Pan Dimensional Pub (2016-2019)

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Growler
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Re: Yesterdays Bar & Grill (Open RP)

Post by Growler »

Noglik makes his way into the pit as a Polar Bear once again. As he ambles down the stairs, Demons rip into him, leaving deep gouges in his flesh. Gouges that quickly seal up and heal.

"That stung! I have to come up with a better idea... I know!"

With that, Noglik changes into a little fruit bat. Ignored, he flies over top of one of the Demons that are ambushing everyone... and changes into a Mammoth! SQUISH!!!!

After doing a few good stomps, Nognik then charges the next Demon he can see, crushing it against the stone wall.

"It seems that the key is mobility when dealing with these Demons."
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Langdon Steed
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Posts: 110
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Re: Yesterdays Bar & Grill (Open RP)

Post by Langdon Steed »

Langdon holsters his recovered pistol as he walks up to the group at the edge of the pit. He beams a smile to the gathered Legionnaires and gives several of them pats on the back, including Sammy, whom he gives an affectionate ear scratch. "Wow...what a fight, huh everyone? Thanks for softening up that big demon for me. You all did well but I'm pretty sure it was my pistol shot that finished it off. Not before I took a wound, though, as you can see," he says, gesturing toward his shortened left horn. Lang's naturally carefree personality and jovial manner makes it hard to tell whether or not he is joking.

He gazes into the pit, examining the wreckage with intense curiosity as he considers the best route to climb in and explore the what was down there when Raiden speaks.
Raiden wrote:"The pillars belong to him. Syydon is a Demon Locust General from Hell. He has dropped his four Hell Pillars here in the Outskirts, and unleashed a disease on the land, as his pre attack on the area. I was confused why he would pick here, because in order for him to crawl out of Hell and bring his army of Demons to Earth he needs a Nexus Point. Now, now I see…look down into the hole Fell. The glow of magic is pulsing up. There must be a Nexus Point underground here. If we do not get that Nexus closed soon…a Demon army will fly straight out of Hell. An army of Demons that will likely number in the thousands. There will be untold many different things down there Juicer. Obstacles, demons, creatures, traps, could be anything..."
As Raiden talks, Lang's mood becomes uncharacteristically subdued as he continues to stare contemplatively into the dark hole. When Raiden finishes, Lang turns on his heel and says aloud to no one in particular, "Well then. I should go get my rifle."

---

When he reaches his apartment, he locks the door behind him as he enters and moves immediately to his bedroom. But before he takes his JA-11 rifle out of its storage cabinet, he opens his nightstand drawer and takes out a small wooden box and some parchment. His stylus hovers above the paper for a moment as he recalls Raiden's words, then he begins:
cypher

Code: Select all

Urgent from L-U-C-I-F-E-R 10831974
Be advised. 
Demon Locust General SYYDON attempting to invade this world via nexus point located under Castle Refuge. 
Initiating investigation with Legion forces. 
Threat assessment: Unknown. Recommend activation of contingencies if you receive no further communication from me in 3 days.
[/center]
Langdon puts the message into the box and whispers a series of arcane words and waves a hand over the box. A soft, greenish glow pulses once and the paper disappears. He returns the box to the nightstand, grabs his rifle and a couple extra e-clips, and heads back to the hole.


=============================


Layered as he was in the arcane visual enhancements built into his TW Combat Armor, it was a simple thing for Lang to snipe various tentacles, demons, and other monstrosities whenever he could see them from his spot in the middle of the Legionnaire force. He occasionally sweeps his vision to the rear of the group, wary of any creepy-crawlies that might be able to hide as the group passes in order to later stalk them from the rear.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Jude Maverick
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Posts: 668
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Location: Chicago suburbs

Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

Image

Outside/Triage
Afternoon

“Sure thing, guv’nor,” Biggles said, extending his meaty paw to the bespectacled Jasco. “Yeh can call me Mouth. Ever’one does.” The big man grinned, careful not to crush Jasco’s hand.

Biggles moved on into the pub. “Man, a pint would be good about now,” he admitted, but instead he stooped to lift one of the injured. “Got a ride out there t’ get these blokes out,” he told the medics.
Last edited by Jude Maverick on Mon Sep 18, 2017 1:06 am, edited 1 time in total.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

Image

Gabriel eyed the chaos outside. Things were getting organized. That was good. He noted the group getting ready to head down into the pit. They might be able to use some leadership.

Gabriel settled on his helmet and keyed into the correct comms, readying his rifle. He followed the others down into the pit. The tentacled horrors were dangerous and unpredictable, but Gabriel’s keen observation and tactical know how aided the others in defeating them.

At one point they were pulled up in a large chamber when the demons arrived. “Get cover!” Gabriel called. “There and there!” he indicated piles of rubble on either side of the chamber that would create a nice kill zone of crossfire. “Stay down and be patient. Let them come to us.”

The demons proved to be the more impatient party, especially as they smelled the holy woman Ashlyn that had accompanied the team. Snarling and drooling, they charged out into the open.

“Hold!” Gabriel yelled. He wanted the pack of them in the room before they opened up, wanted them unable to reconsider their rash assault. “Now fire!” Gabriel yelled.

The room erupted in laser and plasma bolts, even a couple grenades. By the time the assault crashed against the barricades and into melee, it was mostly mop up operations.

“Good job, everyone,” Gabriel said. “Keep alert and let’s move.”
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Ashlyn Alvarez
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Re: Yesterdays Bar & Grill (Open RP)

Post by Ashlyn Alvarez »

ImageImage

Sierra’s wings faded in a rustle of fiery feathers that drifted off into smoke as she landed with the others.

“Yes, let’s go down into the hell pit. It will be fun, said no one ever,” Sierra commented. She cracked her knuckles. “Let’s get it on.”

Fire surrounded her. Wings would be relatively useless down there, so protection over mobility was necessary. And damage. Always burning. Sierra grinned.

As they headed down and were assaulted by tentacles, Sierra laughed as they sizzled against her flaming field. One cavern was completely overrun.

“I got this,” Sierra said, extending her hands. Flames raced out, creating a wall of fire. She spread her hands, splitting the fire into two walls, cooking tentacles and demons and creating a clear path.

“Just call me Moses,” Sierra grinned. “Or whatever that old guy with the beard is called.”

***

Outskirts Bennies 2/3
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Sephia
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Joined: Wed Aug 09, 2017 7:14 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Sephia »

Sephia hacks at the tentacles as if cutting her way through thick jungle vines, except her psi-blades are much sharper than any normal blade, and particularly effective against unholy creatures such as these. There are other types of demons, which she and the other melee fighters at the front do their best to hold back, with aid from shooters at the middle and rear. Up ahead, Sephia senses a disturbance in the air, almost too subtle for her to pick up on, but it is there. A vaguely humanoid form, rushing for her, screaming in eternal torment. She slices through its shoulders and torso with her blades.

Again, any normal weapon might not do much damage to the creature, but her psi-blades were well suited for dealing with spirits. The entity's tortured wailing faded as its incorporeal form scattered into sprays of ectoplasm. Some kind of possessor ghost, probably. Luckily, she had acted quickly enough to stop it from getting hold of her. She might have shaken off it's influence easily due to her training, but it was probably better not to have to find out.
OOC Comments
I'm in hospital right now, so I might take a break from this for the current part.
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
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Nomed Dercas
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Joined: Fri Aug 11, 2017 5:37 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Nomed Dercas »

Seeing that the situation on the surface is well in hand, Nomed walks over to the gaping crater, all that remains of the Embassy, and heads into the dark tunnel below. Not quite suited for long ranged combat in these tight quarters, Nomed shoulders his JA-11 and draws his Silvered Vibro-Sword. "Nothin’ to fear down here right guys?" Nomed chuckles nervously.

*click* Bright light floods the tunnel as Nomed's helmet lights illuminate the bare rock walls. "Nope, nothin' bad can possibly live down here..."

The room where their lights falter has Nomed and the rest of the party pausing to regroup. Everyone fans out and tries to use the natural cover of the tunnel to their advantage when the disembodied voice of the "Burning Dark" crashes over them. Savant walks boldly into the unnatural darkness, "Wait!" Nomed exclaims when sudden screams of tortured pain erupt from up ahead. The screams are cut short as the darkness recedes and the figure of an ichor-stained Crazy standing above a butchered demon appears before the group. She mentions something about butt-sliding down the remaining stairs in the gore of the monster, Nomed just shakes his head. That chick really is crazy...

Advancing further into the earth the group notices that the "stairs" Savant referred too seem to change from natural stone to hand-worked stone stairs. The cavern walls smooth out and take on a finished look as the companions move into a large room with no obvious exit. “The tunnel can’t just end, can it?” Everyone spread’s out and begins to search for signs of another passage. Some utilize their magical senses, some investigative techniques, Nomed finds the solution with good old-fashioned dumb luck.

Headed over to the southern corner of the room Nomed searches for anything that might look like a lever or a keyhole. “You guys feel like we’re some kind of treasure hunters plumbin’ the depths of the earth in order to seek riches and adventure?” His youthful enthusiasm is contagious, but not helpful with the current dilemma facing the group.

Nomed leans against a wall as the investigation drags on. Nobody seems to have any luck locating an opening. “Man this blows. We had way more fun fightin’ demons and runnin’ for our lives…” Nomed comments foolishly. “Careful what you wish for, kid.” Someone calls out, though it’s unclear exactly who.

After a minute or two Nomed sighs with exasperation and then pushes himself up off the wall. As he stands his left hand sinks into the wall and a stone brick slides inwards. “Holy shit guys, check this out!” The group watches as if by magic or deft technology, the bricks seemingly come to life and spin and dance as they rearrange themselves into an archway leading to a long open tunnel. Excited murmurs pass among the group as the way appears before them. That’s when the rumbling starts.

The noise intensifies and dust begins to drift down onto the assembled Legionnaires. “I think that’s our cue to GTFO.” Nomed says ducking through the archway into the next room. The rumbles turn into an outright earthquake as the floor begins to heave and the ceiling starts to fall. Time slows as Nomed watches the rest of the party scramble to get to the relative safety of the newly discovered tunnel. Large chunks of rock fall, barely missing the chick with the rainbow mohawk. I think she’s laughing, Nomed barely registers this as he takes in the scene before him.

Some of the Legionnaires deftly avoid the falling rocks and dodge their way to the exit. Others walk as if the collapsing room was irrelevant to their present circumstances and the rocks that do hit them splinter into shards. A few use magic or weapons to blast through the rocks tumbling across their path. In the several heartbeats that pass it looks like everyone will make it clear, all except one.

Jasco is making his way towards the door from the furthest side of the room when an unseen rock strikes him on the side of the head. Dazed, but uninjured, it doesn’t hurt him, but the rate of the collapsing room doesn’t slow and he won’t have enough time to make it clear. Without hesitation Nomed dashes back into the crumbling room and puts an arm around the info broker. “Don’t work J-man, we’ll get outa this” Nomed says as he helps steady Jasco.

Nomed can feel his bio-comp system surge as he lifts the older gentleman up completely and begins to dodge through the disintegrating room. Just as the entire ceiling collapses and a large cloud of dust and stone gusts into the new passage, Nomed and Jasco step through the archway. The cavern shudders with finality as the room behind them now settles into impassible rubble. “Guess we’re not goin' back that way” Nomed grins as he sets Jasco down on his own two feet.

Dusting themselves off the group advances down the dark tunnel, alert and looking for the next challenge this hell pit will put before them.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
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Kim Black
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Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Yesterdays Bar & Grill (Open RP)

Post by Kim Black »

Image

https://www.youtube.com/watch?v=B4v6aNjGFFk

Outside/Triage
Afternoon

Biggles sang loudly along with the stereo as he drove slowly through the press of people Outside toward the castle gates.

“Ever’one okay back there?” Biggles asked over his big shoulder at the injured and wounded piled up in the back of the Mountaineer. “Pullin’ up t’ th’infirmary now.”

Pulling to a stop, Biggles put the ATV in park and jumped out, moving to the back to open it up and help the orderlies and the wounded.
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Daniel
Daniel (Lars)
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Location: Former Alias (GM name) was Lars (2016-2022)

Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »


Outskirts / Part Four: A Time for Heroes The Finale of A Call for Heroes!

After making their way down into the ground... after fighting their way through many floors of creatures... none pleasant... none human... the heroes of the Legion arrive in a long stone hallway. Just before entering the Chamber beyond the hallway, those who are able to, can sense Arcana. Those that are able to, can siphon PPE from the Nexus. Those up front hear chittering and see movement.

On the way down, anyone harmed beyond being able to fight is sent rapidly and swiftly back up to waiting medical personnel. Additionally, outside, on the ground level, the medics and heroes here are treating those infected, containing the Blood Boils out break. No small feat itself, if the disease were to spread, it could devastate the Tomorrow Legion at their home base.

The Demonic Hell Pit Pillars are spirited away under the direction of the Legion Red Shirts Commander. They may not be able to be destroyed, if not the Legion will have to decide on what to do with them later. For now...

The crisis of the Blood Boils must be contained, and the evil in the chamber dealt with... in the finale of A Call for Heroes!

Main Map
Small Map of the Small Nexus Chamber showing whats where:
Image
Info Map
Large Map of Small Nexus Chamber INFORMATIONAL MAP / DETAILS:
Image
Henchmen sub demons
Sub Demon Spiders (About the size of a Grackle Tooth's head, just bigger than human head size).
Pace: 16; Parry: 8; Toughness: 14 (4) [dozens in the chamber]
Image
Main Boss Demon
Deathweaver Demon Spider "Queen Arachne the Eater of Souls"
Pace: 10 or 20 along her webs; Parry: 8; Toughness: 28 (10); +2 to be hit due to size of her; Her attacks are a combination of kicking MD Strength and casting bolts of webs that cause fatigue and damage.
Image
GM NOTES
This is Quick Combat.

The scene calls for a -2 roll to your one Trait roll that you make. The -2 is from the overwhelming odds and difficulty of the scene. For Quick Combat you do not need to roll damage, just your primary Trait you use. Example, maybe you are Fighting and cutting your way into the enemies....Roll Shooting skill at -2 and write your Narrative to reflect your results. The reason I love Quick Combat is the Narrative! Other possible Trait rolls might be Command / Kn: Arcana / Battle / Shooting / whatever! So THANK YOU ALL for playing the mini adventure, and have fun with this grand epic final battle to save the Legion from disease (Blood Boils) and to fight off the Deathweaver Demon and close the Rift!

(Side note: Activity in the Outskirts has never netted EP or XP however I will be requesting a one time bonus of some kind to those that Played in the Mini Adventure. I'll let you know later when I write up a final post after you all have you turns....say in a week, before the end of this Quarter). Thanks! ~ Lars
A Time for Heroes
  • As the Legionnaires of Castle Refuge enter the stone hallway they see at the far end is a doorway from hall to a chamber beyond. It leads into what is a small nexus chamber room; they are able to feel the mystic energies pulsing around them. The room is cast in a bright blue white light, emanating from both the open Rift in the room and the large diamond in the room. As terrifying as the open rift is, being located under the Outskirts, the thing coming out of it is worse.

    To get into the Chamber will require fighting off a dozen so sub demon spiders. Then dealing with being on a Nexus point. There is a Demonic Deathweaver Spider to deal with and somehow the portal must be closed.

    Raiden (Unknown Individual):
    As they ascend into the chamber, Raiden says: "I read about this, er, I mean...look there! That diamond is what is powering the open portal! We must destroy it. It will not be easy. The diamond will be powered and stronger than normal. But if we are going to close the portal that big o'diamond must be dealt with!"

    Fell (Legion Juicer):
    Glancing sideways at Raiden, the old Juicer Sergeant, Fell, from the 1st SET scoffs, "You go play with jewelry man, I am killing that big fat spider witch!"

    Deathweaver Demon Spider:
    Screeching is anger the Deathweaver Demon Spider calls out in a seductive female voice, laced with annoyance: "I am Queen Arachne the Eater of Souls! Come to me mortals and let me feast on you!" A pause... "I am not fat you idiot! I am full of power! Die!" Webs streak outwards from her wicked body towards the Legion Heroes!

    The very air in the chamber is putrid, sub demon spiders scurry about attacking, and the Deathweaver screams and fights.

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

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

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

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

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Hans Greuber
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Re: Yesterdays Bar & Grill (Open RP)

Post by Hans Greuber »

Noglik
OOC Comments
Strength Check to Push through the webs, and to Push the "Queen Arachne the Eater of Souls" into a Corner of the room so that only those who want to be up close and personal with her will be. (d12+7 for Fury Beetle; -2 for Scene)

Strength: [dice]0[/dice]
Wild: [dice]1[/dice]
Extra Effort... because why not?!?: [dice]2[/dice]
Result: 13 - Success with 2 Raises. 1 More Outskirts Bennie left... unless I get it back from the results here... then up to his full 2.
Looking at the “Queen Arachne the Eater of Souls” start to shoot out her webs, Noglik gets a plan. He changes into a Fury Beetle, and charges straight towards her.

”Pick on somebody your own size!”

With that, Noglik lowers his head and charges the Demon, trusting in the toughness of this form and his own regenerative powers to keep him safe from her underlings. Once he gets to her, he plows into her and just keeps running, as fast as his many legs will take him. He keeps on going until she is wedged into the corner, able to still reach around him to attack some of the others, but far enough from the Diamond that those working on it can do so without having to worry about the HUGE DEMON… or at least not as much.

”I guess I am the one to put Baby in the corner. ”
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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Savant
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Re: Yesterdays Bar & Grill (Open RP)

Post by Savant »

Savant: Demons Dance
OOC Comments
Rolling Agility Tricks as her combat skill--she's setting up the spiders and big mama for the heavy-hitters to have an easy time killing, and also probably shaking a lot of the baby-spiders to let people just run past them.

+2 for Dirty Fighter, -2 for Scene
Agility [dice]1[/dice]
Wild Agility [dice]0[/dice]
Eh, what the hell--she's got Outskirts Bennies left:
Extra Effort [dice]2[/dice]

Total 12: 2 Raises
Savant grins wildly as the situation makes itself known. "Those of you going for big mama spider, follow me! I'll clear a hole!"

Rushing forward, she begins pirouetting, stomping and slicing wildly at the webbing. All of this sends the spiderlings into a frenzy--they ram into one another, or end up on their backs, with their soft underbellies exposed to whomever is nearby to take advantage. A few times, Savant herself also takes a poke at one, just on general principle, but she leaves many for the others to kill.

Once she gets near Deathweaver, she begins dodging, weaving and ducking, rolling between the monstrosity's legs, or bouncing off the wall to backflip over a spray of webbing. So distracted and infuriated is the demon by the Crazy's antics, that she often leaves herself wide open for others to administer lethal blows.

Outskirts Bennies: 1
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Zakkael
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Location: Castle Refuge

Re: Yesterdays Bar & Grill (Open RP)

Post by Zakkael »

Zakkael descends into the pit with the brave adventurers and protectors of the Tomorrow Legion. Finding himself in the nexus chamber with a host of spider demons, he steels his resolve and shouts. "You are not welcome in this world! By the Light of Heaven and in the name of all that is holy, I cast you back into the darkness from whence you came, you and all of your spawn! If your obesity is from a glut of power, then Heaven shall see your power stripped from you. BACK! BACK! BACK, demon! Return to the Pit!"
Faith
Banish the Horde with staff bonus and scene penalty - net -1
[dice]0[/dice]

Outskirts benny for extra effort with Elan and prior result
[dice]2[/dice]

Wild die Banish the Horde
[dice]1[/dice]

Outskirts bennies 2/3
A brilliant shaft of holy light illuminates the dank cavern, striking several of the sub-demons and their mother. The effect is immediate and devastating. Several of the horde of spider sub-demons are sucked, screaming and clawing, back through the open rift. Those who are not immediately returned to their plane of origin are struck with an overwhelming fear of the light, screeching and skittering in a mad dash away from the source of the light. Only a handful are able to resist the effects of the light outright, but they are clearly uneasy and hesitant to charge the angelic beacon of holy light.
"Come, friends! Let us drive this pit-spawn back to their miserable home where they belong. They will not overtake the castle. Heaven is our bulwark, and the Light is our mighty fortress in which we take refuge. Slay them to the very last!" Zakkael charges forward, taking flight and flinging bolts of light and fire this way and that, scalding spiders and burning whatever webs they spin to try to impede the progress of the Legion.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Jude Maverick
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Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

ImageImage

“Ah, fuck a duck! It had to be freaking giant spiders!” Sierra said, paling a bit behind her flames. “Mother fucking Jesus Christ cock sucking spiders!” She let off a stream of foul curses as she danced away from the spiders larger than her head, blasting at them as much as possible. “I hate spiders!”

Despite her flaming aura, there was no way Sierra was going into that room! Though they helped to burn away a lot of the webbing.

***

Outskirts Bennies 1/3
Psionics 8 Raise
Psionics [dice]0[/dice]
Wild [dice]1[/dice]
Extra Effort [dice]2[/dice]
Last edited by Jude Maverick on Thu Sep 21, 2017 7:50 pm, edited 3 times in total.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Zakkael
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Location: Castle Refuge

Re: Yesterdays Bar & Grill (Open RP)

Post by Zakkael »

Even in the midst of battle, Zakkael hears a litany of rather unpleasant words. Turning to the entrance of the cavern, he focuses his sight on the source. He points the Staff of Justice directly at Sierra. "Language, young lady! Let nothing but sweetness and light escape your lips. Blasphemy and venomous speech bear a heavy price. The tongue is the rudder that steers your life. Beware, lest it direct you into ruin! HAVE AT YOU!" He punctuates his lecture with another beam of holy light at a spider that was lowering itself onto the girl's head. "Careful!"
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
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Jude Maverick
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Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

ImageImage

Sierra stared at Zakkael. “What the bloody fuck? Are you serious? But it’s fucking giant spiders!” Sierra yelped as Zakkael blasted a spider descending on her.

“God’s cream-filled ass, I hate spiders!” She sent a wave of fire blasting out.

She looked at Raiden as he passed. “I am definitely going to need to get passed out drunk after this,” she agreed. She eyed the diamond. “Everything has a melting point. Maybe I can get hot enough to crack it?” She turned her flames on the diamond.

***

Outskirts Bennies 1/3
Psionics 9 Raise
Psionics [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]2[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Yesterdays Bar & Grill (Open RP)

Post by Zakkael »

Zakkael lands and swings his staff downwards, crushing another spider demon beneath it. Heaven forgive her youthful exuberance. She knows not what she...yes, Gabriel, that could be considered blasphemy. Perhaps she is afraid of spi...yes, Gabriel. But...I cannot do that. No, Gabriel. I'm sure she didn't mean...No. Mercy is extended to all. NO, Gabriel. The Light is not mocked by youthful indiscretions and frightened chatter. This task is mine, and I will not draw that blade for mere words.
He swings his staff again, striking yet another hideous spider demon and knocking it back through the rift. Holy rage fills his heart and he unleashes it in a hail of fire and brimstone bolts, showering a number of demons and sending them skittering away, attempting to extinguish their now immolated bodies.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
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Sephia
Posts: 45
Joined: Wed Aug 09, 2017 7:14 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Sephia »

Shooting 12
Shooting[dice]0[/dice], Wild [dice]1[/dice]
Extra Effort [dice]2[/dice], Ace from Extra Effort [dice]3[/dice]
Sephia draws both her pistols and infuses their E-cells with psychic power, causing them to crackle with blue-white arcs of light. Using her radar senses, she tracks the movements of the lesser spider demons and opens fire on any that attempt to block her path as she makes her way over to the diamond, as well as vapourising some webbing aimed her way.

Joining Raiden and Sierra, she places herself between them and the remaining demon spiders, laying down suppressive fire with her TX-22 as they figure out how to shut it down, and using her Wilk's 320 to shoot down more immediate threats as they close in.

Outskirt Bennies: 1/3
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
User avatar
Langdon Steed
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Gold Patron
Posts: 110
Joined: Sun Jul 23, 2017 3:01 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Langdon Steed »

Fighting 6
Fighting: [dice]0[/dice]
WILD dye: [dice]1[/dice]
EXTRA EFFORT: [dice]2[/dice]
Lang ignites his TW Flaming sword and starts cutting through the subdemon spiders in an effort to keep them away from the rear guard Legionnaires as the front line heavies move on the Spider Queen. He tries to work his way to the giant diamond, but the glut of smaller spider demons makes the going difficult. He concentrates on preventing the smaller spiders from entering the hallway.









Outskirts Bennies: 1/3
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Kuikku
Posts: 236
Joined: Sat Aug 19, 2017 10:20 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Kuikku »

Fighting 16
Fighting: [dice]0[/dice], Wild: [dice]1[/dice] Extra Effort: [dice]2[/dice] Ace Extra: [dice]3[/dice]
Kuikku wades into the swarming hoards of smaller spiders. Each blade fining its mark in turn. Some of the kills are against stunned or burning foes but they all die the same, knowing they have come to the wrong place. But no matter how many are killed more flow through the open rift.

Unsure if they are answering the call of 'Queen Arachne' or simply flowing through an open door Kuikku looks over at those around the glowing diamond. "Quit looking at the thing and someone hit it." He then strides through the lesser spiders and closes with 'her highness'. "I have your memorial ready,

'With blood and power,
Fear and consumption for all,
Now you die, fat one'

Do you like it?
" With that Kuikku brings his separate blades together and with a small flash they become one. With mighty yells of strength Kuikku starts striking at the legs of the demon until he is able to get close enough to strike her body. He then starts chopping into the important bits and the first look of fear can be seen in her eyes.
Character
Kuikku
Parry: 8
Toughness: 14(6)
Toughness with Cyber-Armor active: 20(8) MDC
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sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by sammy »

Meow, that was something... Sammy shakes his head looking at the pillar cracked in two. The blade of the dozer was glowing with a demonic hellfire. He sees the last of his comrades in arms make their way down for the final showdown. Sammy pats the wheel of the dozer as if greeting an old friend.
" Meow, I think we got one more charge in us don't we ole girl?" Sammy guns the dozer and heads down last but not least. " Yeeeeaaahhhh!!! Noggy hold the mother tight till I ram it back from where it came!!" Sammy comes crashing into the main chamber all cylinders on the dozer in the redline, the gears half-ways shot, and a trail of angry castle dwarves yelling at him to stop!!!
Driving unskilled total 6
Driving [dice]0[/dice] Wild [dice]1[/dice] Extra Effort [dice]2[/dice]
Pillars, walls, and the like come crashing down as Sammy brings the bull dozer into the chamber. He lines up the hell-infused blade of the dozer ( from cracking the pillar last turn) and uses the last bit of life left in the dozer to send the creature back through the rift! Sammy keeps his paw on the wheel and gives Timothy and Fell the what-for as he drives the creature into the rift, dozer and all.
Where Sammy ends up after going through the rift
Sammy wakes up on a cold snow filled vista, surrounded by other members of the 2nd Set... Except they all seem unnaturally pale, and almost look like murder wraiths. Their leader Volt is laughing menacingly.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
Erin Sol
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Re: Yesterdays Bar & Grill (Open RP)

Post by Erin Sol »

Techno-Wizardry 28
Techno-Wizardry [dice]0[/dice] +2 machine Maestro combat, -2 scene
TW Wild: [dice]1[/dice]
Extra Effort [dice]2[/dice]
Extra Effort Ace:[dice]3[/dice]
Extra Effort 2nd Ace: [dice]4[/dice]
Extra Effort 3rd Ace: [dice]5[/dice]
Outskirt Bennies 1/3
" Meow, I think we got one more charge in us don't we ole girl?" Sammy guns the dozer and heads down last but not least. " Yeeeeaaahhhh!!! Noggy hold the mother tight till I ram it back from where it came!!" Sammy comes crashing into the main chamber all cylinders on the dozer in the redline, the gears half-ways shot, and a trail of angry castle dwarves yelling at him to stop!!!
Watching the Siamese dozer of doom go over the side Erin tells the dwarves. "Yeah I may not be able to fix that." Assessing the chaos of the chamber she takes position beside Sierra and joins her in focusing on the diamond that seems to have a resonance with the portal.
“Everything has a melting point. Maybe I can get hot enough to crack it?”
"While you work on melting it I am going to try to crack it. Or disrupt it's connection at a minimum." Erin creates a device that and blasts the crystal with mega-damage sonic energy adjusting the frequency bit by bit until it seems to do the maximum damage.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

ImageImage

Reiko had followed along quietly behind the group, keeping to the shadows, leaping out to slice down tentacles and demons that threatened to ambush the party from behind. Now they stood in a large chamber with a massive demonic spider and a large diamond powering a rift.

It was time to get busy.

Drawing her blade, Reiko dashed, activating the wall walking abilities of her armor as she dashed along webbing and then onto the wall, up to dangle on the ceiling, avoiding the lesser spiders.

No, Reiko wanted the big kill. She wanted the Queen.

“Hai!” Reiko yelled in defiance as she jumped, flipping around to land on the bulbous thorax of the monstrous spider. She slammed her psi-sword home, finding a chink in the monstrous armor, and using her weight to slice the spiritual blade right through, opening the spider up, spilling out gore and ichor.

***

Outskirts Bennies: 2/3
Fighting 9 Raise
[dice]0[/dice]
[dice]1[/dice]
Ace [dice]2[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

“Whew!” Jude pulled his helmet off and wiped his forehead on his arm. That had been hard work, keeping the civies calm as they evacuated. He’d gone to the pub and helped load wounded into Mouth’s big Mountaineer. Now he leaned against the bar, watching the medics prepare the last of the wounded.

“Could I get a little something, beautiful?” Jude asked Erin, the pretty waitress. “Now it’s nothing but a waiting game to see who -- or what -- comes out of that hole, I guess.”


***

Outside Bennies 5/5
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Nomed Dercas »

Shooting 13
Shooting: [dice]0[/dice] Wild Die: [dice]1[/dice] Extra Effort Benny: [dice]2[/dice] Extra Effort Ace: [dice]3[/dice] -2 Scene Penalty
Erin Sol wrote:"While you work on melting it I am going to try to crack it. Or disrupt it's connection at a minimum." Erin creates a device that and blasts the crystal with mega-damage sonic energy adjusting the frequency bit by bit until it seems to do the maximum damage.
Nomed quickly takes in the scene unfolding in the final chamber. The small spiders are being slaughtered as fast as they are appearing. A talking cat just drove a bulldozer into the fat one and pushed it into the rift. Erin set one of her crazy devices onto the gem and it's starting to flash and vibrate erratically. Nomed focuses on the gem and says to Erin, "Take cover in case it explodes!" Taking careful aim Nomed flips his JA-11 to Mega Damage and blasts the gem just as her sonic device reaches its crescendo. The diamond appears to absorb the energy from the laser but starts to glow noticeably brighter. That's it! he thinks. We need to overload the gem. We need to overload the gem! Nomed screams over the din of the combat, but can barely even hear himself shout. Scrambling for his commlink Nomed calls out over the common comm channel, We need to overload the gem, hit it with everything you got! He aims a second time and blasts the gem repeatedly as it starts to glow brighter and brighter. I really hope this doesn't kill everyone in the room...

Outskirts Bennies 1/3
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
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Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Architect »

The concussion of the Glitter Boy Boom Gun had finally worn off after the others had headed down towards the pit. AwkTek set the gun aside asured that he had indeed fixed it and the owner would be equally thrilled to have it back. Regaining his feet, AwkTek took to the air and desceneded to the lower level of the pits.

Before he landed he could fill the ripples from the Nexus undulating across hiss scales and wings. "That is some power."

Looking at the sceen of chaos and confusion, his eyes were drawn to the portal this time and the giant diamond. In a very loud voice, AwkTek asked, "Can we pick the diamond up and take it out of here?"
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
AwkTek
AwkTech -
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »


Epilogue (Mini Adventure)
  • The Legion does what it does best. Saves the day. Legionnaires cascade down the steps of the underground Nexus Chamber and fight off the hordes of evils that present themselves to the Heroes. Arriving in the Small Nexus Chamber, located under the ruins of Spider's Pub (now the Red Shirts Embassy), our valiant heroes strike at the demons in the pit. When this is all over there will be some cleaning up to do in the Outskirts. Until things stabilize Bohb the Bar tender will serve drinks and platas in a tent out front the ruins of his bar.

    Many heroes dance into the fray: Noglik holds the spider queen at bay as he is transformed into a Fury Beetle. Savant wildly attacks the spider queen with reckless abandon. Fell joins Savant. Zakkael both banishes most of the spider demons and manages to keep morals straight. Sierra, foul mouthed sexy Sierra, uses flames on the diamond. Sephia fires on the spider demon and covers those trying to destroy the diamond. Langdon slashes his TW Sword with expertise at the spiders in the chamber. Kuikku also utilizes his sword to hold evil at bay. Sammy slams the fork lift into the large demon spider, knocking it into the rift and disappears ... fork lift, cat and demon ... gone! Erin focuses her sonic damage upon the diamond. Nomed also concentrates his blasts on the large diamond which is powering the open portal. AwKTech joins the others in the defense of the Legion! Many more join the fray, spider monsters and the large Deathweaver Demon are repelled and the chamber cleared of demons.

    After many moments the large diamond shatters under the constant barrage of damage, what seems like a million tiny shards of the diamond explodes across the Small Nexus Chamber. With the destruction of the diamond power source the open portal seals shut closed. That was close, a demon army was nearly about to cross the portal from Hell and invade the Castle!

    A ere silence descends across the chamber. Several Legion members were lost, through the rift like Sammy or fallen dead from the combat. Over all this is a win for the Legion. Your heroics has saved the day, saved the Outskirts. Making your way back up to the Outskirts you see the Ley Line Storm has passed.

    Other than the destruction in the wake of the storm and attack, things return to a since of normalcy in the Outskirts...sure there will have to be repairs, yes a new system of defense is needed, many will be buried or mourned, but in the end, a much worse fate has been averted because of you.
As a Reward and Thanks for participating in the Mini Adventure the following Accounts:
Rewards
Now if somehow I missed your Account, as participating in the Mini Adventure, please PM me. Seriously, great job all, enjoyed it!!!!
  1. AwkTeck
  2. Kuikku
  3. Jasco
  4. Sammy
  5. Jude Maverick
  6. Moira O'Dugan
  7. Zakkael
  8. John Kramer
  9. Growler
  10. Gorgeous George
  11. Timothy Hernandez
  12. Langdon Steed
  13. Nomed Dercas
  14. Sephia
  15. Erin Sol
Each Account has had 2 EP Awarded to them as a Thank You from Lars for Playing. (Already added to your Ledgers by Lars).

You got to see how Savage Quick Combat works and you guys all wrote some fun stories. In and out of Combat! Thanks! ~ Lars
Captain Carter of the Red shirts and Raiden later that night discuss what should be done with the Hell Pit Pillars.




Bohb has set up shop in the large tent, located out front of the old bar be bought. All are welcome in the pub!







**If you enjoyed this mini adventure please advise VV and let him know! If feed back is received saying another is wanted, I'll see what I can do in the future. For now, there is some rebuilding to do in the Outskirts, thank you all! ~ Lars
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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

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

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

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Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Ashlyn Alvarez »

Outside/Pub tent
Evening

Ashlyn staggered, exhausted, into the new tent pub following the battle in the hell pit. Healing took so much out of her, and fighting demons did, too. She stopped at one of the makeshift benches and peeled off her armor, dropping it to her feet, letting the evening breeze cool her, her tunic and breeches soaked with sweat, clinging to her lush curves. She pushed her long black hair out of her dark eyes.

“Beer and lime, please,” she ordered. She wasn’t much of a drinker, but she could really use one now.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Gorgeous George
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Posts: 134
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Re: Yesterdays Bar & Grill (Open RP)

Post by Gorgeous George »

As the Hospitallers move the last of the long-term care patients out of Tiny and into the Legion's more complete facilities, George has them reload the various supplies used in this fracas. "Remember, we're moving out with the 4th tomorrow, folks--no rest for the virtuous." He laughs as even the perpetually serene Big Al seems to cringe a bit. "Hey, don't worry, many--we're a COT, not a SET--this should be a nice, easy run." And somewhere in another dimension, Lachesis looks at a knot of thread, and laughs cruelly.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit
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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Yesterdays Bar & Grill (Open RP)

Post by Zakkael »

Zakkael bows his head in the mess of spider guts and devastation. He kneels and offers a prayer of thanks. "Blessed Light of Heaven, I thank you for delivering us from this peril and driving away the evil host. Let our deeds pay tribute to Heaven's mercy unto those who follow the Light. May those who would bring darkness to this place of hope be driven like chaff before a mighty wind, and burned in holy fire." Returning to the surface, he assists any stragglers or wounded in their ascent to the makeshift bar.
He eventually walks over to Bohb. "I believe this calls for as cold a beverage as you can manage. I'll not be picky."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

Jude picked up his White Russian and wandered over to the makeshift tables and benches under the tent. He spotted a familiar, beautiful face and sat down.

“Hello, Ash. Long time, señorita,” he said.

Ashlyn blushed and looked over at the handsome man. “Hola, Jude. Sí, it has been. As I recall, you just left.”

Jude brushed back her hair, and Ashlyn cursed herself for the shiver of desire that ran through her at the gentle touch of his fingers on her cheek. “Sorry, love. Things got a bit...complicated.”

“That tends to happen when you sleep with the High Knight’s daughter,” Ashlyn noted.

Jude couldn’t hide his grin.

“And half the other young women in a small town,” Ashlyn prodded.

“Only half?” Jude asked innocently. “I could have sworn I defiled two thirds of the virgins in your little church camp.”

Ashlyn slapped him, but gave Jude a bemused look.

“I suppose I deserved that.”

“Yes, you did.” Ashlyn leaned in and kissed him.

Jude raised an eyebrow. “And that?”

Ashlyn shrugged. “Let’s just say I missed you.” She laid her head wearily on Jude’s shoulder and he put his arm around her.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Kuikku
Posts: 236
Joined: Sat Aug 19, 2017 10:20 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Kuikku »

Kuikku walks out of the pit removing his helmet as he goes. He enjoys a good fight the same as any, but most of those fights have been much further from home. The devastation around him will be along time repairing. Walking through the mud and frog bits he muses. I recall an old saying about adventure being someone else, far away, living in mud and surrounded by death. I guess adventure finally found its way here.

Walking into the tent he looks around at the other Legionnaires. All appear as worn down as Kuikku feels, though hope is still quite obvious. ”Bohb, a drink please, cold is a bonus. We need to get some sort of entertainment in here, sooner rather than later.
Character
Kuikku
Parry: 8
Toughness: 14(6)
Toughness with Cyber-Armor active: 20(8) MDC
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »

POST MINI ADVENTURE

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

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

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

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

User avatar
Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Outskirts Bar (Open RP)

Post by Kim Black »

Kim yawned as she dragged herself toward the makeshift tent pub where everyone was gathering. She hadn’t seen Sierra since her friend had gone down into the pit. She hoped she had made it out okay.

She saw Jude and Ashlyn sharing a bench, and the handsome man caught her gaze, flashing her his perfect smile. The teen felt her heart flutter.

“You look beat, kid,” Jude said, patting the bench next to him. “Get out of that armor and relax.”

Kim flushed in embarrassment. She wasn’t a kid anymore! But still, Jude was inviting her to hang with him! She quickly released the catches on her combat mage armor and shrugged out of it, piling it nearby. She had a pair of shorts and an old tank top underneath it. It felt good, but she knew it would get chilly later.

Jude waved down Erin the waitress. “Virgin?” he asked Kim.

Kim blinked, staring at Jude wide-eyed. “What?! No! I mean…yes...I mean…” she stammered. Oh God!

Jude chuckled. “Rum and cola, but go easy on the rum,” Jude ordered for Kim.

“I don’t need to go easy,” Kim protested.

“You don’t need something to knock you on your ass, Kim.” Jude leaned over and kissed her forehead.

Kim’s heart nearly stopped.

“C’mon. You look chilly.” He put his arm around the teen.

“Jude…” Ashlyn warned from his other side.

“Relax, Ash,” Jude said.

Kim watched jealously. When her drink arrived, she picked it up.

“Sip it. Don’t guzzle it,” Jude told her, brushing a stray lock of hair from her eyes.

Kim blushed, turning her cheek into the touch.

Jude cupped her cheek and drew the teen closer. “Maybe you deserve a reward…” He leaned in.

Kim closed her eyes, breath quickening as he kissed her.
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Outskirts Bar (Open RP)

Post by Jude Maverick »

Image

“Well, that was fun,” Alenysturathe said as the redheaded teen flopped down on the bench next to Kim.

Kim jumped a bit, still catching her breath from Jude’s kiss, and flushed.

“Fun?” the brunette teen asked skeptically. She glanced over at Jude and Ashlyn.

“Do I get a kiss, too, Jude?” Alenys asked.

Kim gaped.

Jude just laughed. “Of course. Any pretty lady -- or dragon -- that asks.” He leaned across Kim to give the shape-shifted dragon her reward.

Kim scowled, fuming a bit at her friend.

“I’m trying to convince Jude to teach me about human mating habits,” Alenys said casually as she waved over Erin the waitress for a drink.

Now it was Jude’s turn to join Kim in being flustered.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Pandimensional Pub

Post by sammy »

" Meow, this is a right fine establishment. Nothing like the bit house in Charlesbad". Sammy can't help but admire the western flair. The only thing missing a rinky dink piano. Sammy's eyes narrow when he sees who the the bar man is. He litterly hisses the man's name, " Jesse!" Quick as a wink sammy's sunshine pistol is out in his hand pointing six rounds of sunshine at the barkeep. After what he did in Charlebad, he deserves a dirt nap. The gun in Sammy's hand shakes for a moment. He finally puts it away and leaps up to the bar. Trying his hardest to remain civil he growls, " Jesse, been some time, and of all places you show your face here."
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Pandimensional Pub

Post by Jude Maverick »

Image

Gabriel Beckett noticed the sign outside the new pub. He decided to check it out, grateful that things had calmed at the Castle since the disruption of the rift and the hell stones and the portal that had been under the old, original pub.

Pushing his way through the door, Gabriel noticed the western flair, and the man behind the bar, and the cat on the bar. He flashed a smile and a nod to Erin, though, the only familiar face in the place.

“Glad some things never change,” the Legion commander commented to her with a smile.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Weylin Brion
Posts: 22
Joined: Sun Oct 15, 2017 2:42 pm

Re: Pandimensional Pub

Post by Weylin Brion »

Weylin slowly approaches the pub. Already the sound of laughter and music announcing it as a meeting place. As the opens the door he is immediately assailed by the overwhelming smells of alcohol, perfumes, and body odor. The sound of a dozen or more conversations, numbing his mind trying to listen to them all, and block them out at the same time. Such unusual clothing he thinks, even though he is the only one dress in greens and browns. Finally adjusting to the very busy environment, he looks for a quiet corner to wait for the others that were to show up. He hoped he was doing the right thing by leaving the forest, to help in fighting the darkness that is overshadowing the world.
OOC Comments
Parry: 5 (1), Toughness: 6 (1)
Bennies: 1
Fatigue: 1
Wounds: 0
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Pandimensional Pub

Post by Jude Maverick »

Image

Caleb pushed open the bar doors. The light seemed to dim as the dark-haired man entered. Or maybe that was just a trick of the light. This wasn’t a place that Caleb Black was usually seen.

Gabriel spotted the middle aged man and raised an eyebrow, nodding to the famous sniper of Tolkeen. Caleb returned the nod.

“Ginger ale,” Caleb ordered by habit. He didn’t usually imbibe. “No, beer,” he said, changing his mind.

Caleb wasn’t one to talk about his feelings. He wouldn’t admit it. He was...lonely. He missed Kim. For years, it had been just him and his daughter. And now she was growing up, making friends, sneaking off to the pub with them...signing up for a COT headed way out west.

And Caleb was alone again, as he had been all those years ago after his family had been killed by a rift and he had been recruited by the Federation when his powers had become known; the years after his desertion, until he met Tara. And then she had been taken from him, thrown through a rift by Count Atrocles.

At least then he had Kim to keep him going. Now she was out west. He had gotten a few letters from her, but mail wasn’t exactly easy outside of the cities, and certainly not out west.

Caleb took his glass and looked around. The place was popular tonight. Or was it always this crowded? Caleb didn’t really like crowds. He wasn’t sure what had brought him down here to night. It wasn’t like he actually wanted to socialize.

“Is this seat taken?” Caleb asked a man in green and brown leathers.

(tags Weylin)
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Kwalik
Posts: 15
Joined: Tue Oct 17, 2017 8:24 am

Re: Pandimensional Pub

Post by Kwalik »

The astute resolute sure shot dwarven scholar approaches the pub. He is knocked aside by his counterpart Kwalik Ironshot, " Sorry bub, I need to see a guy about a priest.". Kwalik trounces over the other lore keeper and stumbles his way into the bar. Kwalik has a giant shield on his back, a well use sword tangles at his side and a cross bow is adhered to his other. He lifts his back lantern peering in through the marvelous looking doors. RFT said this was the place... Not your typical dwarven ale merchant... I hope they got priests, last one I had was in those goblin caverns... Kwalik moses over to the bar clambering up a stool. He reaches out using the fine jacket of possibly Gabriel to help himself up. " Much obliged human bellock. RFT said this place of reputable ales would have several priests to choose from. Do you know if I can find one amber colored with just enough head to wet the whistle. I have to mind me beard so too much head will not do."
OOC Comments
Laughter lighthearted whole hearted mirth
Parry: 5 or 7 with shield, Toughness: 11(3) or 14(5) ranged attacks with sheiks
Bennies: 1
Fatigue: 1
Wounds: 0
Hindrances: Obligation BL(minor), Habit Priests(minor), Heroic
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Pandimensional Pub

Post by Jude Maverick »

Image

Gabriel glanced down at the short humanoid using his jacket to clamber up onto the bar stool. Just in case, the tall man checked his wallet before giving the dwarf a nod.

“Seems to be plenty of selection. I’m sure we can find you something.” Gabriel waved over one of the bartenders and described the dwarf’s desires in a beer.

“They’ve got some good dwarven stout,” came a female voice from behind. “That stuff will knock you on your ass!” Sierra laughed. She stood at the jukebox in a pair of very short denim cutoffs that nearly showed her pert, teenage bottom, and a red top held on just by spaghetti straps at her neck and lower back, leaving her back bare. A pair of strappy high heel sandals completed the ensemble. “Oh! They have the live Orphan Benefit Concert from Gloom by Drie Marbles Left. They’re almost as good as Steampunk Zombies. Their backup singer is dreamy.”

Image
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Brody Conrey
Posts: 93
Joined: Wed Jul 11, 2018 8:16 am
Contact:

Re: Pandimensional Pub

Post by Brody Conrey »

Brody enters the pub trying to see if there is anythhing interesting going on. he looks left and the right. He enters slowly and takes a seat at an unoccuppied table. he makes sure his back is against an outside wall and that he can see the front door. "Well Elle of the Owls, did say find some girlfriends, enjoy myself. Be great if I could pick up some more gear and funds."
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300
User avatar
Brody Conrey
Posts: 93
Joined: Wed Jul 11, 2018 8:16 am
Contact:

Re: Pandimensional Pub

Post by Brody Conrey »

Brody enters the pub trying to see if there is anythhing interesting going on. he looks left and the right. He enters slowly and takes a seat at an unoccuppied table. he makes sure his back is against an outside wall and that he can see the front door. "Well Elle of the Owls, did say find some girlfriends, enjoy myself. Be great if I could pick up some more gear and funds."
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300
User avatar
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: Pandimensional Pub

Post by KahlessNestor »

Image

The slight young redhead that entered the bar looked to be about eighteen, with brilliant green eyes. She smiled, friendly, at Brody when her eyes saw him, and then she made her way to the bar.

“Ginger ale, please,” she said. “I like how you’ve fixed up the place ” she commented, looking around.

Taking her drink, the girl went over to a table and sat down. She pulled out the local news rag produced in Refuge and sat reading intently.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Brody Conrey
Posts: 93
Joined: Wed Jul 11, 2018 8:16 am
Contact:

Re: Pandimensional Pub

Post by Brody Conrey »

Brody sits for a while just observing and taking in everything. “This is a long way from the ruins of Tolkeen, and a lot further then Psyscape the city which lies on earth and also at the same time in the astral plane. It is here that most homes and buildings are made of the clouds, clouds of ectoplasm. The homes are molded to the owner’s idea of what his house should be or one of the physical places there.“

“This is my life a beautiful ideal place where different races and D-bees work together until about months ago when I went out to help rescued some from the area called Tolkeen. Tolkeen was a country of mages, mages that brought demons, devils and other horrors to help fight their war. Yep and crazy as it sounds we are now trying to rescue a few of the citizens and keep others from filling them with holes.”

“So now here I sit in a bar, my people at Psyscape says I'm working with the Castle, to spread the ideas of cooperation and team building.”

As Brody eyes scans the room he sees someone walk in, a young lady. Redhair and a smile from her triggers emotions that are normal in a young man. What is not normal is, the power he has, he quickly goes back to his abilities and tries to figure out something about her. “Well Elle of the Owl’s did say go here and find a another girl friend. Opps, I'm probably imangining this. But an order is an order.”

He

EXALTED DETECT Arcane spend 4 PP for +2

[dice]0[/dice]

So Brody slowly gets up, grabs his beer and heads over to the ladies table. He sees she is reading and says, "Excuse me, I know this is wierd but can I sit an tal to you , My name is Brody people call me BC friends sometimes call me BS."then a second later, "I'm new here at the castle well Elle said to go get a drink and find a new girl friend." he pauses a second, "Crap that is a flaming line. Sorry I bothered you I'll go back to my seat." Brody thinking, "Well this is looks like a desperate attempt." He turns and heads back to his table.
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300
User avatar
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: Pandimensional Pub

Post by KahlessNestor »

Image

The girl blinks lovely green eyes up at Brody as he interrupts her reading. To Brody’s mystical senses, she pretty much glows magic. She definitely isn’t human as she appears. She is a dragon.

As Brody turned to leave, the young woman reached out and grabbed his wrist. Her strength was surprising. “Don’t go!” she said with a bright smile. “I’m a girl! I can be your friend!” she said, gesturing to the chair. She put the newspaper down. “I am Alenysturathe, though my friends call me Alenys,” she told him, picking up her ginger ale to take a sip.
OOC Comments
Just FYI, your avatar isn't showing for me for some reason.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Brody Conrey
Posts: 93
Joined: Wed Jul 11, 2018 8:16 am
Contact:

Re: Pandimensional Pub

Post by Brody Conrey »

Brody sits down a smile on his face, he has meet several dragons in Psyscape and this greeting reminded here beside him of the good times when growing up with so many different beings and yet they all managed to get along. As far as dragons went he knew several. Some were friends of the family others played with him at one time or another. Of course he was baby sat by others, yes no one dared bother a child when an over protective dragon was around, especially taking care of a fragile human child.

This is where Brody felt quiet at home. Here beside Alenysturathe. He was glad she came by at a time when things looked bleak. “Alenys, thank you for being you. I am feeling a lot better and will always call you my friend, girl friend. I hope future girlfriends won’t be to jealous of you.”

He takes a sip of his beer and relaxes a bit enjoying the scene as events unfold before him. He doesn’t volunteer much information but watch people with a critical eye. Summing up in his mind what occupations and skills those others here have. Trying to figure out who, what and where they are and the events that led them all together. He listens to Alenys, if she informs him of the patrons as they come in. Information on people is always valuable, sometimes more valuable then gold or credits.

Eventually he turns toward Alenys and ask, “Why are you here? You don’t have to answer, but I was just wondering about you.”

Keeping secrets is something Psi Ghost are good at, and this was a bit out of line for a first date.
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300
User avatar
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: Pandimensional Pub

Post by KahlessNestor »

Image

Alenysturathe tilted her head and looked at Brody. “Why would your other girl friends be jealous?” she asked him.

As they chatted, she seemed a bit surprised when he asked her why she came here.

“I wanted a ginger ale,” Alenys said. “I don’t have any in my cave. This is where you come for drinks.” She gestured to the bar, as if it was obvious. “They don’t have it in the commissary.” She shuddered. The commissary wasn’t known for its good food. Dragons didn’t have to eat, so when they did, it was for pleasure.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Brody Conrey
Posts: 93
Joined: Wed Jul 11, 2018 8:16 am
Contact:

Re: Pandimensional Pub

Post by Brody Conrey »

Brody smiled to himself and thought of young dragons, and taking things literal and not mastering idioms and figurative speech, "First of all you are one of the most beautiful females I have ever laid my eyes upon. My last girlfriend, who just dumped me, was a bit upset because I didn’t contact her for several months, yes I probably deserved it. Females in our race get jealous when their possible mates take a look at other women or ignore them. I think they believe that the male’s eyes should be always looking at them."

"Alenys just be yourself no matter what form you are in."

"For the question why are you here? It is mainly for conversation. Humans like to talk, at least some of us. Listening is also a very important though. Seeking the right balance, that might be the toughest thing. Carrying on a conversation with a beautiful Lady like yourself is always pleasant. Especially for a young male like myself."


While at the Pandimenssional Pub a messenger comes in and sees Brody,
"Conrey, we got your assignment get your gear and report to Departures."
Brody nods acknowledgement then. Says good bye to Alenys, “Sorry it seems they need me, I hope I can keep in contact with you. Just not sure how it is going to be done or the frequency." He gives Alenys a big hug. Not sure of if a kiss would be appreciated or wanted. "Another first date and away I go."
OOC Comments
Brody is now with the Nameless.
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300
User avatar
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: Pandimensional Pub

Post by KahlessNestor »

Image

As Brody explained himself, Alenysturathe rested her chin in her hands, elbows on the table, watching him with intent fascination in her large, bright green eyes. She found humans fascinating. She wasn’t sure what dumping was, but it didn’t sound pleasant, nor was she sure why he thought he deserved it.

“That is strange. Dragons don’t want other dragons around,” Alenys commented. “I can’t imagine wanting a male dragon to always be watching me. It seems...creepy. He might steal my stuff!”

They were interrupted by Brody’s comm, though, and Alenys stood with him as he had to go. She returned the hug, nearly crushing him before she realized she needed to be careful about her strength. “Stay safe, Brody!” she told him. “I like you.” She beamed a beautiful smile and waved as he left.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Pandimensional Pub

Post by Jackal »

The wooden doors of the pub swing open as a man dressed in armor enters the hum drum of music and drinking.

Scruffy looking and worn, he saunters up to the bar and sets a coin down on the wooden bar, nodding at the whiskey behind the bar keep.

Drink in hand he looks around.

"Bar keep, I am looking for information about a man named Severin Fell."

The bar keep looks stunned then relaxes, "You should inquire at the castle, I can't help you."

Downing the drink, he taps his finger on the wooden bar.

His drink refilled he lowers his sunglasses and looks around.
Last edited by Jackal on Sun Apr 21, 2019 1:54 am, edited 3 times in total.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Ashlyn Alvarez
Diamond Patron
Diamond Patron
Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Pandimensional Pub

Post by Ashlyn Alvarez »

Ashlyn pushed back her dark hair from her dark eyes as she walked into the pub, a small white puppy trotting at her heels. It was good to be out of her armor and back into her habit, a white gown hanging over her generous curves, her hair up in a scarlet braid. No vampires in sight. That was a blessing in itself!

The pub was nearly empty, only a few patrons in the place, the bartender and one old man sitting at the bar.

Buenas dias,” Ashlyn greeted the old-timer as she took a stool at the bar herself. “Tequila,” she told the bartender. Y un cerveza. No sense getting too crazy. She was sort of a nun, after all.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Pandimensional Pub

Post by Jackal »

Looking at Ashlyn, he smiles.

"Good day to you."

Taking her in, he smiles and nods at the Nun.

"Bar Keep, I am also looking for information about a woman named Cory."

The bar keep glances at the ruffian, "Like I said, ask at the castle."

Grunting, he downs his drink and taps for another.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Ashlyn Alvarez
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Diamond Patron
Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Pandimensional Pub

Post by Ashlyn Alvarez »

Ashlyn smiled back at the man. Not so old as she thought before.

“If you need to ask at castle, I can get you in,” Ashlyn offered. “I do not know this Cory. Though I have heard name of Fell. Was a SET named after him until recently.”
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Pandimensional Pub

Post by Jackal »

Downing the drink in his hand Seric pushes it forward and away from himself, a small shake of no when the bar man offers more.

Giving his complete attention to the beautiful woman dressed as a nun Seric says, "The Sisters of New Diego are a hardy, outspoken and war-like lot. The Sisters of the Ashlands in Oregon, soft spoken and dabble in Pyromancy as the ancients did back in the Empire of America. You look like you are part of an order? Or am I wrong?"

Removing his dark sunglasses hard steel grey-blue eyes soften as he smiles.

"I mostly am looking for stories. I recently learned the man Fell died. I was told he frequented this pub. That many eventful things happened here. I have a temporary pass, access card, for entering the Castle. Although, as it is late, I'd hate to get lost on my way there. Maybe the Sister would escort me? Tell me more about what's going on around these parts? I have been on the pacific west coast for over ten years."
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Ashlyn Alvarez
Diamond Patron
Diamond Patron
Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Pandimensional Pub

Post by Ashlyn Alvarez »

Ashlyn smiled as the man recognized her habit, as simple as it was. “I am a Magdalena,” she said. “The Sisters of the Magdalene. Most of us live in New Alamo, down in the Pecos Empire, with a chapter of cyber-knights, the Knights of St. Peter, but we are all over the Pecos. I have recently been down in the Vampire Kingdoms fighting the scourge there,” she said, tossing back her tequila and standing. “I am Sister Ashlyn.” She held out her hand. “A pleasure to meet you. I would be happy to walk you up. I have to return to the barracks anyway. Maybe we can find someone who knew this Fell, or at the very least, if he is dead, access his file? I am not sure what the protocol on that is,” she admitted.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: The Pub outside Castle Refuge

Post by Jackal »


"Thank you Ashlyn."

Standing Seric offers a arm to her and escorts her outside. Headed towards the Castle he stops and looks up at the massive solid cloud above.

" What the..."

Image

"Well that is odd, I did not remember seeing that on my way in."

Seric continues to walk towards the Castle main gate with Ashlyn.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Stormforge
Posts: 65
Joined: Sat Mar 23, 2019 8:11 pm

Re: Pandimensional Pub

Post by Stormforge »

Seric wrote: Sat Apr 20, 2019 11:34 am Looking at Ashlyn, he smiles.

"Good day to you."

Taking her in, he smiles and nods at the Nun.

"Bar Keep, I am also looking for information about a woman named Cory."

The bar keep glances at the ruffian, "Like I said, ask at the castle."

Grunting, he downs his drink and taps for another.
A warlock and True Atlantan by trade and Race. He flew down on a soft bed of air landing in a what could only be described as a small puddle of water that scurried away as soon as he went plop. The man’s eyes blazed with the crackle of electricity and in one hand he held a staff from which he could command time itself and the other a small note book.

He addresses both the Magdalena and @Seric , ” I am Gryphus Stormforge. One of my leaf rustlers said you were looking for Cory. I have here...” He holds forth the small leather bound journal, ” The writings of Zolo the half dragon. Step Brother to Merlaggon the mightiest of all flame wind yearlings. In it you will find an accounting of Cory. First why do you seek her?”

He pauses and quickly apologizes to @Ashlyn Alvarez , ” So sorry for the intrusion honored Magdalena. Though I do not know you personally I know of the great works those in New Alamo attend. May I walk with the two of you?” He bows slightly showing her a modicum of reverence.
Character Info
Charisma: 0; Pace: 6; Parry: 6; Toughness: 13(7); Strain: 0
Skills: Notice d6, stealth d4, Fighting d8, Mystisim d10+1
Weapon in hand: Enchanted Staff (Quickness and Teleport)
Combat Edges: None
Powers Active: none
Wounds: none
Fatigue: none
PPE: 20/20
Bennies
Bennies: 3/3
User avatar
Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: The Pub outside Castle Refuge

Post by Ashlyn Alvarez »

The walk back to the castle was pleasant, and Ashlyn, too, noted the cloud over the castle. “No. That is new,” she had to agree with Seric.

Then a man descended and offered Seric a book about Corey and greeted Ashlyn. “Si. You can walk with us. I am glad the deeds of the Magdalenas of New Alamo have been learned by others. Then they will come to us for help.” She gestured for the man to join them.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: The Pub outside Castle Refuge

Post by Jackal »



Seric slowly takes his eyes off the large cloud "city" floating above him and the Castle and looks at the new comer.

"Greetings ... Mr. Stormforge. I am Seric Fell, I have recently come east from the west coast to track down by younger brother, a man named Severin Fell. I understand Fell is ... dead. I received one letter from my younger brother and in it he talked about a ravishing woman named Cory whom my brother professed he was madly in love with..."

Glancing up at the cloud city Seric frowns then looks at Ashlyn.

"This is a truly interesting place you work at. I have spent most of my life out west, and fighting for the CALFED. Uh, a city in old California..."

Smiling at Stormforge and then Ashlyn, Seric starts to walk towards the Castle. As the trio advance on the main gates they see a large green military tent being erected and a group of Legion officers and enlisted gathered around the tent.

"What's up I wonder?"

Check it out: ARCUS ORP



A tent eh?
Image
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The Pub outside Castle Refuge

Post by Daniel »

Image


Sitting down the old man looked around the pub. Running his finger across the bar he looked at the dust and frowned.

"So much history in this pub. Good and bad. Where to start?"
Last edited by Jackal on Fri Mar 27, 2020 4:31 pm, edited 1 time in total.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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

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

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

User avatar
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: The Pub outside Castle Refuge

Post by Architect »

Fell wrote: Thu Mar 26, 2020 6:41 pm Sitting down the old man looked around the pub. Running his finger across the bar he looked at the dust and frowned.

"So much history in this pub. Good and bad. Where to start?"
"History. Please go on."

Stepping fully through a Rift, a Chaing-su dragon, actually changes size to that of a human in ancient oriental ceremonial armor.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
AwkTek
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: The Pub outside Castle Refuge

Post by Erebus Caine »

A solidly built man in old black Coalition BDUs entered the pub. “I find the best place to start in a pub is by ordering a drink,” Erebus Caine said, going up to the bar and reaching over to retrieve a bottle. “What’s your poison, Legionnaire?” he asked.
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Daniel
Daniel (Lars)
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Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: The Pub outside Castle Refuge

Post by Daniel »

Image

Erebus and Architect see the old man smirk at the Chaing Ku Dragon’s question. As the dragon morphs into a human and takes a seat at the bar the militant looking Erebus saunters in taking a seat too.

The old timer stands up from a stool and heads around behind the bar and smoothly, expertly, picks up a glass and rag and cleans the already clean glass.

The run down tent/bar has seen better days and is currently occupied by just the three of them.

Clearing his throat the old man, who looks like a retired bouncer or boxer who has been on one too many dangerous adventures, sets the glass down and retrieves a bottle of old whiskey from under the bar. Setting a second and third glass out he pours three rounds. Pushing one towards Architect and one to Erebus he downs the third.

Slamming the glass down, empty, onto the bar the old man lines up new rounds for everyone.

In a raspy gravely voice he states: ”I purchased rights to the bar and permission to construct a new building to house it in. Until construction is finished the tent will have to do. Drinks are free until the building is complete. And by free I mean everybody gets six a day no more, for free. While purchasing this enterprise, investment, I got to hear some stories of the past about this bar from the legion members inside the castle. Quite a history...”

Pouring out more shots for Eberus and the dragon he smiles darkly.

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

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

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

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

User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: The Pub outside Castle Refuge

Post by Erebus Caine »

“Sounds like you got a plan then,” Caine said, lifting his glass. “Good luck to you.” He clicked his glass with this barkeep and downed the whiskey. “Free drinks is gonna get might expensive, though.”
User avatar
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: The Pub outside Castle Refuge

Post by Architect »

Architect is still discovering the fascination with alcohol. Waving a hand over the glass, he changes the liquid into something a bit more 'potent'.

Lifting the glass, he nods before drinking the concoction down.

His eyes glass over and he can see the details to the bar that @Lars intends to build.

"The structure will need to be reinforced. The previous iterations of the Pub have fallen to time and war. "
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
AwkTek
AwkTech -
Signature Block
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Pan Dimensional Pub

Post by Daniel »

Image



2019 IRL saw the Pub close its doors. Maybe someday it will open back up.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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

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

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

Locked

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