping Whirlwind Power (will finish next action).

.
With a thought, Gothm directs the swarming ants on the fallen soldiers to new targets, letting the stingfest continue--perhaps not quite as effectively this time, but likely still worrisome to the unfortunate guards.

Meanwhile, as if from nowhere, Gothm gains a guardian of his own--a sleek black panther appears next to him, in a defensive posture. Thank you Mother, for this blessing; I shall care for him, as he for me. Aloud, he simply says, "Hello, Baghs"

Even as he greets his new companion, the air in the room starts to move, swirling about, causing small bits of losoe paper to flutter away from the researchers, touseling hair and generally being annoying--and potentially worrisome, given that it's getting stronger quite quickly.
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing
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Probe
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Re: Adventure 3: The New Plan

Post by Probe »

Threat Assessor (TA): Main Processor Off Line. Primary Power Damaged. Switching to reserve power. Establishing link to Interface Unit.
Interface Unit (IU): What data is desired?
TA: Primary Power Source damaged, repairs required. What it necessary to effect repair on Primary Power?
IU: Outside Link required.
TA: Establishing link to KENMARK armor.
KENMARK Armor (KA): Required Action?
TA: Outside Data Link required for interface.
KA: Extending RAZOR, detecting data frequencies, Links open.
IU: Searching for repair protocols for Primary Power...Data on operating parameters of power source requested.
TA: Establishing link to Biofeedback Processor
Biofeedback Processor (BP): Records available of standard operation levels of Primary Power.
TA: Forwarding download of record from Biofeedback Processor.
IU: Searching...Power Unit appears to be type Human, Subtype Male. Searching for repair information. Numerous files on repair, filtering, Forwarding to Biofeedback.
BP: Damage can not be repaired by current systems, requires Surgery.
TA: File - Juicer, Subfile - Internal Robotic Medical Surgical System. Records show several units labeled Juicer rendered nonfunctional in recent past. Analysis, IRMSS system appears to be designed for such procedures. Emergency Automatic Repair Scavenging Routine to acquire necessary repair parts.
In Effect:
Wounds: 0
Bennies: 1

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes
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