View unanswered posts | View active topics It is currently Sat Apr 21, 2018 2:43 am



Reply to topic  [ 55 posts ] 
 Mission 5: Dungeon Crawl 
Author Message
Bronze Patron
Bronze Patron
User avatar

Joined: Sat Jun 11, 2016 3:30 pm
Posts: 1195
Reply with quote
Avengers Assemble

After Saul and Roderick uncover a mine with a deep abiding evil presence within it the group does what comes naturally - goes to fight whatever it is. Regrouping about 5 miles from the mine entrance the team has a struggle about some new items in the group. Sinder comes riding his robot horse, but bounding alongside him is a flaming hellhoud! Not to be outdone, Timothy also rides up on a giant horse that looks like it was forged in the pits of hell. However, despite Saul’s protestations Tim and Sinder stand by their newfound “friends”.

Sparky’s new toy is less obvious, worn around his neck and hidden by his armor. The gnome notices that the world looks a little sharper, and valuable objects are a little more attractive. None the less, he meets with the others at the rendezvous point.

Amulet of Protection
Amulet of Protection
This kingly amulet is decorated with precious metals, and is embedded with gems. The magic in the amulet makes the owner keenly aware of his surroundings allowing him to avoid (or seek) trouble and also gives him an eye for anything valuable.
Edge: Danger Sense (Major)
+1 to Notice Rolls pertaining to Danger Sense (Minor)
+1 to Notice Rolls pertaining to Danger Sense (Minor)
Demonic Trait: The owner gains a free d6 in Gambling, and receives a +2 bonus to Gambling rolls. He also becomes Greedy (as the Major Hindrance), and when fighting a foe who possesses something of obvious and significant value to him, the wielder enjoys a +1 bonus to his attack rolls with this weapon.

image
Attachment:
Amulet of Protection.png


Not to be outdone, Merlaggon dons his new ring and takes on a terrible, demonic visage. If the group did not know it was him they may have lost control of their bladders right there on the mountain side. Each of them knows how scary the dragon can be, now he is even moreso. For his own part, Merlaggon finds himself famished each time he changes shape.

Band of Growth
Band of Growth
Upon activation, the Dragon wearing the Band of Growth increases its size, but with extra thick scales and an almost Demonic appearance, while still being recognizable as a Dragon

    Enchanted Dragon Sized Ring
    Minor
    • +2 Armor
    • +2 Armor
    Major
    • Size Increase
Demonic Trait: The owner gains the benefit of the Liquid Courage Edge, except it applies whenever he eats or drinks to excess, and the benefits are doubled (+2 die steps to Vigor, and ignore two levels of wound modifiers). At the end of the session in which he uses this ability he gains the Obese Hindrance (even if he has Brawny; but only gets +1 Toughness in total).


After the lectures on good and evil die down, the team turns to the task at hand. Rod and Saul give what they were able to find from the air. An old abandoned mine opening. Examining some of the images closely reveals tracks and other signs of recent use. No doubt the Simvan have been coming and going from this place. Since they don’t like the underground there may be something else down there that they are even more afraid of!

_________________
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!


Tue Mar 27, 2018 5:25 pm
Profile
User avatar

Joined: Wed Feb 28, 2018 10:42 am
Posts: 34
Reply with quote
Rod gives a lift to Saul and Sara over to the mine. Why is she here? The Dragonwing hovers above and to the side of the group as they, flying slowly to not out pace the slower members to the team. He settles the robot down with a cloud of dust billowing up from the the legs as the engines lower the robot to the ground.

Once there he looks for the mine entrance, not expecting it to be large enough for a 30' robot. "Sarge, what's the plan? Going spelunking doesn't seem like the greatest idea. If we are going in then, I'd like to requisition some heavier body armor and weapons. All I am really packing is this pistol here. If the cavern were large enough for my bot to fit, any fire fight we'd get in would most likely cause a cave in anyway."



Rolls
Notice: 1d8+2 = 8 (6)
Wild Die: 1d6+2 = 8 (6), Ace: 1d6 = 1 (1)
Total: 9


Radio Text Color
Is there anyone not using the Savage Tech theme? The blue for radio and telepathy is almost impossible to ready. Maybe the site should make this orange color the standard instead.

_________________
Roderick Wolfram - Robot Pilot EP Record

Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)


Q2 2018 Adventure Cards
  • (14) In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (24) Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
  • (29) Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.


Wed Mar 28, 2018 4:22 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Oct 06, 2017 5:48 pm
Posts: 93
Reply with quote
Notice 14, Raise
Notice 1d6 = 1 (1)
Wild 1d6 = 3 (3)

+2 from Power Armor Sensors

-1 bennie for Extra Effort with Elan 1d6+2 = 8 (6)
Extra Effort Ace 1d6 = 1 (1)
Sparkmort bounds over to the grounded Dragonwing once it is safely settled onto the ground with his ruck dangling from one armored gauntlet. "Hey Rod, you mind if I store my spare gear on board your Dragonwing? I brought it along incase the cave was too small for the ol' Titan Gnome. In fact if you need it, feel free to borrow my NG-LG6. I'd let you borrow my body armor but it's probably no better than yours and it probably wouldn't fit anyway being all gnome sized."

Sparkmort holds out the ruck sack holding the forty plus pounds of gear to Rod. "Should be some spare grenades for the launcher in there too."

_________________
Judge me by my size do you? Let me put on my OTHER suit.

Bennies 3 of 6

Sparkmort Zipwidget
Sparkmort Zipwidget

Player Name James
Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Brute

Agility d10 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d8
Pace 5(12) | Parry 7 | Toughness PA 21(12) MDC / BA 12(5)

Ammo
Rail Gun: 12
Rocket Launchers: Right (2) / Left (2)

Frequently used skills
  • Shooting d10
  • Fighting d10
  • Repair d10 + 2
  • Notice d6

Edges
  • [IF] Power Armor Jock
  • [FG] Strong Willed - +2 Intimidation and Taunt, +2 to resist Tests of Will
  • [FG] Brave - +2 to Fear tests
  • [HJ] Mr. Fix It - +2 to Repair rolls, 1/2 Repair time with raise
  • [HJ] Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
  • Brawny - Toughness +1; load limit is 8 x Strength
  • Luck/Great Luck - +2 Bennies per session (6 bennies/session)
  • Rock and Roll! - Ignore full-auto penalty if shooter doesn’t move
  • Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
  • Racial Curious - Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • Major Overconfident - No job too big for me and my Titan Gnome.
  • Minor Enemy (Mandrake the Undying, Renegade Necromancer) - I’m going to catch up to Mandrake one of these days and when I do I’m going to end him once and for all.
  • Minor Loyal - I’m no hero but it’ll be a cold day in hell before I leave friend or family behind.


Wed Mar 28, 2018 5:05 pm
Profile
User avatar

Joined: Wed Feb 28, 2018 10:42 am
Posts: 34
Reply with quote
(rolls carried)

Standing next to the Dragonwing, Rod nods at Sparky's request and opens the bot up to be able to store the gear. "I don't have a lot of storage in there, it's going to be a tight squeeze if it's more than me in there." He stows the pack making sure its secure and nothing in it will fly loose if he has to make any rapid manevers. When Sparky hands him the NG-LG6, he gives a bit of a whuff as the weight of the weapon settles in his arms. His Browning Mk 4 skill chip analyzes the weapon as he holds it up to his shoulder and sites down the barrel. He feels the chip adjusting his stance and arms as it calibrates itself to the weapon.

"Nice, heavy but nice. I was hoping for a plasma rifle in the 40 watt range, but this will do. What type of grenades are loaded?" Rod says. He aims up towards the top of the mountain, and softly says, "Boom!" as he imagines the weapon discharging and strike a tree sticking out an angle near the summit.

He lowers the weapon and slings the strap across his head and shoulders so he can pull the weapon into position quickly. "Hey Sarge, what about you running into the mine a ways, create a ruckus, and then hustle out. We line up out here in ambush?"

_________________
Roderick Wolfram - Robot Pilot EP Record

Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)


Q2 2018 Adventure Cards
  • (14) In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (24) Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
  • (29) Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.


Thu Mar 29, 2018 2:15 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Oct 06, 2017 5:48 pm
Posts: 93
Reply with quote
((Rolls held))

Sparky chuckles to himself thinking that a couple personal weapons and some gnome sized body armor shouldn't take up too much space in the Dragonwing.

"Right now it's got a load of armor piercing grenades but if you look in the bad you should find a half dozen each of high explosive and frag grenades if you want to swap em out." Sparkmort shrugs inside his armor. "Been meaning to pick up some more rounds for the launcher since I have the funds right now but it just slipped my mind. Still there should be enough ammo in there to tide you over for today. Just be careful where you shoot that thing. Tunnels don't always take kindly to explosions. Heh heh."

Sparkmort turns to head towards the mine entrance and then turns back as he remembers something. "Shoot, I almost forgot. There should also be a couple spare clips for the laser in that bag too. I don't use that much so all the clips should be fully charged. Remind me when we get back and I'll pick up a proper stockpile of grenades. Can't have too many grenades if you ask me. Maybe I'll pick up a GL4 too to use as a backup when I'm suited up. Hmmmm, cheaper than replacing rockets all the time I bet."

_________________
Judge me by my size do you? Let me put on my OTHER suit.

Bennies 3 of 6

Sparkmort Zipwidget
Sparkmort Zipwidget

Player Name James
Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Brute

Agility d10 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d8
Pace 5(12) | Parry 7 | Toughness PA 21(12) MDC / BA 12(5)

Ammo
Rail Gun: 12
Rocket Launchers: Right (2) / Left (2)

Frequently used skills
  • Shooting d10
  • Fighting d10
  • Repair d10 + 2
  • Notice d6

Edges
  • [IF] Power Armor Jock
  • [FG] Strong Willed - +2 Intimidation and Taunt, +2 to resist Tests of Will
  • [FG] Brave - +2 to Fear tests
  • [HJ] Mr. Fix It - +2 to Repair rolls, 1/2 Repair time with raise
  • [HJ] Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
  • Brawny - Toughness +1; load limit is 8 x Strength
  • Luck/Great Luck - +2 Bennies per session (6 bennies/session)
  • Rock and Roll! - Ignore full-auto penalty if shooter doesn’t move
  • Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
  • Racial Curious - Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • Major Overconfident - No job too big for me and my Titan Gnome.
  • Minor Enemy (Mandrake the Undying, Renegade Necromancer) - I’m going to catch up to Mandrake one of these days and when I do I’m going to end him once and for all.
  • Minor Loyal - I’m no hero but it’ll be a cold day in hell before I leave friend or family behind.


Thu Mar 29, 2018 3:44 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 22, 2017 7:49 pm
Posts: 92
Reply with quote
Saul and Sara step out of the dragon wing. Saul tips his hat to Rod and jovially remarks, " Thanks Rod, a fine craft as I have ever seen. Unfortunately I do not have any other armors." Saul watches the banter between Sparky and Rod. Sara gives a short chirp and Saul looks at the mouth of the cave." Beware, what you take into the deep dark places of the world. This cave can feel... If that makes sense." Saul closes his eyes stretching out with his sight unseen.
Activate sight the super natural, exalted Darksight
psionics 1d10 = 5 (5) wild 1d6 = 6 (6)

Sara tugs at Saul's sleeve, he nods slowly and points at the arms being gathered by Rod and Sparky, " You are right. Bring it all and stay near Cory, her nature will undoubtably be under assult for her power as well as mine will be their bane. The darkness that plagues the deep waters, pales in comparison with what lies below. I would not reccomend trying to draw it out... It knows... It is ready for us. We must proceed down into the depths of what depravity may lie beneath."
As Saul finishes he wipes his brow with his hankercheif, after he stuffs it back into his lapel Sara steps to the edge of the cave and peers in.
Notice 11
Notice 1d6 = 6 (6) ace 1d6 = 5 (5) wild 1d6 = 6 (6) ace 1d6 = 3 (3)

Saul nods and summons his inner spirit to sheild him from bodily harm. Bending low he grabs a discarded branch embuing it with his righteous fury. Last but not least he gaurds himself against the arcane, and then with some modicum of care begins to decend with Sara close beside him.
Action recap
- activate exalted darksight
-Look arround ignores any penalties to sight
-Activate cyber armor +4 toughness
-Activate psi sword
- activate arcane awarness -4 to be hit by magic or psionics, and +4 on opposed rolls or notice checks.
-Head into the cave

_________________
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range) Toughness 16(6)
Active powers: exalted Darksight( see invisible, supernatural evil gets 1 less bonus from gangup) lasts 1 hour.
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 46/48
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 4/3
+1 post rate


Thu Mar 29, 2018 6:50 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Sun Jan 29, 2017 1:17 pm
Posts: 158
Location: San Antonio
Reply with quote
Sinders gets ready to head in and mentions, "Darkness is providing light for us I don't think he can stop that from happening. It would be best if we were all the way in the front or the back."

Sinder does what the Timmy says. but he dismounts from Starfire to use as a shield and so he isn’t up higher than the others and draw attacks. "Starfire stay close and warn me of anything that looks suspicious.” Sinder looks to Darkness and touches his flaming black skin, “Darkness, do your thing we are looking for the Simvans and others down here, stay close, no sprinting off. Remember Simvans you can attack, the other humans don't attack or get close. We don't need your fire catching anyone on fire. Show the team you are good for us.”

Darkness rolls
Notice 1d10 = 8 (8)
Fear: Anyone who sees a hellhound must make a Fear roll.

Starfires rolls
Notice 1d6 = 4 (4)

Sinders Roll
1d4-2 = -1 (1)

_________________
Sinder Baron: Burster (Master Psi)
viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40
Active Psi Power:

Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5
Bennies: 2EP Bennies 3 For 2nd Quarter 2018
Bennys: 2 EP, 3 for 1st Quarter +1 post
Cards:
5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP
36 Power Surge EP

New Cards 1st quarter
13 Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
43 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.

size=150]Weapon [/size]
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Bracers of the Beast
the beast master edge and a firey hell hound as his companion. This animal magnetism even extends to people (+1 charisma).Additionally, The owner receives a free d6+2 in Intimidate. However he also suffers from occasional bouts of uncontrollable rage, receiving Bloodthirsty as a Major Hindrance, and also gaining the Berserk Edge
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage


Sat Mar 31, 2018 8:56 am
Profile
User avatar

Joined: Wed Feb 28, 2018 10:42 am
Posts: 34
Reply with quote
(rolls carried)

Sparky wrote:
Sparkmort turns to head towards the mine entrance and then turns back as he remembers something. "Shoot, I almost forgot. There should also be a couple spare clips for the laser in that bag too. I don't use that much so all the clips should be fully charged."


Rod looks in the bag and takes the two spare e-clips for the NG. "Thanks Sparky. Armor Piercing have a small blast radius, probably best if they need to be used in an enclosed space."

Saul wrote:
Saul and Sara step out of the dragon wing. Saul tips his hat to Rod and jovially remarks, " Thanks Rod, a fine craft as I have ever seen. Unfortunately I do not have any other armors." Saul watches the banter between Sparky and Rod. Sara gives a short chirp and Saul looks at the mouth of the cave." Beware, what you take into the deep dark places of the world. This cave can feel... If that makes sense." Saul closes his eyes stretching out with his sight unseen.

Sara tugs at Saul's sleeve, he nods slowly and points at the arms being gathered by Rod and Sparky, " You are right. Bring it all and stay near Cory, her nature will undoubtably be under assult for her power as well as mine will be their bane. The darkness that plagues the deep waters, pales in comparison with what lies below. I would not reccomend trying to draw it out... It knows... It is ready for us. We must proceed down into the depths of what depravity may lie beneath."


When Saul mentions he has no extra armor, Rod says, "Well Saul, my hope was that we wouldn't take on whatever is in there on their home turf. In the wide open sky, we, I, have the advantage." He pauses for a second, "So your saying that we should go in there with flowers and positive thoughts instead of heavy weapons? Seems to me that when people start screaming and the blood starts flowing, all we will have to fight with is harsh language if we follow that plan." Rod falls back, not wanting to argue with the Sea Inquisitor, Nothing I've said has made him budge, if there are still people alive down there, he better keep her out of the way. If she gets captured, he better not come crying to me when I have to shoot her to hit the big baddy.

He follows behind Sinder, letting his expanded detection array feed him information about his surroundings once they enter the cave. He avoids looking directly ahead so he can keep his eyes adjusted to the darkness as much as possible. Seeing Sara next to Saul, he says to the Sarge on a private channel, "Sarge, I am sure you know that girl is spooky. For all Saul's talk about the evil that waits below, he appears absolutely oblivious about the potential danger he's putting that little girl in."

_________________
Roderick Wolfram - Robot Pilot EP Record

Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)


Q2 2018 Adventure Cards
  • (14) In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (24) Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
  • (29) Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.


Sun Apr 01, 2018 11:50 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Sat Jun 25, 2016 7:44 pm
Posts: 224
Reply with quote
OOC Comments
Notice: 1d8+2 = 7 (5) Wild Die 1d6 = 2 (2)
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)


Cory feels Sun and Moon balanced in her soul. She will always be more Sun than Moon, but she is in harmony at the moment. Knowing that, she takes her sword in one hand and the pipe-club in the other. They very well represent her two sides, one offense, one defense. She raises one of the large beads with her Sun icon to her forehead and mumbles a small incantation, repeating it with a Moon bead.

She takes Sara by the hand and kneels down to her. "Please, like, take this, it will help," she says giving the girl a couple of signal flares. "Like if something goes wrong and we're like not here, like use one. Like this," she shows Sara how the simple method of launching a flare. It never once occurs to Cory that Saul is going to take the kid with him.

Cory approaches Tim next, only half listening to Sparky and Rod have their gun-gasm. She's not totally sure what to say to him, but she is feeling the need for more clarity. "Like, uh, Tim, bossman, like, what are we really like trying to do? I you know, like last time we went and kinda just like killed them all. And so like then I kind of lost my power, like you know it wasn't right what we had like done." She looks at him in the eyes, "Maybe like killing all the simvan isn't the right thing, you know? Maybe there's like something else." She is hesitant, because she has no answer, all she knows is that she's trying to walk a middle path now, not one unbalanced with anger and fear. "I'm like totally ready with offense, barriers or healing. Right, and like banishing if I can."

After talking with Tim she will wait for the moment they head into the cave network to charge her sword, she charged the heavy cyber-knight armor the moment she put it on.

_________________


Cory Tetrascroll
PPE: 0/25 | ISP: 6/20 | Bennies: 2
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 11(6); Strain: 6
Condition: Exalted Quickness (1 round remaining)
Gear
Worn Armor:
Custom CK Armor:
    +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport
Weapon in Hand:
(Right) Sun’s Glaring Sting:
    Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 1/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver
(Left) TW Club:
    Str+1d4, +1 Parry


"all about long sullen silences, followed by mean comments and then more silences"


Sun Apr 01, 2018 9:35 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 22, 2017 7:49 pm
Posts: 92
Reply with quote
Saul looks at Rod, and shakes his head. He intently corrects, " I said to bring it all. Then I instructed you both to stay near Cory as often demons and creature of shadow cannot be hurt by mortal weapons. But Cory has shown she can enchant those types for maximum damage against the creatures of darkness." Saul sighs... "Sorry Rod, evil has been a way of life for... Well forever. This cave will tear us apart if we bring our own insecurities, fear, and darkness to it. I have a feeling those emotions will be compounded ten fold. I only meant to gaurd against them." Sara chirps and Saul nods.

_________________
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range) Toughness 16(6)
Active powers: exalted Darksight( see invisible, supernatural evil gets 1 less bonus from gangup) lasts 1 hour.
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 46/48
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 4/3
+1 post rate


Sun Apr 01, 2018 9:56 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Oct 06, 2017 5:48 pm
Posts: 93
Reply with quote
Sparkmort's armored head swivels to look at Saul and scoffs at Saul's admonishment about fear and insecurity. "Humphf, ever since Newtown I've taken everything this demon infested world could throw at me and I'm still standing. If there's something in there that wants a piece of me it's welcome to try. You're probably right about having to go in after whatever's in there. I just hope we find the townspeople alive even if I'm not going to hold my breath on that subject. If we're lucky they're being stockpiled for some big ritual that hasn't happened yet as opposed to being fed piecemeal to something big and nasty."

When it dawns on him that apparently Saul is planning on taking the kid down into the tunnels with them Sparkmort is somewhat alarmed. "Uh, Saul you aren't really going to let that kid go down into the tunnels with us do you? I understand the whole keeping an eye on the kid but things could go sideways real fast down there. This seems like a really, really, really, really bad idea. What were you thinking, man?"

_________________
Judge me by my size do you? Let me put on my OTHER suit.

Bennies 3 of 6

Sparkmort Zipwidget
Sparkmort Zipwidget

Player Name James
Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Brute

Agility d10 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d8
Pace 5(12) | Parry 7 | Toughness PA 21(12) MDC / BA 12(5)

Ammo
Rail Gun: 12
Rocket Launchers: Right (2) / Left (2)

Frequently used skills
  • Shooting d10
  • Fighting d10
  • Repair d10 + 2
  • Notice d6

Edges
  • [IF] Power Armor Jock
  • [FG] Strong Willed - +2 Intimidation and Taunt, +2 to resist Tests of Will
  • [FG] Brave - +2 to Fear tests
  • [HJ] Mr. Fix It - +2 to Repair rolls, 1/2 Repair time with raise
  • [HJ] Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
  • Brawny - Toughness +1; load limit is 8 x Strength
  • Luck/Great Luck - +2 Bennies per session (6 bennies/session)
  • Rock and Roll! - Ignore full-auto penalty if shooter doesn’t move
  • Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
  • Racial Curious - Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • Major Overconfident - No job too big for me and my Titan Gnome.
  • Minor Enemy (Mandrake the Undying, Renegade Necromancer) - I’m going to catch up to Mandrake one of these days and when I do I’m going to end him once and for all.
  • Minor Loyal - I’m no hero but it’ll be a cold day in hell before I leave friend or family behind.


Sun Apr 01, 2018 11:20 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 22, 2017 7:49 pm
Posts: 92
Reply with quote
Saul looks at Sparky slowly nodding perhaps finally understanding him and the others issues. "If I were to look at you with eyes unfettered, and did not know the courage that beat in your heart, would I think you a child from afar? I once had the pleasure of sailing with Captian Elizabeth Drake and her golden ladies of Yor. I thought it would be a splendid voyage filled with ease and merryment. Turned out the captian was a hag, a whitchling, and her ladies all flipper finned sirens. Savvy?"

_________________
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range) Toughness 16(6)
Active powers: exalted Darksight( see invisible, supernatural evil gets 1 less bonus from gangup) lasts 1 hour.
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 46/48
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 4/3
+1 post rate


Mon Apr 02, 2018 7:34 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Oct 06, 2017 5:48 pm
Posts: 93
Reply with quote
What the hell is he talking about now? What does his taking a cruise on the USS Sea Monster have to do with this weird little kid and the fact he's the only one that doesn't see it? Seeing how he can't shrug in his armor Sparkmort raises both hands in an approximation of the classic 'OK, whatever you say' gesture. "Uh, ok, man. You know what you're doing I guess. I just hope the kid's smart enough to stay under cover if things go sideways in there."

Pointing back at the Draongwing he continues, "if you want you can see if my body armor fits the kid. She's a fair bit taller than I am but otherwise it may fit ok. And you, Rod and the girl can probably use me for cover if any shooting starts. Mobility will probably be limited in there so my normal jack rabbit routine is not likely to be an option. If nothing else I'll be a much bigger and more attractive target than you 'normal sized' folks. Better than nothing, right? Heh heh."

_________________
Judge me by my size do you? Let me put on my OTHER suit.

Bennies 3 of 6

Sparkmort Zipwidget
Sparkmort Zipwidget

Player Name James
Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Brute

Agility d10 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d8
Pace 5(12) | Parry 7 | Toughness PA 21(12) MDC / BA 12(5)

Ammo
Rail Gun: 12
Rocket Launchers: Right (2) / Left (2)

Frequently used skills
  • Shooting d10
  • Fighting d10
  • Repair d10 + 2
  • Notice d6

Edges
  • [IF] Power Armor Jock
  • [FG] Strong Willed - +2 Intimidation and Taunt, +2 to resist Tests of Will
  • [FG] Brave - +2 to Fear tests
  • [HJ] Mr. Fix It - +2 to Repair rolls, 1/2 Repair time with raise
  • [HJ] Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
  • Brawny - Toughness +1; load limit is 8 x Strength
  • Luck/Great Luck - +2 Bennies per session (6 bennies/session)
  • Rock and Roll! - Ignore full-auto penalty if shooter doesn’t move
  • Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
  • Racial Curious - Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • Major Overconfident - No job too big for me and my Titan Gnome.
  • Minor Enemy (Mandrake the Undying, Renegade Necromancer) - I’m going to catch up to Mandrake one of these days and when I do I’m going to end him once and for all.
  • Minor Loyal - I’m no hero but it’ll be a cold day in hell before I leave friend or family behind.


Mon Apr 02, 2018 9:51 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 22, 2017 7:49 pm
Posts: 92
Reply with quote
Sparky wrote:
What the hell is he talking about now? What does his taking a cruise on the USS Sea Monster have to do with this weird little kid and the fact he's the only one that doesn't see it? Seeing how he can't shrug in his armor Sparkmort raises both hands in an approximation of the classic 'OK, whatever you say' gesture. "Uh, ok, man. You know what you're doing I guess. I just hope the kid's smart enough to stay under cover if things go sideways in there."

Pointing back at the Draongwing he continues, "if you want you can see if my body armor fits the kid. She's a fair bit taller than I am but otherwise it may fit ok. And you, Rod and the girl can probably use me for cover if any shooting starts. Mobility will probably be limited in there so my normal jack rabbit routine is not likely to be an option. If nothing else I'll be a much bigger and more attractive target than you 'normal sized' folks. Better than nothing, right? Heh heh."


Sara chirps gesturing at the armor. Saul nods and looks it over. " Sturdy and of good make. Thank you Sparky." Saul looks at cave and looks at his bashing stick, " Delving into the deep is no easy task. I would not take Sara in if there were any other choice. But to leave her behind would..." Saul, display's his arm, " Would be like leaving my arm behind. Every since she stowed away I feel a great connection with her, as if she and I are meant to be here right now." Saul shakes his head, " I cannot explain it, just like I cannot explain what we will find down in the darkness. I am not sure if anyone really knows what they are doing or why they do it. I do know that into the cove of hell we must go." Sara giggles patting Sparky and then shimmies in to his gnome sized armor.

_________________
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range) Toughness 16(6)
Active powers: exalted Darksight( see invisible, supernatural evil gets 1 less bonus from gangup) lasts 1 hour.
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 46/48
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 4/3
+1 post rate


Mon Apr 02, 2018 2:49 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 23, 2016 2:13 pm
Posts: 247
Reply with quote
Notice 10
Notice: 1d6 = 6 (6)
    Ace: 1d6+6 = 10 (4)
Wild: 1d6 = 5 (5)
Result: 10 (with Infravision: Dragons halve the penalties for dark lighting against living targets (round down))


Having taken off his ring temporarily to appease the others, Merlaggon starts flying over to the entrance to the mine.

"I wonder what it is inside the mine. Cory, should we go in ahead to see what is in there?"

Once he lands outside the mine and sees everyone waiting for him, Merlaggon pauses for a bit.

"I hope I can squeeze in without having to take my punt human form. It may be wearing the Deadboy armor, but I MUCH prefer my natural glorious form. At least if I know that if it is just a short narrowing that gives me the problem, I can assume either meld into the rock or shrink down to that puny form to get through. What do you think is in there, Cory... could it be another demonic Mastadon... or maybe even a Demonic Dinosaur!!! Wouldn't that be cool? I just hope it is not a demonic Dragon... that would be sad. Any idea what would get the Simvan underground? If we weren't worried about there being any innocents inside, we could just collapse the whole mine and melt the entrance sealed. They could mine somewhere else then... but there MUST be some valuable ore to mine there if they were mining... and then they wouldn't be able to get to it!"

_________________
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 4/3
    +1 due Post Rate
    -1 due to Dungeon Crawl Round 2 Extra Effort
    +1 due Portal Diving
ISP :10 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 35 (16) MDC; Size +7 - or 41(22); Size +8
Toughness: Human Form - 14(6); Size 0
Notice D6
Default Form: Dragon without Band of Growth
OOC Comments
Adventure Cards:
  • Enemy (Patron) - "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.”
  • 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.
  • Florence Nightingale - Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.


Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher

viewtopic.php?f=20&t=69


Last edited by Merlaggon on Mon Apr 02, 2018 5:42 pm, edited 1 time in total.



Mon Apr 02, 2018 5:37 pm
Profile
User avatar

Joined: Fri Jul 01, 2016 3:43 pm
Posts: 260
Reply with quote
Notice
1d4+2 = 5 (3) Wild: 1d6+2 = 3 (1)


Timothy gets off the saddle and ties it down by the entrance. "As I said earlier, form up." Timothy slings the rail gun and his JA-11 behind him, pulls out Fells Blade. Once more into the breach. While everyone is forming up, he'll listen to Cory. "I will not tell you to go against your belief. Our objective is rescue the civilians. That is what I expect from everyone." I wish I could believe that there are such a thing as innocent dee bees. Chicago has taught me other wise. While the others are chatting and going on. "FORM UP! IT'S TIME TO PAY THE RENT" Timothy will take point Lets see how Rod works out. Once in the team is in cave and moving forward Timothys radio picks up.

Quote:
"Sarge, I am sure you know that girl is spooky. For all Saul's talk about the evil that waits below, he appears absolutely oblivious about the potential danger he's putting that little girl in."


Timothy responds in kind. "I fully understand, something tells me there is more to Pinocchio then we know. Clear the channel we are in op mode."

Timothy is ready for an attack, cycling his vision.

Combat
First Strike: 1d10 = 6 (6) Wild: 1d6 = 3 (3)
Active Effects: Danger Sense, Command, Command Presence, Inspire, Hold the Line, Natural Leader

_________________
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 22; (12 MDC); (size=+1) ; Strain: 5
Weapon in hand: Chain GreatSword
Damage: 1d12+2d10+2
Ammo: 32/28
Bennies: 2


Mon Apr 02, 2018 5:41 pm
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Sat Jun 11, 2016 3:30 pm
Posts: 1195
Reply with quote
A Sticky Situation

Alecto’s Arrival Interlude
Max give a plausible story that takes Alecto from the Black Company to Silverno in Colorado. +1 XP


After some debate about how to proceed, and the wisdom of bringing a child into an abandoned mine infested by evil, the group prepares to enter. However, just before they do they pause for a radio call from Walcott, ”SET leader this is Convoy Leader. I managed to find you another merc to help fill out your roster. She’s got some experience with the legion, worked with the Black Company on some joints ops with 13th recently. She’s got a jet pack and is zooming to your position now.”

Introductions
Welcome Alecto!


After some pleasantries and standard operating procedures are exchanged, Timothy leads the group into the abandoned mine. It’s dark at first, then a slight, glowing gossamer begins to form on the walls and surfaces. The pale film clings to equipment and gear, but it also forms a wild maze making it hard to tell direction, depth, and even time. Those without environmental armor can feel that the gossamer is cold to the touch, and long exposure will no doubt sap their strength.

Gossamer Maze
A thin, pale glowing, spider web like material covers the path ahead. Navigating the maze is a Dramatic Task using Smarts, with 5 successes needed. Only one character can roll, but others may assist with Cooperative Rolls (Use Smarts, Notice, or if you have Sensors K/Electronics). If the task fails, the heroes are lost in the maze and must make a Vigor roll or gain a level of fatigue from the cold and may run afoul of the creator of the gossamer!

Good writing is needed here, describe how your character reacts to the creepy environment, what they are doing to help, what they are thinking and feeling, etc.
.

_________________
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!


Tue Apr 03, 2018 6:07 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 23, 2016 2:13 pm
Posts: 247
Reply with quote
Notice to Assist 4
Notice to Assist
Notice: 1d6 = 4 (4)
Wild: 1d6 = 2 (2)
Result: 4 - Success. +1 to Assist Lead.


"I'll be up front, Timothy! YUCK!!! These webs are GROSS and Disgusting!"

With that, Merlaggon takes the lead as they head into the mines. Finding the spiderweb-like material disgusting, Merlaggon torches all that he can in front of him, so that he does not have to actually touch it.

"My flamed sections can also make sure we don't accidentally make a wrong turn and accidentally retrace our steps. Hey, this area looks a bit different... how about we go here..."

_________________
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 4/3
    +1 due Post Rate
    -1 due to Dungeon Crawl Round 2 Extra Effort
    +1 due Portal Diving
ISP :10 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 35 (16) MDC; Size +7 - or 41(22); Size +8
Toughness: Human Form - 14(6); Size 0
Notice D6
Default Form: Dragon without Band of Growth
OOC Comments
Adventure Cards:
  • Enemy (Patron) - "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.”
  • 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.
  • Florence Nightingale - Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.


Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher

viewtopic.php?f=20&t=69


Last edited by Merlaggon on Wed Apr 04, 2018 10:46 am, edited 2 times in total.



Tue Apr 03, 2018 6:27 pm
Profile
User avatar

Joined: Fri Jul 01, 2016 3:43 pm
Posts: 260
Reply with quote
Timothy receives the message from Walcott. That woman just can't seem to stop getting involved. I'm still not sure about the BC. That is a discussion for another day it seems. We have a mission to do. "Roger" Timothy waits for the new person. When they arrive, he is very short and to the point. "We are on a rescue mission, I want you in the middle. Cover our Mystic." With the change in the team dynamics, Timothy returns to the mission at hand. I don't trust them yet, Cory can take care of things if something happens.

As the team walks deeper into the cave, the webs remind him of when his squad found an underground base. We lost half the squad that day. The medic ran out of supplies, we where down to hand to hand combat. All versus fracking spiders. I hate spiders. Timothy cautiously moves into the cave keeping an eye out for anything ready to attack them.

Notice
1d4+2 = 3 (1) wild: 1d6+2 = 6 (4)

_________________
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 22; (12 MDC); (size=+1) ; Strain: 5
Weapon in hand: Chain GreatSword
Damage: 1d12+2d10+2
Ammo: 32/28
Bennies: 2


Tue Apr 03, 2018 6:34 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Oct 06, 2017 5:48 pm
Posts: 93
Reply with quote
Entering the cave Sparkmort is uncharacteristically cautious though he dismisses any thoughts of trepidation with a firm resolve. This reminds me of the stories granddad used to tell about the clan's homestead in the old world. Kinda creepy though Moving in deeper the group soon discovered the gossamer web that seemed to coat everything in their path. The sensors in his suit chattered at him and threw data up on his HUD but the gist was his suit was having a hard time analyzing whatever this stuff was. Time for the mark one eyeball then.

"Moving up to point, Tin Man. I think I'm the best one here to find a path through this crap excepting maybe yourself but the boss don't get to go on point. I heard it's a rule." Sparkmort grinned as his cut the channel and loped ahead up to the front of the pack. With one eye on his sensor reading and one on the path ahead he began working his way through the maze. Man, that's weird. Whatever this stuff is made of it's a lot colder than it should be. Stay on task, Sparky ol boy. Stay on task.

Smarts 9 + 4 (bonus from supporting Notice checks) = 13. 3 Successes.
Smarts 1d10 = 1 (1)
Wild 1d6 = 1 (1)

Dammit!

Spent 5 EP here for Deus Ex Machina and -1 bennie to reroll this cluster. Rolling at +2 due to Elan.

Smarts 1d10+2 = 9 (7)
Wild 1d6+2 = 5 (3)


Bonus from supporting notice rolls TBD
As Sparkmort began to move into the... well maze would be the best word for it I guess... his electronics suddenly started fritzing like he had just walked into an EMP or something. Cursing under his breath he worked the controls and after a few moments his instrumentation settled down and he moved forward confidently once more his grin hidden behind his armored visor.

_________________
Judge me by my size do you? Let me put on my OTHER suit.

Bennies 3 of 6

Sparkmort Zipwidget
Sparkmort Zipwidget

Player Name James
Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Brute

Agility d10 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d8
Pace 5(12) | Parry 7 | Toughness PA 21(12) MDC / BA 12(5)

Ammo
Rail Gun: 12
Rocket Launchers: Right (2) / Left (2)

Frequently used skills
  • Shooting d10
  • Fighting d10
  • Repair d10 + 2
  • Notice d6

Edges
  • [IF] Power Armor Jock
  • [FG] Strong Willed - +2 Intimidation and Taunt, +2 to resist Tests of Will
  • [FG] Brave - +2 to Fear tests
  • [HJ] Mr. Fix It - +2 to Repair rolls, 1/2 Repair time with raise
  • [HJ] Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
  • Brawny - Toughness +1; load limit is 8 x Strength
  • Luck/Great Luck - +2 Bennies per session (6 bennies/session)
  • Rock and Roll! - Ignore full-auto penalty if shooter doesn’t move
  • Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
  • Racial Curious - Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • Major Overconfident - No job too big for me and my Titan Gnome.
  • Minor Enemy (Mandrake the Undying, Renegade Necromancer) - I’m going to catch up to Mandrake one of these days and when I do I’m going to end him once and for all.
  • Minor Loyal - I’m no hero but it’ll be a cold day in hell before I leave friend or family behind.


Last edited by Sparky on Wed Apr 04, 2018 10:07 am, edited 1 time in total.



Tue Apr 03, 2018 11:59 pm
Profile
User avatar

Joined: Wed Feb 28, 2018 10:42 am
Posts: 34
Reply with quote
"We are really go into the cave of Evil? Alright, let's go kick some a$$." Rod says. He takes a few steps away from the Dragonwing, hefting the large laser rifle, then stops. "Hold on a second guys." He climbs back in the cockpit, Wear is that pack? Moving Sparky's gear out of way and finds his NG-S2 survival pack and pulls out the biometric compass/inertial mapper and flashlight. He attaches them both to his armor and activates the inertial mapper feature, dropping a dot at the location of the DragonWing.

In the cave, he follows along, the rifle at the ready, slightly crouched as he stays near the walls. He can't help but brush against the gossamer. "Dammit!" he exclaims as it touches his arms. "That stuff is cold. Ugh, and it's sticky!" Rod has to stop every so often to scrape the stuff off of him. Flicking it off his hands. I am so going to shoot whatever is making this in the face.

The cockpit of the Dragonwing isn't spacious, but the confined space of the mine begins to make Rod a bit jumpy, he wishes he were up in the air able to rain destruction on his foes. He checks his own expanded detection array often and compares it to the inertial mapper.


Rolls
Notice: 1d8+2 = 7 (5) (Danger Sense at -2)
Wild Die: 1d6+2 = 8 (6), Ace 1: 1d6 = 4 (4)
Total: 10 (1 success and 1 raise - +2 to Sparky; +3 if can add the inertial mapper bonus to the roll)

Knowledge: Electronics: 1d8 = 2 (2) (Perhaps to be able to add the +2 from the inertial mapper bonus to the notice roll?
Wild Die: 1d6 = 6 (6), Ace 1: 1d6 = 3 (3)
Total: 9

Bennies: 4/4
Edge: Level Headed - acts on best of 2 action cards
NG-LG6 Laser Rifle
Range: 25/50/100
Damage: 3d6+2 AP 2
ROF: 1 (Semi Auto)
Shots 20
Integrated Grenade Launcher
Range: 18/36/72
Damage: 3d8 AP 8
ROF: 1
Shots: 6
Bio-metric compass-Inertial Mapper
Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.

_________________
Roderick Wolfram - Robot Pilot EP Record

Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)


Q2 2018 Adventure Cards
  • (14) In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (24) Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
  • (29) Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.


Wed Apr 04, 2018 9:33 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 22, 2017 7:49 pm
Posts: 92
Reply with quote
Saul tips his hat toward Alecto as she joins them, " My name is Saul miss. I primamrily use a bashing stick and in my own way I hunt the evil supernatural or arcane. Glad to have another friend of the legion with us. Once aboard the HMS Pintafore captian Barkley took a few new sailors aboard last minute before we left safe harbor. They turned out to be good luck. You miss are a welcome fortune." The little girl holding Saul's hand tuggs on it and she chirps, " This is Sara. We are about to head into the deep recesses of a hole drenched in the sweat of evil. If you brimg strong emotions into it, it will tear you apart."
Sara Picture for Alecto
Attachment:
IMG_0254.JPG
IMG_0254.JPG [ 151.07 KiB | Viewed 573 times ]

Deep Lord has struck!
Deep lord Strikes: smarts-2 or only free actions
Go dice roll 1d6-2 = 2 (4) wild 1d6-2 = 2 (4)

Conduit of the Deep chills his resolve and threatens to lay him low:
Fear check -2, Spirit go dice roll 1d12-2 = 10 (12) wild 1d6-2 = 0 (2)


As they decend Saul's eyes become more and more white. He passes wordlessly arround the gossamer strands not looking for a way out nessesarily, not looking at anything at all.
" Stay close Sara, walk carefully but don't look down. You would not want to see what we are truely walking on. Such a shame this wonderous cave was so defilied." Saul gets close to one of the strands, " The design seems intellegent, but for good or ill I cannot descern. Sometimes in the depth of depravity good and evil look alike. Commandant Threasher, led 22 sailiors into Atlantis, 44 returned. Was it good fortune his crew had doubled? At the time perhaps, but a month later the ship drifted listlessly into port... 22 men were found with their faces eaten. " It would not seem Saul is much help finding a way out.

Worth a Benny
Hi VV, I was curious if volunteering to roll two complications when they did not specifically call for it garners Saul a benny?

_________________
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range) Toughness 16(6)
Active powers: exalted Darksight( see invisible, supernatural evil gets 1 less bonus from gangup) lasts 1 hour.
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 46/48
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 4/3
+1 post rate


Wed Apr 04, 2018 10:12 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Sun Jan 29, 2017 1:17 pm
Posts: 158
Location: San Antonio
Reply with quote
Sinder greets the newcomer, “Hi, my name is Sinder, I provide support for the 1st, as far as heat. Though we do have lot of us that can provide that too, Lady Cory and Merl can do such.” Sinder introduces Darkness and Starfire, “This is Darkness, yes we know, he looks evil but he takes orders from me. The robot horse is Starfire. Make sure you keep a safe distance form the fire and me.” "She is good looking."

As Sinder continues to go in, he sets up his Greater Armor (Spending 5 ISP) and his Fiery Aura (Spending 3 ISP) but keeping it around him a short distance, three feet. He brings up Exalted Detect (Spending 5 ISP)

As the fiery dual enter the cave they provide some light to those that are near others. As their flames hits the light webs they begin to burn and one can see the fire follows the threads catching several others on fire for a bit, then smolder for a while before going completely out. The smell of burnt hair is noticed after the burning of the web. The area heats up around the two warming the air a bit. "I can burn this stupid web."

Sinder uses PP for greater boost to raise his notice and 4 ISP to get +2 on spirit
Spirit
1d10+2 = 4 (2)
Sinder’s Roll

Notice 1d6 = 1 (1)
Wild Die: 1d6 = 6 (6) Aced 1d6 = 1 (1)
Darkness Rolls
Notice 1d10 = 5 (5)
Wild Die: 1d6 = 5 (5)
Starfire’s Roll
Notice 1d6 = 6 (6) Aced 1d6 = 3 (3)
Wild Die: 1d6 = 6 (6) Aced 1d6 = 3 (3)

_________________
Sinder Baron: Burster (Master Psi)
viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40
Active Psi Power:

Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5
Bennies: 2EP Bennies 3 For 2nd Quarter 2018
Bennys: 2 EP, 3 for 1st Quarter +1 post
Cards:
5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP
36 Power Surge EP

New Cards 1st quarter
13 Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
43 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.

size=150]Weapon [/size]
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Bracers of the Beast
the beast master edge and a firey hell hound as his companion. This animal magnetism even extends to people (+1 charisma).Additionally, The owner receives a free d6+2 in Intimidate. However he also suffers from occasional bouts of uncontrollable rage, receiving Bloodthirsty as a Major Hindrance, and also gaining the Berserk Edge
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage


Wed Apr 04, 2018 5:14 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Sat Jun 25, 2016 7:44 pm
Posts: 224
Reply with quote
OOC Comments
Notice: 1d8+2 = 4 (2) Wild Die 1d6 = 2 (2)
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)


Dark gossamer strands, evil foul tunnel. This is has no element that seems to bode well. Throw in some devilish trickery with items her own team is tempted by, Cory is really worried. She is torn between Sun and Moon, for in this instance the temptation to take the easy and burn everything down in strong. But she only just recently experienced that wanton use of one power at the expense of an other, things go wrong.

Her solution is an attempt at the middle ground. She summons four soldiers to aid in the search. Extra eyes are helpful, and extra defense if needed. She stays where Tim told her, but her soldiers can range at will making, multiplier her contribution without being defiant. She's happy with her choice.

She does throw some power into her sword though, just in case the time for violence comes as a surprise.

Mysticism 9, Soldier Notice 10, 5, 17, 16
10PPE 1d10 = 9 (9) Wild 1d6 = 2 (2)
Soldier: Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6
Pace: 6; Parry: 6; Toughness: 11 (5)
Gear: Huntsman Armor (+5), advanced


Soldier Notice: 1. 1d6 = 6 (6) ace 1d6 = 4 (4) 2. 1d6 = 5 (5) 3. 1d6 = 6 (6) ace 1d6 = 6 (6) ace 1d6 = 5 (5) 4. 1d6 = 6 (6) ace 1d6 = 6 (6) ace 1d6 = 4 (4)

_________________


Cory Tetrascroll
PPE: 0/25 | ISP: 6/20 | Bennies: 2
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 11(6); Strain: 6
Condition: Exalted Quickness (1 round remaining)
Gear
Worn Armor:
Custom CK Armor:
    +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport
Weapon in Hand:
(Right) Sun’s Glaring Sting:
    Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 1/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver
(Left) TW Club:
    Str+1d4, +1 Parry


"all about long sullen silences, followed by mean comments and then more silences"


Wed Apr 04, 2018 11:18 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Mar 31, 2017 9:06 am
Posts: 441
Location: 1st SET
Reply with quote
Alecto arrived like a creature of myth, a black-winged shape in the sky borne on blue contrails of plasma flame that descended with the unearthly howl of turbines spinning down and scorched a patch of the earth outside the mine entrance to ash. The wings, little more than control surfaces to help pilot, folded back into the jetpack's bulk between her shoulders.

She was clad from head to foot in dark-hued armor who's form suggested a slim, even delicate humanoid female within it. The armor was, in a word, sleek, with the plates artfully arranged to overlap in ways that eliminated hard edges or exposed areas or irregularities in its surface. As she stepped forward a sharp ear could note the tiny whirrs of servomotors built into its joints; an exoskeleton worked into the armor, surely.

It was also burdened, with a panoply of weaponry that clearly marked Alecto as a mercenary, even if Timothy hadn't already been informed of her origin. A sword at her hip, another in a scabbard hung behind her back, which hung to one side of the jetpack's intake vents. A long laser rifle, the kind Juicers were infamous for using, with an oversized scope, dangled to the other side of the jetpack. Then, attached to actual hardpoint mounts on the casing of the pack, one on each side, was a railgun rifle of unusual make and indeterminate model and the massive cylinder of what had to be an automatic grenade launcher.

If that wasn't enough, attached to another hardpoint low at the small of her back, just under where the jet exhaust would make storing things perilous, was a plasma ejector cannon.

The utility of the exoskeleton was immediately clear; anything short of a combat cyborg like the squad leader would have trouble transporting that much kit without one.

For a moment she stood there, regarding the team with the blank stare of an opaque visor. Then she undid the clasps of the bulletlike helmet and lifted it off of her head. This freed a cascade of long brown hair, then exposed her face. Alecto didn't look like she had any business carting all those guns around; she couldn't have been more than a few years Cory's senior, with the kind of good looks that rarely lasted long in the rough and tumble life of a mercenary.

She walked to Timothy.

"Specialist Alecto, reporting for duty," the erstwhile mercenary said with the sort of calm unusual for someone standing in the shadow of a combat cyborg chassis like his.

He was almost as terse as she was, saving any questions or comments for another moment. "We are on a rescue mission, I want you in the middle. Cover our Mystic."

Alecto nodded in acknowledgement and passed him to give the rest of the squad another look. None of them had a name tag or anything, but the relatively limited information she possessed about the 1st SET indicated that the team's mystic was a female human. That narrowed the options considerably.

As she made her way to where Cory stood, she gave the other team members polite nods of recognition. She was starting from scratch with them, having to learn each one's conversational style and personality. In that circumstance she was inclined to take as few interpersonal risks as was necessary until she had a clearer idea of how they'd react.

The one accompanied by...a child?...broke the silence first.

"My name is Saul, miss. I primarily use a bashing stick and in my own way I hunt the evil supernatural or arcane. Glad to have another friend of the legion with us. Once aboard the HMS Pinafore captain Barkley took a few new sailors aboard last minute before we left safe harbor. They turned out to be good luck. You miss are a welcome fortune."

Alecto quirked a small smile at that. "A miss fortune, you might say." Experience indicated humor was a good tool for making positive impressions. Particularly mildly self-deprecating humor.

"This is Sara. We are about to head into the deep recesses of a hole drenched in the sweat of evil. If you bring strong emotions into it, it will tear you apart."

She lifted an eyebrow slightly, and nodded. "That will not be an issue, I assure you."

Then another, perhaps emboldened by the first, piped in.

“Hi, my name is Sinder, I provide support for the 1st, as far as heat. Though we do have lot of us that can provide that too, Lady Cory and Merl can do such.”

He then indicated his peculiar entourage.

“This is Darkness, yes we know, he looks evil but he takes orders from me. The robot horse is Starfire. Make sure you keep a safe distance form the fire and me.”

The mercenary nodded absently, "I'll keep that in mind." She went to the robot horse and peered up at it curiously, reaching out a hand as if offering it to sniff. The way one might to a living horse. "Starfire."

Then she stepped back and looked the squad over. Her turn, perhaps.

"As you have heard by now, I am Alecto. Formerly..."

A hesitation
smoke, blood, screams of rage...the CEALs did not scream for any other reason; the drugs and their state robbed them of pain...no matter how fast she was, it wasn't quite fast enough.

They were going to lose.


"Let's dance!"

Expanding outward off to the right of the door was the blistering heat of a bubble of plasma, incinerating dozens, maybe hundreds of the undead warriors. It left concrete scoured of any flooring, bubbling yellow in its wake. Carvello. He'd guided the troops outside to victory and given the team this chance to contain the threat.

The opening was enough to give Alecto a needed respite, and she cleared the door and turned to face the horde again. Doors on the second floor, overlooking the lobby, burst open and still more of the insane creations howled and began dropping in.

Then Samson.

"Commander Alecto, it was an absolute honor to serve with you. I don't know if there's an other side, but I'm gonna go find out."

The building whine of the Shriek Gun, driven to its limits and beyond by a catastrophic overload.

The lobby was consumed by white light, a flame that scoured away the intangible essence of everything it encountered...stripping away living souls and the animating spirits of undeath with equal aplomb. In its wake the hotel lobby was...still. Silent. Even buzzing flies lay on the floor unmoving.

Alecto stood at the center of the slaughter, just as still as the corpses. Samson. Carvello. Who was left alive? Surely not Alecto, who had never been alive to begin with...as she was reminded of again and again.


She hesitated just a second, then continued, "Former commanding officer of the Black Company mercenary company. My expertise is scout recon, close quarters combat, and heavy weapon support. I understand many of you may have heard negative things about my company. I will earn your trust, if you will extend to me the benefit of your doubt."

From there, Alecto stood guard over Cory silently, observing the team dynamic, the capabilities they showed in dealing with the challenge of the webbing, and following the commander's orders to protect 'the mystic.'

_________________
OOC Comments
[size=85]Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Thu Apr 05, 2018 2:31 pm
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Sat Jun 11, 2016 3:30 pm
Posts: 1195
Reply with quote
A Tangled Web
Pressing through the sticky strands Sparky manages to get the group moving in what appears to be the right direction. Of course, the group has grown along the way. Summoned soldiers, a hell hound, and a robot horse. The big crowd really slows down the groups progress as people try to move through narrow spaces, get entangled, un-entangled, and turned about. People start running into one another, getting in each others way, and generally making a mess of things. All of those makes it a lot harder for Sparky to find the way forward (This last smarts check is at -4).

Image
Suddenly one of the summoned soldiers screams. Looking over at him the group sees he is completely swarmed by large, white, spider-looking, creatures, about the size of a small dog. He falls in a heap as dozens of them crawl over his body but they keep coming by the dozen swarming toward the group!

Info
You can only fight off the swarm or help with the task. Roll Fighting against a target of 5. 8 successes are need to keep the swarm a bay or a member of the group may be poisoned!

_________________
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!


Thu Apr 05, 2018 5:40 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 22, 2017 7:49 pm
Posts: 92
Reply with quote
Saul leaps to action with Sara by his side, the two move in deft concert against the spiders. Each a partner is a ballet of dance. For every strike Saul places on the Spiders Sara sends forth a counter strike of beautiful melody. Sara, ever mute sings the sound of the ocean blue an epic soothing melody reminiscent of waves gently crashing on rocks. Strike and song the two weave across the mighty spiders and when Saul looks back he sees not a single blow he dealt was true. He looks at his bashing stick in wonder and amazement." So it comes to this, to shatter stone a heavier implement but be used." Saul tosses aside his stick and draws his beat branch.

Fail his Thrall of the deep lord
failed last scene

_________________
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range) Toughness 16(6)
Active powers: exalted Darksight( see invisible, supernatural evil gets 1 less bonus from gangup) lasts 1 hour.
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 46/48
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 4/3
+1 post rate


Thu Apr 05, 2018 7:32 pm
Profile
User avatar

Joined: Wed Feb 28, 2018 10:42 am
Posts: 34
Reply with quote
Rod stays cool when he hears the scream. The sight of the spiders finally making an appearance makes his trigger finger itchy. He realizes that he's thumb the selector for the armor piercing grenades and pauses. This is a distraction, we need to get out of here. Where is that scuff mark I left on the way?

Rod is actually a bit thankful for the glow now, making it easier to see, he uses his cybernetics to see past the webbing for the correct path. "Sparky, I think we need to go that way. I've got your six."

Rolls
Notice: 1d8+2 = 9 (7) (Danger Sense at -2)
Wild Die: 1d8+2 = 9 (7), corrected wild die: 1d6+2 = 3 (1)
Total: 9 (1 success + 1 raise: +2 for Sparky)

Bennies: 4/4
Edge: Level Headed - acts on best of 2 action cards
NG-LG6 Laser Rifle
Range: 25/50/100
Damage: 3d6+2 AP 2
ROF: 1 (Semi Auto)
Shots 20
Integrated Grenade Launcher
Range: 18/36/72
Damage: 3d8 AP 8
ROF: 1
Shots: 6
Bio-metric compass-Inertial Mapper
Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.

_________________
Roderick Wolfram - Robot Pilot EP Record

Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)


Q2 2018 Adventure Cards
  • (14) In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (24) Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
  • (29) Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.


Thu Apr 05, 2018 8:07 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Mar 31, 2017 9:06 am
Posts: 441
Location: 1st SET
Reply with quote
"I will clear a path," Alecto announces, and draws the sword from over her back. As she strides forward towards the spiders another blade extends from her left forearm and hums ominously in the just-above-hearing pitch of a vibroblade. She lays about her in broad, sweeping slashes...sticking to the left side of the tunnel to give other people clear fields of fire to her right.

Rolls: Fighting 11, 1 benny spent
Fighting 1d12+2 = 4 (2) or 1d6+2 = 7 (5)
Going to benny for Extra Effort, with Elan 1d6+2 = 4 (2)
3/4 bennies left

_________________
OOC Comments
[size=85]Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Fri Apr 06, 2018 6:55 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 23, 2016 2:13 pm
Posts: 247
Reply with quote
Fighting 21
Fighting (+2 due Shapeshifter's Claw)
    Fighting: 1d6+2 = 8 (6)
      Ace: 1d6+8 = 14 (6)
      Re-Ace: 1d6+14 = 17 (3)
    Wild: 1d6+2 = 8 (6)
      Ace: 1d6+8 = 9 (1)
    Extra Effort: 1d6+2 = 4 (2) (Elan)
    Result: 21 - Success with 4 Raises

"Stay away form my friends, and especially MY CORY!!!"

With that, Merlaggon tears into the spider creatures. He does not show the greatest skill, but his enthusiasm and reckless aggression makes up for it. His tail smashes them by the dozen. His fire breath scorches them by the score. They keep on coming and coming at them, but Merlaggon singlehandedly takes care of almost a hundred of the spider creature in less than a minute. Those who get closest to Cory, however, get the privilege of being squashed flat beneath his clawed feet or just swallowed whole as he pounces on them. The mine shudders with the force of his blows when he occasionally clips the walls, sending rock chips spraying with the force of his blows.

Soon enough the spiders are all still. Even the ones who were killed by the others have been squashed flat, and the air is filled with the smell of burned flesh and webbing.

"All right, Momma Spider or whatever you are. Time for us to end this. ROAR!!!!!"

_________________
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 4/3
    +1 due Post Rate
    -1 due to Dungeon Crawl Round 2 Extra Effort
    +1 due Portal Diving
ISP :10 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 35 (16) MDC; Size +7 - or 41(22); Size +8
Toughness: Human Form - 14(6); Size 0
Notice D6
Default Form: Dragon without Band of Growth
OOC Comments
Adventure Cards:
  • Enemy (Patron) - "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.”
  • 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.
  • Florence Nightingale - Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.


Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher

viewtopic.php?f=20&t=69


Fri Apr 06, 2018 7:50 am
Profile
User avatar

Joined: Fri Jul 01, 2016 3:43 pm
Posts: 260
Reply with quote
Fighting
1d10 = 1 (1) Wild: 1d6 = 2 (2)


Timothy takes the front line to defend the team from the spider assault. The rest of the team jumps into action and cuts the spiders down to size quickly. Well, these guys got it handled. Timothy attempts to kill some spiders that got threw, but he looks like a private in basic training. The spider crawls all over him and bites into his metallic armor to no effect. "Missed one guys. I think he likes me. I might call him bob. What do you guys think?"

_________________
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 22; (12 MDC); (size=+1) ; Strain: 5
Weapon in hand: Chain GreatSword
Damage: 1d12+2d10+2
Ammo: 32/28
Bennies: 2


Fri Apr 06, 2018 5:06 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Sun Jan 29, 2017 1:17 pm
Posts: 158
Location: San Antonio
Reply with quote
Conditions:
OOC Comments
Greater Armor (Spending 5 ISP) and his Fiery Aura (Spending 3 ISP) Greater boost is already in effect.
Exalted Detect (Spending 5 ISP) Greater boost is in affect.

Sinders flames burn the webs surrounding him as the spiders attack. He continues to help Sparky try to find a way through the maze. He issues orders to Starfire and Darkness to help find a way through this for the team as several of the group attack the spiders. "Keep those spiders at bay, we are helping Sparky find a way through this mess."

Sinder uses Benny to use his Spirit roll for Notice Greater boost to raise his notice and 4 ISP to get +2

Sinder’s Roll
Spirit dice for Notice
1d12+2 = 12 (10) Sinder's roll is 10 that is success and a raise
(spirit 1d10) (Greater boost+2 dice), (4 ISP for +2)
Wild Die: 1d6 = 4 (4)

Darkness Rolls
Notice 1d10 = 2 (2)
Wild Die: 1d6 = 4 (4)

Starfire’s Roll
Notice 1d6+2 = 4 (2)
Wild Die: 1d6 = 6 (6) Aced dice 1d6 = 2 (2) Starfires rolls 8 that is success and a raise

_________________
Sinder Baron: Burster (Master Psi)
viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40
Active Psi Power:

Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5
Bennies: 2EP Bennies 3 For 2nd Quarter 2018
Bennys: 2 EP, 3 for 1st Quarter +1 post
Cards:
5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP
36 Power Surge EP

New Cards 1st quarter
13 Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
43 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.

size=150]Weapon [/size]
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Bracers of the Beast
the beast master edge and a firey hell hound as his companion. This animal magnetism even extends to people (+1 charisma).Additionally, The owner receives a free d6+2 in Intimidate. However he also suffers from occasional bouts of uncontrollable rage, receiving Bloodthirsty as a Major Hindrance, and also gaining the Berserk Edge
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage


Sat Apr 07, 2018 5:23 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 22, 2017 7:49 pm
Posts: 92
Reply with quote
Saul looks back at his comrades swinging into action. Rod, is one focused and cool customer. Looks like a buccaneer with that LG6 laser rifle. Alecto, soft on the eyes and a dervish with the sword. Looks like she took care of the left side of these tunnels. Chrome commander standing there taking blow after blow just so we don't need too. Sometimes I wonder if he realizes he made it out of the coalition. Sinder, hot as ever. Seems like he is making good use out of his allies. Merlaggon... Man what a terror. I wonder what will happen if Cory ever dies, will he be strong enough to celebrate her life by doing good, or will he become a tyrant she would hate? He just about stepped on Sara, I got to get her out of here. Sara looks up at Saul stopping her singing for a moment. She chirps.
Saul shakes his head, " Look kid, you got some sea faring voyage of the argunats stuff in you. Heck you remind me of Captain Shela and her winged women of Yack. Not a finer or more courageous crew you could find than the Trendsettler. But Sara, I made a promise to you, I got to get you back to the orphanage safe and sound. Merlaggon just about roasted you because you wandered close to Cory. Sara clutches him tight. " Sorry, Sara its time for you to go. Don't worry I'll see you when this is all over."
Sara reaches up and Saul bends down to her level, she gives him a peck on the cheek. In an eerie whisper she says, " I will not be far..." Saul walks her back to town and hurries back to help the team with anything else they might need.

_________________
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range) Toughness 16(6)
Active powers: exalted Darksight( see invisible, supernatural evil gets 1 less bonus from gangup) lasts 1 hour.
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 46/48
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 4/3
+1 post rate


Sat Apr 07, 2018 10:18 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Sat Jun 25, 2016 7:44 pm
Posts: 224
Reply with quote
OOC Comments
Notice: 1d8+2 = 6 (4) Wild Die 1d6 = 6 (6)
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)


Spiders. Well, not spiders really, but even better. Giant, monstrous demon spiders. This situation provides something very comforting to Cory, a feeling of certainty. She knows exactly what to do. She smiles. Sun is her ally, and that means these monsters will BURN!

Cory blasts away with her most devastating magic, whether that's catching a mass of monsters is a flamethrower of holy fire, or calling down tendrils of solar flame to incinerate them one by one. She also makes sure her soldiers and allies are provided with a portion of Sun's might, encircling their weapons with holy power. She must walk a middle path, that's her vow. It's what keeps her balanced. But these are the moments she feels more alive. There is no hesitation in Cory's dispensation of violence, her fury is unquestionably righteous.

Her soldiers follow her lead and do their best to keep the monsters at bay. There recourse is magical too, by way of their phantom rifles and grenades!

Mysticism 20!
Mysticism 1d10+4 = 14 (10) Ace 1d10 = 6 (6) Wild 1d6+4 = 7 (3) w/ Twist of Fate


Soldiers 1, 19!, 3
1. Shooting 1d8 = 1 (1) 2. Shooting 1d8 = 8 (8) Ace 1d8 = 8 (8) Double Ace 1d8 = 3 (3)3. Shooting 1d8 = 3 (3)

_________________


Cory Tetrascroll
PPE: 0/25 | ISP: 6/20 | Bennies: 2
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 11(6); Strain: 6
Condition: Exalted Quickness (1 round remaining)
Gear
Worn Armor:
Custom CK Armor:
    +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport
Weapon in Hand:
(Right) Sun’s Glaring Sting:
    Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 1/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver
(Left) TW Club:
    Str+1d4, +1 Parry


"all about long sullen silences, followed by mean comments and then more silences"


Sun Apr 08, 2018 1:08 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Oct 06, 2017 5:48 pm
Posts: 93
Reply with quote
Smarts 8, 2 Successes
Smarts 1d10 = 5 (5)
Wild 1d6 = 2 (2)

-1 bennie for Extra Effort with Elan 1d6+2 = 3 (1)

+4 from support rolls+
-4 from task difficulty
Sparky's sensors tell him the story of the carnage behind him. Or at least some of it given the infernal nature of the damned webbing. Focusing his concentration on the task at hand he ignores the waves of spiders attempting to overtake the group other than to stomp the odd one that strayed into his path into a foul smelling ichor almost absent mindedly. His sensors continued to give him trouble as the gossamer webbing reflected back false images and sensor ghosts making the task of finding the way through a daunting one indeed.

He tried to avoid touching any more of the stuff than he had too and had some success though the sticky substance clung to his armor in a number of places. Ewwww, I hope this stuff comes off easy or I'm going to be spending a week cleaning my armor after this. Maybe I could get Merl to snort a little fire to burn it off. With my luck he'd mess around and sneeze on my armor. Dragon snot, ewwww. All right, Sparkmort, pay attention to what you are doing, dammit! With another silent sigh and a shake of his head he pressed forward deeper into the gossamer maze.

Fortunately Sinder and Rod proved invaluable, scouting the side routes and reporting back when they found a dead end. Between that and his own intuition which seemed to be the only thing working for him at the moment they continued to make steady progress through the maze. After what seemed like hours it looked to Sparky as if the webs were getting thinner as if they were coming to the far edge of the affected area. That or they were about to enter the heart of the maze and perhaps find out just what created this mess. Steady, Sparky. No need to make it worse than it actually is until it's actually worse. Keying the comm he reports to the team. "I could be wrong but I think this stuff is starting to thin out. Maybe we're almost through? How's it going back there, anyway?"

_________________
Judge me by my size do you? Let me put on my OTHER suit.

Bennies 3 of 6

Sparkmort Zipwidget
Sparkmort Zipwidget

Player Name James
Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Brute

Agility d10 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d8
Pace 5(12) | Parry 7 | Toughness PA 21(12) MDC / BA 12(5)

Ammo
Rail Gun: 12
Rocket Launchers: Right (2) / Left (2)

Frequently used skills
  • Shooting d10
  • Fighting d10
  • Repair d10 + 2
  • Notice d6

Edges
  • [IF] Power Armor Jock
  • [FG] Strong Willed - +2 Intimidation and Taunt, +2 to resist Tests of Will
  • [FG] Brave - +2 to Fear tests
  • [HJ] Mr. Fix It - +2 to Repair rolls, 1/2 Repair time with raise
  • [HJ] Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
  • Brawny - Toughness +1; load limit is 8 x Strength
  • Luck/Great Luck - +2 Bennies per session (6 bennies/session)
  • Rock and Roll! - Ignore full-auto penalty if shooter doesn’t move
  • Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
  • Racial Curious - Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • Major Overconfident - No job too big for me and my Titan Gnome.
  • Minor Enemy (Mandrake the Undying, Renegade Necromancer) - I’m going to catch up to Mandrake one of these days and when I do I’m going to end him once and for all.
  • Minor Loyal - I’m no hero but it’ll be a cold day in hell before I leave friend or family behind.


Mon Apr 09, 2018 5:12 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 22, 2017 7:49 pm
Posts: 92
Reply with quote
Sparky wrote:
"I could be wrong but I think this stuff is starting to thin out. Maybe we're almost through? How's it going back there, anyway?"


Day 1: How did so many Spider legs get severed? That is some blade Alecto has on her. Never has such an ancient evil met the fury of the 1st SET. Yet still more spider come driven... Driven by what? With Sara back in Silverano my mind can focus on the task at had. I did not see it then but it was foolish to bring her along. Who knows how long we will be down here in the luminescent palace.

Day 3: Still Spiders come, a never ending plague. Their gossimer webs burn with dagoniffic fire. A fould stench that assults my nostrils. Still no sign of whatever is hatching these spiders. I suspect Timothy is keeping the nature of the real threat to himself out of a misguided need to protect us. Perhaps a hold over from his days in the CS. Sometimes I womder if he realizes he escaped their maniacal clutches.

Day 5: A nuclear blast with detific pominstance erradicates the hirde lf spiders. Non lay living say for a few unlucky few. Their spider momma has yet to weave her web arround us. I can sense it coming, 1000 feet in the darkness and silient clipity clop of doom. Is she drawn by the acrid smell of the webs burning with Sinders radiance? Time will tell and it would seem time is on our side as Simdy with the help of Rod has found our way out. Don't worry Sara, I'll keep my promise...

_________________
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range) Toughness 16(6)
Active powers: exalted Darksight( see invisible, supernatural evil gets 1 less bonus from gangup) lasts 1 hour.
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 46/48
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 4/3
+1 post rate


Mon Apr 09, 2018 8:20 pm
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Sat Jun 11, 2016 3:30 pm
Posts: 1195
Reply with quote
Untangled
There has never been any question about the destructive power of the 1st SET, and today it is on full display! While Sparky, Rod, and Sinder work their way through the tangle of webs the rest of the team exterminate the swarms and swarms of spiders with extreme prejudice. Slicing, burning, and plain old squashing the insects the fighting group displays ferocity and competency. Meanwhile, the trail blazers find their way out of the gossamer leaving the acidic smell of burning web and roasted spider behind them.

After the webs the team descends deep into the old mine, further and further in the the heart of the mountain. After a long slow descent the mine tunnel changes from rough hewn rock to smooth tile. At the end of a long hallway a warm light spills out into the dark tunnel. Beyond that the group can hear low voices. Cory can detect the rush of mystical energy coming from the room.

Approaching quietly, the group can see in. A group of Simvan are standing around a swirling portal that casts a red glow across the entire room. One simvan stands on a raise dias. It looks like the side rooms contain captives who are bound to the walls. The Simvan are wearing armor and weapons made of bones, and appear to be herding some of the captives into the portal.

Conditions
Dim Lighting, -1 Penalty
Innocent Bystander Rule in Effect
Yes, Steven, the room is big enough to transform


MAP

_________________
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!


Tue Apr 10, 2018 5:44 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 22, 2017 7:49 pm
Posts: 92
Reply with quote
Saul grimaces his usual smile faded. Simvan blood magic or something worse... The worse is what I need to confirm. Its good Sara is not here to see this. Saul looks at the group, " Merlaggon, I will need your help to get to the portal quickly. When Hezor, or Balmadu, or whatever forsaken demon these Simvan worship comes through you know what to do. Alecto and Timmothy if you have your means to get to the portal do so, and hit those simvans hard with no mercy. I never told you about Captian Theodore Knight, he always took prisoners until the prisoners took him, and he from that day forward did not take prisoners no more... Because he was dead. Lets do the same to those Sims and make sure no one else goes through that infernal portal." Saul looks to Rod and Sparky, " Watch our six and take out the simvans you can without harming the innocent. Stick to Cory and when needed she can give your weapons the might of her sun. Be mindful of your surroundings, something darker lurks in these depths... Something yet to be revealed." Saul places his hands on Cory's hands, " Cory, the one on the Dias is yours. Let it feel the full wraith of the inferno that beats in your chest, and the ask the moon what the nature of the portal is. Radio me if you discover it is two way. This is not some damn lost ship in the devil's sea, and those that have already gone through will not be forsaken. That I promise." Saul claps Sinder on the back, " Pinpoint accuracy my hot ally. I trust there is more sims than we see here. Find them and burn them to ash."
Saul has his branch at the ready imbued with his righteous furvor and he glances at Merlaggon. " May I mighty Merlaggon take hold as we lauch into battle?" If so granted he grips hold of Merlaggon's scale.

Perhaps caught in his own furvor, he yells," unfurl your sails gentleman and gentlewoman, let this be the hour the simvan rue the day they made their pact with a dark deity! Unleash our own brand of hell!!!"

Kn Arcana 11
Kn arcana 1d4 = 4 (4) ace 1d4 = 4 (4) ace 1d4 = 3 (3)wild die 1d6 = 5 (5)

Hindrance
Big mouth

_________________
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range) Toughness 16(6)
Active powers: exalted Darksight( see invisible, supernatural evil gets 1 less bonus from gangup) lasts 1 hour.
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 46/48
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 4/3
+1 post rate


Tue Apr 10, 2018 7:06 pm
Profile
User avatar

Joined: Wed Feb 28, 2018 10:42 am
Posts: 34
Reply with quote
Finding their way to a central chamber instead of an exit causes Rod to throw an irritated look Sparky's way that is luckily hidden by his helmet's face plate. He takes in the area looking for other exits. Over the comms he says, "I'm counting 11 hostiles. We may be able to get the drop on these Simvan, but there are alot of doorways around here that could be holding a whole tribe of them plus we haven't seen any animals yet."

In his general area, Rod searches for a place with some cover. Going to need a vantage point to be able to snipe these guys. We need to take them out quickly before more of the townsfolk are passed through that tear in space. He pulls the loaned rifle up and moves to a crouched position behind what cover he can fine. They are too spread apart for the grenades, better to save them for whatever big beast they have laying in wait.

Rod un-clips the strap securing one of the extra eclips on his utility belt. He pulls the NG-LG6 up to his shoulder and looks down the scope to aim at the first target. Not knowing for sure his team's skill with firing at range, but trusting his own, Rod says, "Targeting Simvan on far side. Waiting for command to fire." Once the order is given, he takes a deep breath, then exhales slowly, lining up the target. At the end of the breath, he depresses the trigger of the rifle twice, firing at the Simvan at the other end of the chamber. Two bolts of energy fly across the room in rapid succession, hitting the creature precisely where Rod had aimed, no more than a hairbreadth apart from each other.

Target
Attachment:
temple round1.png
temple round1.png [ 1.43 MiB | Viewed 277 times ]

Rolls
Notice: 1d8+2 = 9 (7) (Danger Sense at -2)
Wild Die: 1d6+2 = 7 (5)
Total: 9

Shooting: 1d12+2 = 14 (12), Ace: 1d12 = 12 (12), Ace 2: 1d12 = 2 (2) (Double Tap +1 Shooting/Damage, -2 Medium Range)
Wild Die: 1d6-1 = 0 (1)
Total: 28
Damage: 3d6+3 = 13 (2, 2, 6), Exploding Die 1: 1d6 = 6 (6), Raise Damage: 1d6 = 1 (1), Exploding Die 2: 1d6 = 4 (4) AP2
Total Damage: 24 AP2
Shots Used: 2 of 20

Bennies: 4/4
Edge: Level Headed - acts on best of 2 action cards
Light-sensitive visor in Armor: Offset illumination penalties by 2 and provide +2 to resist blinding attacks.
NG-LG6 Laser Rifle
Range: 25/50/100
Damage: 3d6+2 AP 2
ROF: 1 (Semi Auto)
Shots 20
Integrated Grenade Launcher
Range: 18/36/72
Damage: 3d8 AP 8
ROF: 1
Shots: 6
Bio-metric compass-Inertial Mapper
Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.

_________________
Roderick Wolfram - Robot Pilot EP Record

Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)


Q2 2018 Adventure Cards
  • (14) In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (24) Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
  • (29) Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.


Wed Apr 11, 2018 11:51 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Oct 06, 2017 5:48 pm
Posts: 93
Reply with quote
Notice 7, Success.
Notice 1d6 = 5 (5)
Wild 1d6 = 5 (5)

+2 to Notice from Armor


Sparkmort doesn't know what that portal is but given what the Simvan appear to be doing it probably isn't a vacation getaway. Before Saul is even finished talking Sparky is loping towards the Simvan gathered around the portal. A metallic snikt echoes through the chamber as he pops the retractable knuckle blades on armored gauntlets. He only had a moment to spare to grimace at his choice of weapons Dammit I really need to get better weapons for this close in crap. Course, the close in crap always tended to be Jack's job before he was all over the two Simvan closest to his starting position.

To his left he briefly caught a glimpse of a laser as someone to his rear engaged one of the other targets. On the comms he had just enough time to apologize to Saul for ignoring his plan, "Sorry about that Saul, Railguns and rockets don't mix with hostages. Time to get up close and freaky!"

He brought his left fist down in a downward strike on the first Simvan he encountered but continued moving past counterclockwise around the portal to make a backhanded slash with his right at the next Simvan on the circuit.

First Wild Attack 8. Damage 14, AP 0. Second Wild Attack 9. Damage 27, AP 0. Parry 5 until next round.
Fighting (Left) 1d10 = 8 (8)
Wild 1d6 = 3 (3)
Fighting (Right) 1d10 = 3 (3)
Wild 1d6 = 3 (3)

-1 bennie for Extra Effort with Elan on Second Attack 1d6+2 = 6 (4)

-2 MAP to both Attacks.
+2 for Wild Attacks

Damage 1d12+4 = 8 (4) + 1d4 = 4 (4) + Blade Ace 1d4 = 2 (2)
Damage 1d12+4 = 16 (12) + 1d4 = 1 (1) + Strength Ace 1d12 = 10 (10)

_________________
Judge me by my size do you? Let me put on my OTHER suit.

Bennies 3 of 6

Sparkmort Zipwidget
Sparkmort Zipwidget

Player Name James
Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Brute

Agility d10 | Smarts d10 | Spirit d8 | Strength d6 | Vigor d8
Pace 5(12) | Parry 7 | Toughness PA 21(12) MDC / BA 12(5)

Ammo
Rail Gun: 12
Rocket Launchers: Right (2) / Left (2)

Frequently used skills
  • Shooting d10
  • Fighting d10
  • Repair d10 + 2
  • Notice d6

Edges
  • [IF] Power Armor Jock
  • [FG] Strong Willed - +2 Intimidation and Taunt, +2 to resist Tests of Will
  • [FG] Brave - +2 to Fear tests
  • [HJ] Mr. Fix It - +2 to Repair rolls, 1/2 Repair time with raise
  • [HJ] Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
  • Brawny - Toughness +1; load limit is 8 x Strength
  • Luck/Great Luck - +2 Bennies per session (6 bennies/session)
  • Rock and Roll! - Ignore full-auto penalty if shooter doesn’t move
  • Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
  • Racial Curious - Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • Major Overconfident - No job too big for me and my Titan Gnome.
  • Minor Enemy (Mandrake the Undying, Renegade Necromancer) - I’m going to catch up to Mandrake one of these days and when I do I’m going to end him once and for all.
  • Minor Loyal - I’m no hero but it’ll be a cold day in hell before I leave friend or family behind.


Wed Apr 11, 2018 5:31 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Mar 31, 2017 9:06 am
Posts: 441
Location: 1st SET
Reply with quote
Though Alecto briefly entertained thoughts of trying to take the Simvan by surprise, she assessed the possibility of ambush as remote after Saul started bellowing.

It was mildly surprising to her that this development brought on a sort of recognition rather than annoyance. It was very similar to how some of her more headstrong compatriots in the Black Company behaved. Perhaps it was something evolved intelligences who chose to pursue military lifestyles tended to have in common?

She drew her black runeblade and invoked the magic in it, then blurred forward at incredible speeds, covering the distance between herself and the nearest Simvan in little more than a heartbeat. She slashed once...then followed up with an acrobatic spin that sent her left-arm vibroblade directly at the creatures's throat!

Rolls: 6 to hit for 17 AP 4 and 8 to hit for 21 AP 4; targeting whichever of the two nearest Simvan that Sparky isn't
Engage Quickness 1d8 = 4 (4) or 1d6 = 4 (4) from Jitterbug, then move Pace 8 towards Simvan.
Quickness turn:
Fighting (Jitterbug): 1d12+3 = 6 (3) or 1d6+3 = 6 (3), for 1d12+2 = 11 (9) plus 1d10+1 = 9 (8) damage, AP 4.

Fighting (vibroblade): 1d12+2 = 8 (6) or 1d6+2 = 5 (3), for 1d12+2 = 12 (10) plus 1d10 = 9 (9) damage, AP 4.

Effects currently in place:
Parry is 10 (Jitterbug is active)
Combat Sense (opponents halve gangup bonuses)

_________________
OOC Comments
[size=85]Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Wed Apr 11, 2018 8:00 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Sat Jun 25, 2016 7:44 pm
Posts: 224
Reply with quote
OOC Comments
Notice 4: 1d8+2 = 3 (1) Wild Die 1d6 = 2 (2)+2=4
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)


"Like, I got this," Cory says with understated confidence. She pushes past everyone as she draws her small sword. Instead of having her pipe-club in her left hand she has is clutching her rosary. With her eyes open, she takes a moment to study the rift-portal. Subconciously she funnels power to the sword, slowing down time, and to her armor. But her focus, for the moment, is the portal.

Exalted Detect Arcana 8, Knowledge Mystic Arcana 4
Detect Arcana: Mysticism 1d10 = 8 (8) Wild 1d6 = 1 (1); Knowledge Mystic Arcana: 1d6 = 4 (4) Wild 1d6 = 2 (2)


Exalted Quickness 9
Mysticism 1d10 = 7 (7) Wild 1d6 = 6 (6) Ace 1d6 = 3 (3)


She'll communicate what she learns to the group over the radio, but she never takes her eyes off the leader on the dais (yellow circle on map). She is measuring the distance in her mind. "I got this," she says quietly, but with more conviction.

Then she lights the bastard up.

Quickness Phase 1:
Note: All Damage is 5AP
Teleport 5, Onslaught x4 1. 10 hit 24 damage, 2. 6 hit 15 damage, 3. 8 hit 19 damage, 4. 20 hit 18 damage
Teleport 1d10 = 3 (3) Wild 1d6 = 1 (1) Bennie Reroll 1d10 = 1 (1) Ace 1d10 = 8 (8) Wild 1d6 = 5 (5); Onslaught, Medium Range + 4 Twist of Fate EACH Mysticism 1. 1d10+2 = 10 (8); 2. 1d10+2 = 6 (4); 3. 1d10+2 = 8 (6); 4. 1d10+2 = 12 (10) Wild 1d6+2 = 8 (6) Ace 1d10 = 8 (8)
Damage: 1. 3d6 = 17 (6, 6, 5) Ace 2d6 = 3 (2, 1) + Raise 1d6 = 4 (4) 2. 3d6 = 13 (3, 4, 6) Ace 1d6 = 2 (2) 3. 3d6 = 9 (2, 2, 5) + Raise 1d6 = 4 (4) 4. 3d6 = 14 (6, 4, 4) Ace 1d6 = 1 (1) + Raise 1d6 = 3 (3)


In a blink, Teleports halfway across the room (See pinky purply mark on map) and lights him up again.

Quickness Phase 2:
Note: All Damage is 5AP
Teleport 5, Onslaught x4 1. 11 hit 18 damage, 2. 14 hit 23 damage 3. 15 (wild) hit 18 damage 4. 8 hit 16 damage
Teleport: Mysticism 1d10 = 5 (5) Wild 1d6 = 4 (4); Onslaught, Short Range: Mysticism 1. 1d10 = 2 (2) Bennie Reroll 1d10 = 10 (10) Ace 1d10 = 1 (1); 2. 1d10 = 10 (10) Ace 1d10 = 4 (4); 3. 1d10 = 6 (6); 4. 1d10 = 8 (8) Wild 1d6 = 6 (6) Ace 1d6 = 6 (6) Ace 1d6 = 3 (3)
Damage: 1. 3d6 = 14 (3, 6, 5) Ace [dice]1d6[/dice]+ Raise 1d6 = 3 (3) 2. 3d6 = 11 (1, 5, 5) + Raise 1d6 = 5 (5) 3. 3d6 = 14 (6, 5, 3) +Raise 1d6 = 4 (4) 4. 3d6 = 10 (5, 3, 2) + Raise 1d6 = 4 (4)


And blink! She teleports back to the rest of the group, breathing hard!

Total PPE: 24 personal, 8 from Armor

Map
Attachment:
Screen Shot 2018-04-12 at 2.32.15 AM.png
Screen Shot 2018-04-12 at 2.32.15 AM.png [ 1.28 MiB | Viewed 255 times ]

_________________


Cory Tetrascroll
PPE: 0/25 | ISP: 6/20 | Bennies: 2
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 11(6); Strain: 6
Condition: Exalted Quickness (1 round remaining)
Gear
Worn Armor:
Custom CK Armor:
    +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport
Weapon in Hand:
(Right) Sun’s Glaring Sting:
    Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 1/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver
(Left) TW Club:
    Str+1d4, +1 Parry


"all about long sullen silences, followed by mean comments and then more silences"


Thu Apr 12, 2018 1:09 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Sat Jun 25, 2016 7:44 pm
Posts: 224
Reply with quote
Moar Rollsss!!!!
Phase 1 Damage: 3 Bennie Reroll 3d6 = 10 (2, 3, 5) + Raise 1d6 = 6 (6) Ace 1d6 = 3 (3)

Phase 2 Damage Rolls
Damage: 1. 3d6 = 14 (3, 6, 5) Ace 1d6 = 1 (1)+ Raise 1d6 = 3 (3) 2. 3d6 = 11 (1, 5, 5) + Raise 1d6 = 5 (5) Bennie Reroll 4d6 = 18 (6, 5, 5, 2) Ace 1d6 = 5 (5) 3. 3d6 = 14 (6, 5, 3) Ace 1d6 = 4 (4) +Raise 1d6 = 4 (4) 4. 3d6 = 10 (5, 3, 2) + Raise 1d6 = 4 (4) Bennie Reroll 4d6 = 13 (5, 6, 1, 1) Ace 1d6 = 3 (3)

_________________


Cory Tetrascroll
PPE: 0/25 | ISP: 6/20 | Bennies: 2
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 11(6); Strain: 6
Condition: Exalted Quickness (1 round remaining)
Gear
Worn Armor:
Custom CK Armor:
    +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport
Weapon in Hand:
(Right) Sun’s Glaring Sting:
    Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 1/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver
(Left) TW Club:
    Str+1d4, +1 Parry


"all about long sullen silences, followed by mean comments and then more silences"


Thu Apr 12, 2018 1:44 am
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Sat Jun 11, 2016 3:30 pm
Posts: 1195
Reply with quote
Portal Info
The portal reads like an gateway between two points. It goes both directions (it's not one way) the other side does not feel like a different dimension but has all the characteristics of Hades. It's kind of confusing.

_________________
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!


Thu Apr 12, 2018 7:59 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 23, 2016 2:13 pm
Posts: 247
Reply with quote
"OK, Cory. Seems like you have this handled. I want to see what is on the other side of the portal... and I have been told it is two-way, and still on Earth here. I will be taking Saul with me. He said he wants to go through to help those prisoners who were sent through. We can take care of each other over there, and can always come back through if we need to.... BYE!!!"

With that, Merlaggon picks up Saul in his left hand and races straight forward into the portal.

Notice 10 for when through the Portal
Notice: 1d6 = 6 (6)
    Ace: 1d6+6 = 10 (4)
Wild: 1d6 = 2 (2)
Result: 10 - Success with Raise?!?


"OOOoooOOO, now what do we have here?!?!?"

_________________
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 4/3
    +1 due Post Rate
    -1 due to Dungeon Crawl Round 2 Extra Effort
    +1 due Portal Diving
ISP :10 / 10
PPE :20 /20
Active Psionic Powers: None
Active Magic Powers: None
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 5
Toughness: Dragon Form - 35 (16) MDC; Size +7 - or 41(22); Size +8
Toughness: Human Form - 14(6); Size 0
Notice D6
Default Form: Dragon without Band of Growth
OOC Comments
Adventure Cards:
  • Enemy (Patron) - "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.”
  • 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.
  • Florence Nightingale - Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.


Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher

viewtopic.php?f=20&t=69


Thu Apr 12, 2018 9:08 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 22, 2017 7:49 pm
Posts: 92
Reply with quote
Dear Merlaggon into the breech we go. Heroes on this side and heroes on the unknown other...
Saul clutches hold of Merlaggon as the dragon's exuberance and natural curiosity are only matched by its tough hide.
"Whaoooohhh..." Speeding to the rescue like a red ship on rocket rails.
" Faster Merlaggon! We must pierce the portals horizon with enough energy to break through. We are those peoples only hope."

Notice 1d6 = 2 (2) wild 1d6 = 5 (5)

_________________
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range) Toughness 16(6)
Active powers: exalted Darksight( see invisible, supernatural evil gets 1 less bonus from gangup) lasts 1 hour.
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 46/48
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 4/3
+1 post rate


Thu Apr 12, 2018 1:27 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Sat Jun 25, 2016 7:44 pm
Posts: 224
Reply with quote
[Rolls carried over...]

"Go Merl! Don't stay long, we have no idea how long that thing will stay open!" Cory shouts as Merl and Saul take off.

_________________


Cory Tetrascroll
PPE: 0/25 | ISP: 6/20 | Bennies: 2
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 11(6); Strain: 6
Condition: Exalted Quickness (1 round remaining)
Gear
Worn Armor:
Custom CK Armor:
    +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport
Weapon in Hand:
(Right) Sun’s Glaring Sting:
    Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 1/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver
(Left) TW Club:
    Str+1d4, +1 Parry


"all about long sullen silences, followed by mean comments and then more silences"


Thu Apr 12, 2018 11:00 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Sun Jan 29, 2017 1:17 pm
Posts: 158
Location: San Antonio
Reply with quote
Sinder takes a few seconds to make sure his Cannon Ball Armor is up and running
Conditions:
OOC Comments
shoud be no lighting penality,sinder body provides light.
Greater Armor (Spending 5 ISP) and his Fiery Aura (Spending 3 ISP) Greater boost is already in effect.
Exalted Detect (Spending 5 ISP)
Greater Speed and Exalted Quickness used the 10PP from the armor(Greater boost is in affect)
Spirit 1d10+4 = 13 (9) Spirit 1d10+4 = 8 (4)
Exalted Quickness: With a raise, the recipient can redraw any initiative cards lower than Eight each round. two separate turns per round on his action card instead of the usual one. he may ignore up to two points of multi-action penalties on each of those turns.
GREATER SPEED:basic Pace is X3 6x3+2=20. With a raise, running becomes a free action, Running is a free action. Attacks against the recipient are at −2.

Quote:
Saul claps Sinder on the back, " Pinpoint accuracy my hot ally. I trust there is more Sims than we see here. Find them and burn them to ash."


“One at a time, really?! Pinpont!? This is going to take a while you know. When you’re Hot your Hot, when you’re not you’re just a piece of burnt toast. Saul ” Sinder walks away, he knows his best use is when a hole bunch of enemies are garthered close.

He tells Both Starfire and Darkness to stay close, “We Flames will go up the right side, try to cover the others as they head in, remember target Simvans for now no one else.” He pets Darkfness and scratches behind the ear. He draws forth his Bone Sword and the Glowing NEURAL MACE of Sir Sayeen, and waits till the others have moved in. “Sir Sayeen I don’t know what you did to this thing but I hope it is good.”

Then Sinder sees a shot goes out, “Well isn’t this just like the 1st SET. someone is always wanting to start the fight early, Shades of Fell.” Sinder thinks in disbelief. He remembers when Fell was talking to the Female Mage and all of a sudden killed her, before Sinder could even ask her out. “Well I’m not going to ask a Simvan out so I guess this is just barely better than that not much mind you.” "Ok Flames we moe out."

Sinder starts moving up the right side he knows he Starfire should be able to keep up. He plans to check out the rooms and kill Simvans. As he moves his flames follow. He fakes like he will go after the first Simvan in the circle then heads toward the second not closing there he turns and heads toward the room. What he hopes is his actions will cause the two Simvans to concentrate on him and give a chance for his two companions to strike the others on a flank or from behind.

https://www.youtube.com/watch?v=Hw1t7OCESUw

Sinder
OOC Comments
Action 1
Fires a flame bolt at A Simvan spending 2PP for +8AP to any Simvan outside or in the room.
Spirit
Psi 1d10+2 = 9 (7) damage and a raise
6d6 = 24 (3, 2, 6, 5, 6, 2)+8 (2 Aces ) 2d6 = 9 (5, 4) Total damage 41
Wild Dice 1d6 = 5 (5)

Action 2 Sinder closes to an Simvan strikes with Bone Sword then Sayeens Neural Mace. (Is there something special about the glowing Mace?)
Fighting Bone Sword
1d6 = 2 (2)
Damage:
1d10+4 = 9 (5), +AP 4, total 13
Fighting
1d6 = 2 (2) will use the Wild Dice for this so 4
Damage: 1d6+4 = 5 (1) Weight 9
Victim roll Vigor Failure = Inc., Roll Vigor 1/Round to Revive to shaken
Wild Dice 1d6 = 4 (4)
Sinders Fiery Aura does to everyone in his area at the end of the round 3d8 = 8 (3, 3, 2) using a close Aura for fear that He might burn innocents.


Darkness:
OOC Comments
Fear: Anyone who sees a hellhound must make a Fear check.
Hellhounds have a d10 running die.
Fight: misses unless he gets a +2 for the fear check on the Simvan
1d6 = 1 (1) well he misses but his Fiery Aura might get some 2d6 = 6 (1, 5)
Bite 1d6+6 = 8 (2)


Starfire: Closes distance and fires at point blank
OOC Comments
Pace: 8
Notice:
1d8+2 = 8 (6)
Shooting:
1d4+2 = 5 (3)
Damage: 2d10 = 11 (6, 5) +5 AP Total 16

_________________
Sinder Baron: Burster (Master Psi)
viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40
Active Psi Power:

Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5
Bennies: 2EP Bennies 3 For 2nd Quarter 2018
Bennys: 2 EP, 3 for 1st Quarter +1 post
Cards:
5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP
36 Power Surge EP

New Cards 1st quarter
13 Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
43 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.

size=150]Weapon [/size]
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Bracers of the Beast
the beast master edge and a firey hell hound as his companion. This animal magnetism even extends to people (+1 charisma).Additionally, The owner receives a free d6+2 in Intimidate. However he also suffers from occasional bouts of uncontrollable rage, receiving Bloodthirsty as a Major Hindrance, and also gaining the Berserk Edge
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage


Sun Apr 15, 2018 8:26 am
Profile
User avatar

Joined: Fri Jul 01, 2016 3:43 pm
Posts: 260
Reply with quote
Timothy asses the situation when the entire team moves in to rescue everyone. Are you f'ing kidding me? With a sigh, Timothy clicks on the radio. "You know the drill boys and girls. And for those who don't kill the bad guys, save the innocents, and for the love of your god, DO NOT ENTER THE PORTAL UNTIL IT'S SECURED!!"

Are they going to enter the portal? Just what we don't need. our heavy weapons platform and some idiot entering another world, getting cut off from the team." Timothy pulls out the JA-11, ensures it on MDC setting and takes a bead on the spellcasting simvan.

Shooting
Shooting: 1d10 = 3 (3) Wild: 1d6 = 4 (4)
Damage: 3d6 = 10 (6, 3, 1) Ace: 1d6 = 3 (3)
total: 13 MDC

_________________
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 22; (12 MDC); (size=+1) ; Strain: 5
Weapon in hand: Chain GreatSword
Damage: 1d12+2d10+2
Ammo: 32/28
Bennies: 2


Sun Apr 15, 2018 5:47 pm
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Sat Jun 11, 2016 3:30 pm
Posts: 1195
Reply with quote
The Mighty 1st: Shoot First, Don’t Ask Questions

Sparky is the first to act, loping forward with his vibro-blades extended ready for some action. The Simvan nearest him spot him, but too late to do anything except look upon the bringer of their deaths. However, the commotion is enough to alert the rest of the room that trouble is coming. Behind Sparky, Saul and Merlaggon unfurl their sails the pair speeds across the room heading for the portal in its centre. Taking her cue from the others, Alecto heads to the opposite flank from Sparky, like the second head on a deadly clock she cuts down another monster rider where he stands. At this rate the two bladed warriors were destined to meet in the middle. Of course, Sinder plays his roll too, passing by Sparky he simply melts a Simvan warrior from existence, while his animal companions harass another.

Seeing his mates charge into action, Rod takes aim for the apparent leader of this little coven. His shot hits the Simvan shaman square between the eyes, creating a pin sized hole in his head that should send brains flying out the other side. However, before any effect can be seen Cory simultaneously fires a huge blast of flame, blinks from existence and fire another. The flash is so bright the leader on the dias disappears from sight. For good measure, Timothy sends a hail of laser fire into the midst of the flame. When the brightness subsides there is no more shaman, only a small pile of ash. No one will ever know who got the kill shot, but it was a kill indeed. When the shaman goes down the portal begins to swirl and pulsate, becoming highly unstable.

Portal
It will close in two rounds


After the assault of death only six Simvan remain around the portal, however, each of them smartly grabs one of the captives and uses them as human shields. Pulling them roughly back toward the rear of the temple.

New Map

H = Hostage (-4 cover penalty to hit Simvan, misses hit the hostage)
Lighting Penalty: Dim, -1

Where the Hell?
On the other side of the portal, Saul and Merlaggon land in what can only be described as the depths of hell. Yet, disorientingly, the Earth’s familiar sun shines high in the sky overhead. The captives stand there completely surrounded by a dozen (12) Alu demons. Suddenly, the sun is blotted out as a Balrog flaps its mighty wings to descend upon Merlaggon!

Demons
Alu - use lesser demon from Savage Foes of North America
Balrog - use Greater Demon from Savage Foes of North America

_________________
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!


Mon Apr 16, 2018 4:43 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Sat Jun 25, 2016 7:44 pm
Posts: 224
Reply with quote
OOC Comments
Notice: 1d8+2 = 4 (2) Wild Die 1d6 = 3 (3)
Constant Effects: Alertness; Auto-Mega Damage; Danger Sense; Sense Supernatural Beings (with Notice check)
Temporary Effects: Name (Duration)


Cory still has her rosary in her left hand, and it has a calming effect on her. Her fire was up and burning hot, she was ready to lash out in any direction. But her lesson in temperance gives her pause, unconsciously her fingers pass Sun beads quickly and linger on Moon beads. With a moment to center herself she has a plan worthy of Moon, and one that Sun would undoubtedly support as well.

She spins low into a crouch tilting her sword out for balance and reaching out with her other hand to just tap the hostage's foot. As soon as she makes contact she triggers a teleport, blinking the hostage to safety by Tim.

Quickness Turn 1: Fighting 31, Teleport 15
Fighting: Touch Attack 1d6+8 = 12 (4) Wild 1d6+8 = 14 (6) Ace 1d6 = 6 (6) Ace 1d6 = 6 (6) Ace 1d6 = 5 (5) Twist of Fate
Teleport: Mysticism 1d10 = 10 (10) Ace 1d10 = 5 (5) Wild 1d6 = 5 (5)


Once she drops off the hostage she uses some of her remaining energy blesses Tim's laser. Then she raises the sword in the air and shouts to the simvan on the right, "Release your hostages or face Sun's wrath! You saw your leader BURN!" Using the power invested in he sword, she amplifies her voice, casting a dark shadow over the group of raiders.

Quickness Turn 2: Exalted Smite 7, Greater Fear 14
Greater Smite: Mysticism 1d10 = 5 (5) Wild 1d6 = 6 (6) Ace 1d6 = 1 (1); The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage, +5AP, Celestial Silver trapping: For any offensive effect, a celestial silver Trapping counts as both holy and silver for purposes of Weaknesses. For example, smite can be cast on a weapon and it is a blessed silver weapon for the duration. This is extremely e ective against vampires, among other things.
Greater Fear: Mysticism 1d10+4 = 13 (9) Wild 1d6+4 = 10 (6) Ace 1d6 = 4 (4)Twist of Fate; Using this Mega Power causes targets to suffer a −2 to resist fear, or a −4 with a raise.


Total PP Spent: 8 PPE, (14 ISP converted to 7 PPE)

SBT Location
Attachment:
File comment: Circle notes placement of SBT approximately.
23CFA509-9606-4C13-BFEA-2DB1C9FF52BC.jpeg
23CFA509-9606-4C13-BFEA-2DB1C9FF52BC.jpeg [ 1.55 MiB | Viewed 61 times ]

_________________


Cory Tetrascroll
PPE: 0/25 | ISP: 6/20 | Bennies: 2
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 11(6); Strain: 6
Condition: Exalted Quickness (1 round remaining)
Gear
Worn Armor:
Custom CK Armor:
    +6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport
Weapon in Hand:
(Right) Sun’s Glaring Sting:
    Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 1/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver
(Left) TW Club:
    Str+1d4, +1 Parry


"all about long sullen silences, followed by mean comments and then more silences"


Tue Apr 17, 2018 1:08 am
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Sat Jun 11, 2016 3:30 pm
Posts: 1195
Reply with quote
Initiative (Hell)
Merlaggon 1d54 = 52 (52) AD
Alu (12) 1d54 = 11 (11) QS
Saul 1d54 = 48 (48) 10D
Balrog (1) 1d54 = 1 (1) 2S

_________________
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!


Tue Apr 17, 2018 2:55 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Sun Jan 29, 2017 1:17 pm
Posts: 158
Location: San Antonio
Reply with quote
Sinder listens to Cory, and tries to add to it, his Hellhound Darkness at his side and the robot horse, Starfire on the other. “Darkness Wait! Starfire, speak in their language, gobly, what I am saying. (Pause) If you, want to get out of here alive. Lay yourselves and your weapons down. All of you will comply. The Demons or Devils on the other side will not treat failures like you kindly, and you know it.”

Sinders hope that the Sivan see the recent attack especially if they saw him just turn one into ash, plus the Hell Hound near him Striking fear into them might make them more compliable.

The Intimidation from the Bracers The owner receives a free d6+2 in Intimidate. He has no idea about.
Intimidation:
1d6+2 = 4 (2) dang not to good, but made it.
Wild Dice:
1d6 = 1 (1)

If the Simvans are not immediately complying. Uses the Sleep charm. he will cast it at the largest group left. The first priority is the ones in front of him since he doesn’t know that Cory cast fear on them. The second group is the ones over to the left. He is hoping, if they all fall over asleep, the others will think that their friends are surrendering.

NECKLACE OF GREATER SLUMBER
Power Points: 4 Range: Smarts×3 Duration: 1 minute (1/minute) MEDIUM Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough. Major, Greater Slumber Minor#1, + 5 PP recharges on Leyline Minor #2, +1 to Vigor
Spirit:
1d10+2 = 11 (9) made it plus a raise
Wild Dice:
1d6 = 2 (2)

_________________
Sinder Baron: Burster (Master Psi)
viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:40/40
Active Psi Power:

Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5
Bennies: 2EP Bennies 3 For 2nd Quarter 2018
Bennys: 2 EP, 3 for 1st Quarter +1 post
Cards:
5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP
36 Power Surge EP

New Cards 1st quarter
13 Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
43 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.

size=150]Weapon [/size]
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Bracers of the Beast
the beast master edge and a firey hell hound as his companion. This animal magnetism even extends to people (+1 charisma).Additionally, The owner receives a free d6+2 in Intimidate. However he also suffers from occasional bouts of uncontrollable rage, receiving Bloodthirsty as a Major Hindrance, and also gaining the Berserk Edge
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage


Tue Apr 17, 2018 4:11 am
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Sep 22, 2017 7:49 pm
Posts: 92
Reply with quote
The otherside looks like my side but filled with demons. Just like the deep blue monsters be lurking here.
OOC Comments
Saul's fear roll 1d12-2 = 6 (8) wild 1d6-2 = 2 (4)
Notice 1d6 = 5 (5) wild 1d6 = 3 (3)
How many people are trapped: 2d6 = 11 (6, 5)

Saul cries out to Merlaggon, " I count 11 people Merlaggon, almost 1 per demon. A great one soars over head... A balgrog! Captian Hobo of the Guytar, one of the most rickety ships I ever served on faced such a red eyed demon... He now lies in the bottom of the Atlantic. Knock the lesser demons back and I will try to get as many through the portal. I regret now, having told Cory to attack the one on the dias. If he was maintaining it... Our time here maybe short."
Saul for the briefest of seconds closes his eyes letting the sea call to him, letting his righteous indignation for what lies in the darkest of depths fuel his inner strength.
OOC Comments
Psionics greater deflection extra isp 4 for +2 1d10+2 = 8 (6) wild 1d6 = 4 (4) 8ISP
Psionics greater boost fighting extra isp 4 for +2 1d10+2 = 11 (9) wild 1d6 = 6 (6) 9ISP
Psionics greater smite 1d10 = 2 (2) Benny for EF 1d6+2 = 5 (3)wild 1d6 = 1 (1) 5ISP

After Merlaggon goes in to distract Saul rushes in behind his mighty ally. To the people he yells, " Move it, 2 by 2 get going to the portal we will defend you!" Saul takes up a defensive posture between the people and lesser demons.
OOC Comments
Saul is using the defend action +2 parry.

_________________
Saul Combat data
pace 8 (run d10), Parry 8 ( -4 to hit from magic/psionics, -2 hit from range) Toughness 16(6)
Active powers: exalted Darksight( see invisible, supernatural evil gets 1 less bonus from gangup) lasts 1 hour.
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
    Improved Psi-sword: Str+spiritx3 ap8
Abilities and ISP: 46/48
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 4/3
+1 post rate


Tue Apr 17, 2018 1:42 pm
Profile
User avatar

Joined: Wed Feb 28, 2018 10:42 am
Posts: 34
Reply with quote
"Booyah!" Rod says as he sees the simultaneous hits on the Shaman. Oops, he thinks as he realizes that Saul and the dragon went through the portal. Well at least this Simvan won't be summoning anything else. Over the radio, he says, "Saul and Merlaggon, the shaman is down and it looks like the rift may collapse, get out of there!"

Rod stays put guarding the exit to the chamber. If anything comes out of the portal that isn't human or dragon, he shoots it. He'll fire a grenade if it's a demon.

Rolls
Notice: 1d8+2 = 6 (4) (Danger Sense at -2)
Wild Die: 1d6+2 = 4 (2)
Total: 6

Shooting: 1d12+4 = 10 (6) (Double Tap +1 Shooting/Damage)
Wild Die: 1d6+1 = 3 (2)
Total: 10
Damage: Laser: 3d6 = 12 (4, 5, 3) AP2 , Raise Damage: 1d6 = 2 (2)
Grenade: 3d8 = 14 (3, 4, 7) AP8, Raise Damage: 1d8 = 7 (7)
Total Damage: Laser: 14 AP2 or Grenade: 21 AP8


Bennies: 4/4
Edge: Level Headed - acts on best of 2 action cards
Light-sensitive visor in Armor: Offset illumination penalties by 2 and provide +2 to resist blinding attacks.
NG-LG6 Laser Rifle
Range: 25/50/100
Damage: 3d6+2 AP 2
ROF: 1 (Semi Auto)
Shots 18
Integrated Grenade Launcher
Range: 18/36/72
Damage: 3d8 AP 8
ROF: 1
Shots: 6
Bio-metric compass-Inertial Mapper
Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.

_________________
Roderick Wolfram - Robot Pilot EP Record

Stats
Personal
Toughness: 12(7), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)


Q2 2018 Adventure Cards
  • (14) In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (24) Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
  • (29) Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.


Wed Apr 18, 2018 1:27 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 55 posts ] 

Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group Color scheme created with Colorize It.
Designed by ST Software.