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 Season 1: Emissary to the Federation 
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Local Conditions wrote:
CASTLE REFUGE
  • Location: Northern Arkansas
  • Population: thousands
  • Date & Time: 0915 October 21 PA110
  • Ley Line Activity: Near ley line
  • Weather: Sunny, 42 degrees F.
  • Visibility: Good, light clouds


MEXICAN SLAYRIDE

Flashback wrote:
105 PA--Last transmission of Infiltration Team 11, Dr Hank Wilson
"We breached the hive, aarraaghhaheeeggeghhe They're in the walls! Fuck they're in the walls! They're, oh god, god, nooooooooooooo, awwwwwweeeeeeeeeee, nooo, squeelch."
End Transmission


Summer is over, for real this time, no more autumnal false starts. It's getting cold. The humidity of summer is nearly gone, dry is the new descriptor. It's autumn. The equinox has come and gone, and the celebrations over. Magical defense squads that had stood vigilant against the threat of demonic incursion during the highly magical period have returned to normal duties. It's pretty calm in Castle Refuge right now.

Through various channels, the Nameless are brought back together, summoned for a briefing. The tone of the summons is ominous. Slated for a 9:15am start time. They have been instructed to report directly to level 6 of the Legion Hall, Sergeant Major Thunderaxe's office.

But he's not there. Sitting at the head of the small conference table is Councilwoman Paula Michelson. She says, "Please sit." Her tone and the gravitas of her voice makes refusing seem like the most ridiculous and foolish idea one could ever have.

What are you doing?

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
    Adventure Deck (WIP)
    GM Bennies: 6/6

Murder Hobos:


Sat Feb 10, 2018 10:14 pm
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Notice 1d6+2 = 8 (6)
Wild Die 1d6+2 = 6 (4)

Spirit to stay focused 1d8-1 = 7 (8) + 1d8 = 5 (5) =13
Wild Die 1d6-1 = 0 (1)

Permanent Effects: +2 Notice and Tracking, Uncanny Reflexes -2 to hit


Egil shows up on time but decides he is more comfortable sitting on the floor. Miraculously, however, he is incredibly focused and attentive to the Councilwoman. He had very much wanted to go see Chuck Jones today, but even the preference to peruse the Northern Gun shop over a briefing did not distract him.

"What can we do for you Ma'am?"

_________________
Egil ‘The Edge’ Skallgrim
OOC Comments
Race: Psi-Stalker
Iconic Framework: Crazy
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Charisma: -2; Pace: 16 d8; Parry: 6; Uncanny Reflexes -2; Toughness:12 (5); Strain: 1 Bennies: 3 Cards: Mechanical Malfunction, Theme Song

ISP: 30/30 and 6/10

viewtopic.php?f=32&t=252


Wed Feb 14, 2018 8:12 am
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AwkTek is still not comfortable with all the knowledge and information he has recently discovered and uncovered. AwkTek considers the proper pronunciation of his name, Jiànzhú shī, The Architect. Even amongst the confusion of so much information he has found answers to at least keep him content while he seeks better understanding.

Rising from the floor amongst piles of materials and equipment in his assigned room, Architect now knows what he is to do for the time being. Strolling over to a sturdy mannequin, he starts donning the armor that he found on his skiff, The Ark.

Speaking of the Ark, Jiànzhú shī surveys the floor and walls of his barracks. Amazing that the contents and framework were ables to disassemble as they did. The Ark now resides in pieces throughout his barracks room.

Finishing with the buckling of his armor, Jiànzhú shī, lifts his father's sword from the weapons rack near the door. Tying the sword around his waist he looks in the mirror, pleased with image.

Before heading out the door and towards the briefing room, he picks up a carefully crafted scroll on rice paper.

_________________
AwkTek
AwkTek a Flame Wind Dragon Hatchling

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

Architect Awakened
AwkTek
AwkTech -
11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)


Wed Feb 14, 2018 12:33 pm
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Local Conditions wrote:
CASTLE REFUGE
  • Location: Northern Arkansas
  • Population: thousands
  • Date & Time: 0918 October 21 PA110
  • Ley Line Activity: Near ley line
  • Weather: Sunny, 42 degrees F.
  • Visibility: Good, light clouds


CHILDREN OF JAMESTOWN
"Mmmm. I thought there were more of you," the Councilwoman says frowning. She gives Awktek and Egill a tight smile. Standing up she moves to the desk and leans against it facing the two Legion members. "You're Egil Skallgrim, and you are? Awktek? Hmm. So hard to tell with dragons sometimes." She glances at the clock on the wall. Another tight smile, "I guess if we wanted a regular unit, we wouldn't have requested the help of the Nameless." Again she glances at the clock, clearly annoyed and trying not to let it affect her cool demeanor.

"Many, probably most, of our SET operations result in tragedy. Even some of our outreach teams have a bad track record. Do you realize how bright a mark you made by not only saving Garnet Town from a demonic horde, not to mention the Coalition, but by making them an ally too? That's why you're here. What do you two think about that?"

Flashback wrote:
    "You are the Volunteers in the High Risk Mission Company of Iron Heart's 4th Battalion, you will fight for the Emperor, you will die for the Emperor. Those are your priorities. You are not fighting for yourself anymore, you are fighting for your Emperor and your families, those are your priorities. None of them require you to survive."

    -

    "Alright you pieces of shit! You have a chance to make the Emperor proud! Redeem you sorry asses! You are now VOLUNTEERS! You have been armed, you have been trained, now it's time, not to live or die, but time to KILL! Hustle hustle hustle! On the ready line, the line you sorry maggots!"

    -

    "Sir, deployment vehicle away,"

    "Thank you specialist. Pilot, egress from this AO, rapidly. Let's hope we didn't waste another VDV."


What are you doing?

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
    Adventure Deck (WIP)
    GM Bennies: 6/6

Murder Hobos:


Wed Feb 14, 2018 10:50 pm
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The overhead lights in the room flickered briefly and buzzed. Then the door opened and Whisper let herself in. Her deep indigo-violet cloak's hood was raised up over her head, and she had on a pair of goggles with smoked quartz lenses that seemed completely opaque from the outside. The usual 'mist' of shadow that rose off of her was absent...if not for the color of her skin and unusual garments she'd seem completely normal. Since coming to Castle Refuge she'd taken to wearing a sort of loose 'tabard' over the black links of her armor, in shades of midnight blue with pinpricks of yellow and white like stars.

"Please accept my apology, Councilwoman," she said quietly as she selected and took a seat. "I've been adjusting to keeping daylight hours with...mixed success."


Wed Feb 14, 2018 11:38 pm
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Nodding to Whisper, "Good to see you about, ma'am. Decided to toss your fate in with the Nameless then?"

Turning back towards the councilwoman, his armor creeking and stretching a bit, ArkTek raises his helmeted eyes to meet the councilwoman's.

"Madame Councilwoman, our diplomats are a charming Glitter Gal and Professor Radecliffe, who regretfully is no longer with us."

"I would say the Nameless are more concerned about the well being of all those we come across and less so about being glory hounds."

Looking over at Egil, "Don't worry Whitey, there will be plenty of time to explain the new look. One could say, I have just arrived from the Motherland."

_________________
AwkTek
AwkTek a Flame Wind Dragon Hatchling

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

Architect Awakened
AwkTek
AwkTech -
11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)


Wed Feb 14, 2018 11:46 pm
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Whisper gives Awktek a coy smile, a flash of whiter-than-white teeth against ebony lips.

"I appreciate the name of the Nameless," she says, "And since we've worked before, and I'm aware there's a vacancy on the team that suits my particular skills, well...it seemed a natural fit. With the approval of the team and Councilwoman, of course."


Thu Feb 15, 2018 12:03 am
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AwkTek extends his hand, pauses for a second and takes off his glove. "I am Architect from the Celestial Court."

"As we are short of personel, Egil and myself," AwkTek elbows Egil, "are here to give you an official welcome to the Nameless."

"Hopefully Chevy and Zima arrive here soon."

_________________
AwkTek
AwkTek a Flame Wind Dragon Hatchling

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

Architect Awakened
AwkTek
AwkTech -
11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)


Thu Feb 15, 2018 7:50 am
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Tiberius sighs in relief as he finally locates the correct room. This edifice is a warren! Only to be expected from dwarven construction as my father always used to say. Looking down he made one final check to ensure his appearance was acceptable and sighed again. Taller than most humans at 6' 3" but slender of build Tiberius reflected the typical attributes of his fae heritage. Delicate features that were both striking and alien at the same time. Pointed ears peeked out from his white-blond hair tied back in a ponytail while piercing almost blue eyes seemed to see more than just the mundane world. He twitched his shoulders to settle his armor on his frame a little better and tucked his helmet under his arm. Well, time to stop stalling...

Pushing the door open Tiberius enters the room to find the Councilwoman and several of what he presumed were among his new teammates. He had read the dossiers that had been provided to him so he had some idea as to what to expect. No mention of an Silhouette in the files. She must be new as well. Curious. Bowing slightly to the Councilwoman Tiberius makes his apologies. "I am sorry I am late Madame Councilwoman but I am still getting used to the layout of the Castle. I hope I have not held up the proceedings." Tiberius' English is fluent though there is a slight accent that is difficult to identify. Turning to the members of the Nameless he bows slightly and says, "Good morning. I am Tiberius, Cyber-Knight. I have been tasked to join your team for the foreseeable future. It is my sincere hope you will find my performance in the field acceptable." Then he moves to greet each in turn.

Holding his hand out to the seated Egil he will shake the Crazy's hand. "You must be Egil. I suspect we will be working closely together. If it comes to a fight you can be sure that I will have your back come what may."

He then offers his hand to AwkTek. "Ah the young dragon!" he says with a smile. "I am pleased to meet you. That armor is very impressive though I am not familiar with the design."

Taking Whisper's hand he will smiles again. "You have me at a loss, my lady. I was not aware of any other additions to the team other than myself. As I said, I am Tiberius and I hope you will come to call me friend once we get to know one another."

Turning back to the Councilwoman he continues, "My apologies again, Madame Councilwoman, for the interruption."

_________________
“Deeds will not be less valiant because they are unpraised.”

Tiberius
Bennies 3 of 3
ISP 28/30

Player James
Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


Stats
Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

Powers
Valiant Will (Boost Trait)
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Dauntless Resolve (Greater Boost Trait)
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Argent Strike (Smite)
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

Courageous Strike (Greater Smite)
This Mega Power version of smite confers two effects:
  • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
  • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
Trappings: Varies.

Legacy of the Fae (Deflection)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

TK Shield (Greater Deflection)
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

Frequently used skills
Skills:
    Agility
    • Fighting d12
    • Shooting d10

    Smarts
    • Psionics d8
    • Knowledge(American) d8
    • Knowledge(Arcana) d4
    • Notice d6 + 2 (sight based checks only)
    • Survival d6 + 2
    • Tracking d6 + 2


Special Abilities
Ability Name: Ability Description if desired

Edges
    AB (Psionics) - Gain 10 ISP and three powers
    Champion - +2 damage / toughness vs. supernatural evil
    Level Headed / Improved Level Headed - Act on best of three cards in combat
    Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
    Master Psionic - Gain access to Mega Power versions of all powers the hero knows
    Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
    Woodsman - +2 Tracking Survival, and Stealth
    Rapid Recharge - Regain 1 Power Point every 30 minutes
    Brave - +2 to Fear tests
    Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
    [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
    [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
    [Iconic] Code of Honor - See below
    Major Heroic - A Cyber-Knight always helps those in need.
    Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
    Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


Code:
[OOC=Notice]
Notice Die [dice]1d6[/dice]
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: +2 to sight based Notice checks[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


Thu Feb 15, 2018 2:16 pm
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The eyes behind his mask revealed nothing but internally he was shocked. An elf and a silhouette, and here AwkTek thought he was the unique one.

Shaking the elf's hand, "The armor is my own design but has strong pre-rifts 9th century central asian influences."

_________________
AwkTek
AwkTek a Flame Wind Dragon Hatchling

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

Architect Awakened
AwkTek
AwkTech -
11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)


Thu Feb 15, 2018 2:40 pm
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Whisper shakes the elf's hand, studying him through those black quartz lenses over her eyes.

"Yes, I'm a field acquisition, you might say. As for what I call you...I'm sure something like that can be arranged. For my part, call me Whisper."

She smiles.


Thu Feb 15, 2018 4:51 pm
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OOC Comments
Notice 1d6+2 = 7 (5)
Wild Die 1d6+2 = 6 (4)

Permanent Effects: +2 Notice and Tracking, Uncanny Reflexes -2 to hit


Egil jumps up when Awktek nudges him. He bows to Whisper, displaying the various knobs and implant protrusions in his skull all linked together with an intricate tribal tattoo pattern. The skin around some looks a little irritated as if they were recently adjusted or installed. In fact, some show gouges and scratches as if someone tried to adjust them with a screwdriver!?!

“Welcome to the Nameless. You could not have made a better choice in SET’s to join. ‘Course you knew that already since you saw how awesome we were in action. We’re glad to have you on board and I promise not to try and eat you.”

In the uncomfortable silence that follows, Egil just smiles. Then what he said dawns on him and he looks over at Awktek,

“Shouldn’t have said that out loud?”

Luckily Tiberius enters and introduces himself to alleviate the awkwardness. Egil takes his hand readily.

“Nice to meet you Tiberius. I already like your style and you can count on me to have your back as well. We had another Cyber-Knight once, his name was Seth. Good guy until he rode off on a griffin. Kinda moody, but I think it was because he never had good magic mojo. Never got the chance to eat with him, heck I didn’t even know Cyber-Knights were like us psi-stalkers until I met him. You seem like you have very refined tastes, though. A nicely aged necromancer with a side of possessing entities, perhaps?

As the room falls silent again,

“What?”

_________________
Egil ‘The Edge’ Skallgrim
OOC Comments
Race: Psi-Stalker
Iconic Framework: Crazy
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Charisma: -2; Pace: 16 d8; Parry: 6; Uncanny Reflexes -2; Toughness:12 (5); Strain: 1 Bennies: 3 Cards: Mechanical Malfunction, Theme Song

ISP: 30/30 and 6/10

viewtopic.php?f=32&t=252


Thu Feb 15, 2018 7:34 pm
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AwkTek is not phased in the least by Egil's comments and pats the Psi-Stalker on the back. "Heed Egil's words with some caution, he gets a sense that something isn't right with a person, they generally wind up his snack and then dead. He is good with what he does and he does what he is good at really well."

Pausing to look the other two over, "It will be nice to have another close quarters combat heavy in the party. Despite my current look, I am less skilled in combat than others of the dragon race. So you are not shocked later by it," AwkTek projects an image of his true self to the members of the Nameless in the briefing room.


Attachments:
Jiànzhú shī Dragon.jpg
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_________________
AwkTek
AwkTek a Flame Wind Dragon Hatchling

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

Architect Awakened
AwkTek
AwkTech -
11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)
Thu Feb 15, 2018 11:27 pm
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Local Conditions wrote:
CASTLE REFUGE
  • Location: Northern Arkansas
  • Population: thousands
  • Date & Time: 0925 October 21 PA110
  • Ley Line Activity: Near ley line
  • Weather: Sunny, 42 degrees F.
  • Visibility: Good, light clouds


PROS AND CONS

"Two new, two old, well, it'll have to work," the councilwoman says not discretely at all surveying the Nameless in attendance.

She looks at Whisper and gives her a tight smile. "We need you local expertise on this mission." Sweeping her eyes over everyone else she says, "And the rest of you, every skill and ability you possess will like be not just necessary, but critical." She turns to the desk and activates a basketball size hologram hovering a few inches above the desk. The recording that it shows is pretty horrific. Bug like creatures are ripping and tearing at something, and it's only when the image tracks back a bit and the scale becomes discernible that the size of the creatures truly hits home. They are bigger than a person, all claws and mandibles. Xiticix. The scene shifts. This time everything up close is still, but the towering alien spires in the distance are swarming with insects. Again, the scale is deceptive. The tiny creatures buzzing around the mushroom shaped towers are easily ten feet tall.

"Xiticix. While other threats may seem more pressing, many think these aliens are our the disaster looming on the horizon. And noone seems to be preparing for it. Lazlo's Council of Learning understands the threat, but not all of the powers of that nation understand that there is only one solution to this problem." She pauses, reading everyone's expressions and reactions. "So, we want you to go into the Federation."

"Don't worry, we don't want you to talk to Duncson. We do want you to go to Dweomer. Plato, as much as he wants to, does not have the official approval to start negotiations or diplomatic relations. At least not openly. The Tomorrow Legion has many ties to Lazlo, but we do not represent, nor are we bound by their directives." Again she pauses. "What do any of you know about the Lords of Magic?"

"You can't just walk in there, we'll give you something to help, of course. But you will have to use a little charm and tact."

The hologram has shifted to show an "artist's rendering" of the City of Dweomer, all spires and arches and soaring columns. "You'll go undercover, more or less. You're not 'disavowed' or off the books or anything silly, just don't fly the Tomorrow Legion flag as you drive around."

"Questions, shoot."

What are you doing?

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
    Adventure Deck (WIP)
    GM Bennies: 6/6

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Sun Feb 18, 2018 12:33 am
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"I have heard rumors about these giant insects. Oddly enough they aren't known to exist where I am from."

"So we are going as emissaries into Federation Territory. Are we to lend combat support or are we there strictly as observes?"

_________________
AwkTek
AwkTek a Flame Wind Dragon Hatchling

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

Architect Awakened
AwkTek
AwkTech -
11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)


Mon Feb 19, 2018 9:47 am
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Whisper looked from AwkTek to the Councilwoman, then back again.

"I, uh...excuse me, let me just interrupt for a moment. I feel I must be missing something. Almost all of this unit, myself and the dragon excluded, are entirely reliant on technology, yes? And one of them is a psi-stalker. No amount of false names and greased palms will let them walk through Dweomer unnoticed. Egil in particular wouldn't even be allowed in. He'd be lucky not to be fired upon as he approached. The rest...well, I haven't been to the White City before, but from what I'm led to understand they keep a close eye on anyone with heavy weaponry and vehicles...and one of your operatives pilots a glitterboy armor?"

The silhouette shook her head.

"There must be more to this plan I haven't heard yet, yes?"


Tue Feb 20, 2018 9:23 pm
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"A valid point my lady." Tiberius conceded, "though I am sure they would not bar my entrance. There are few places the reputation of a Cyber-Knight cannot gain access to." pausing he frowned before continuing. "I am also fairly confident that mundanes such as Chevy should not be an insurmountable problem but I take your point about a Psi-Stalker causing a stir if known." A most astute observation indeed Tiberius thought to himself. Her expertise in Federation lore should stand us in good stead.

Turning to Egil he continues, "take no offense Master Egil but it is entirely possible that the practitioners of Dweomer may not welcome you with open arms. On the other hand deception seems like a poor idea and leaving him outside the city on his own seems impractical so I would also assume the Councilwoman has a plan for this eventuality? Surely there must be psi stalkers that visit the city from time to time in some capacity." turning back to the Councilwoman he raises an inquisitive eyebrow.

_________________
“Deeds will not be less valiant because they are unpraised.”

Tiberius
Bennies 3 of 3
ISP 28/30

Player James
Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


Stats
Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

Powers
Valiant Will (Boost Trait)
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Dauntless Resolve (Greater Boost Trait)
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Argent Strike (Smite)
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

Courageous Strike (Greater Smite)
This Mega Power version of smite confers two effects:
  • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
  • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
Trappings: Varies.

Legacy of the Fae (Deflection)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

TK Shield (Greater Deflection)
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

Frequently used skills
Skills:
    Agility
    • Fighting d12
    • Shooting d10

    Smarts
    • Psionics d8
    • Knowledge(American) d8
    • Knowledge(Arcana) d4
    • Notice d6 + 2 (sight based checks only)
    • Survival d6 + 2
    • Tracking d6 + 2


Special Abilities
Ability Name: Ability Description if desired

Edges
    AB (Psionics) - Gain 10 ISP and three powers
    Champion - +2 damage / toughness vs. supernatural evil
    Level Headed / Improved Level Headed - Act on best of three cards in combat
    Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
    Master Psionic - Gain access to Mega Power versions of all powers the hero knows
    Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
    Woodsman - +2 Tracking Survival, and Stealth
    Rapid Recharge - Regain 1 Power Point every 30 minutes
    Brave - +2 to Fear tests
    Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
    [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
    [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
    [Iconic] Code of Honor - See below
    Major Heroic - A Cyber-Knight always helps those in need.
    Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
    Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


Code:
[OOC=Notice]
Notice Die [dice]1d6[/dice]
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: +2 to sight based Notice checks[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


Wed Feb 21, 2018 10:49 am
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Whisper looked at Tiberius again.

"A cyberknight...correct me if I'm wrong, but your powers come from psionics, yes? Not cybernetics? If so, then you may be overestimating your welcome. The rumors I've heard of Dweomer suggest that the Lords of Magic are not fond at all of psionics. The more powerful, the less tolerated."

She shrugs.

"I was a captive within the True Federation, of course, so the reliability of my sources is in question...but I've heard these things often enough, from a wide enough variety of sources, that I feel there is very likely truth to them."


Wed Feb 21, 2018 12:18 pm
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Tiberius smiles faintly, "while it is true that the source of a Cyber-Knight's power is a fusion of mind, body and spirit and I have attained some measure of skill in wielding that power it is the reputation of the Order that I speak of. While that reputation has been tarnished somewhat after the events in Tolkeen it is unlikely that even the lords of Dweomer would risk offending the order by barring one of us from their city. They may not fall over themselves to throw me a party but I believe they will receive us with an open mind."

Raising his hand he summons forth his psi-sword and its white light fills the room. The blade is long and slender much like the longsword he remembered his father using that day long ago when he first came to this world. "A Cyber-Knight's sword is not merely a construct of psychic energy, it is an extension of his very soul. It is the sum total of everything that a Knight swears to uphold." With a thought Tiberius dismisses the sword and it vanishes as suddenly as it had appeared.

His smile transforming to a mischievous grin Tiberius finishes, "And if they choose to bar our way we will just have to come up with a plan B!"

_________________
“Deeds will not be less valiant because they are unpraised.”

Tiberius
Bennies 3 of 3
ISP 28/30

Player James
Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


Stats
Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

Powers
Valiant Will (Boost Trait)
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Dauntless Resolve (Greater Boost Trait)
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Argent Strike (Smite)
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

Courageous Strike (Greater Smite)
This Mega Power version of smite confers two effects:
  • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
  • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
Trappings: Varies.

Legacy of the Fae (Deflection)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

TK Shield (Greater Deflection)
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

Frequently used skills
Skills:
    Agility
    • Fighting d12
    • Shooting d10

    Smarts
    • Psionics d8
    • Knowledge(American) d8
    • Knowledge(Arcana) d4
    • Notice d6 + 2 (sight based checks only)
    • Survival d6 + 2
    • Tracking d6 + 2


Special Abilities
Ability Name: Ability Description if desired

Edges
    AB (Psionics) - Gain 10 ISP and three powers
    Champion - +2 damage / toughness vs. supernatural evil
    Level Headed / Improved Level Headed - Act on best of three cards in combat
    Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
    Master Psionic - Gain access to Mega Power versions of all powers the hero knows
    Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
    Woodsman - +2 Tracking Survival, and Stealth
    Rapid Recharge - Regain 1 Power Point every 30 minutes
    Brave - +2 to Fear tests
    Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
    [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
    [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
    [Iconic] Code of Honor - See below
    Major Heroic - A Cyber-Knight always helps those in need.
    Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
    Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


Code:
[OOC=Notice]
Notice Die [dice]1d6[/dice]
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: +2 to sight based Notice checks[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


Wed Feb 21, 2018 3:56 pm
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Now it's Whisper's turn to smile.

"I admire your spirit. However, you should be aware that Alistair Dunscon hates Dweomer and the Lords of Magic. The only thing he hates more is the Coalition States. This is relevant because, unlike the Coalition, the Lords of Magic dwell virtually in his backyard, and he does nothing. Why? Because he dares not. They are not to be trifled with by the likes of us...and I suspect they will not be impressed by poetry about your powers, as impassioned as it may be."

She lifts a hand to rub one of her cheeks with her fingertips in a reflective moment.

"Perhaps our contact within the city can help us though."


Wed Feb 21, 2018 5:19 pm
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OOC Comments
Notice 1d6+2 = 6 (4)
Wild Die 1d6+2 = 4 (2)

Permanent Effects: +2 Notice and Tracking, Uncanny Reflexes -2 to hit


Egil frowns as Midnight describes all of the issues of a psi-stalker being in the Federation. He is losing interest fast in this assignment but perks up when Tiberius ignites his psi-sword.

“By the power of Grayskull!

“I need to learn how to do that..Anyway, we are supposed to be diplomats for the Legion. That means we have ‘Diplomatic Immunity’, right? I could go in there and taste the warlock rainbow and then just say ‘Diplomatic Immunity’ and as long as its enunciated real clear in a condescending tone, everything will be fine.

Egil curls his lip and sneers, “Diiiploomatic Immuuunity! And then, BAM, Battle Magi just step back.”

Seeing the reaction of his companions, Egil gins and holds up his hands apologetically.

“Or I could be the guy who never takes his helmet off. That guy was way cooler and more badass than the cyber-knights in those pre-rifts vids. No offense, Tiberius.”

_________________
Egil ‘The Edge’ Skallgrim
OOC Comments
Race: Psi-Stalker
Iconic Framework: Crazy
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Charisma: -2; Pace: 16 d8; Parry: 6; Uncanny Reflexes -2; Toughness:12 (5); Strain: 1 Bennies: 3 Cards: Mechanical Malfunction, Theme Song

ISP: 30/30 and 6/10

viewtopic.php?f=32&t=252


Wed Feb 21, 2018 6:10 pm
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"We can't very well be clandestine if we're claiming diplomatic immunity," Whisper chuckles.

To the Councilwoman she says, "Things have perhaps digressed somewhat. May I refocus us?"

"The goal here is for us to obtain the cooperation of the Lords of Magic in a joint venture involving the Tomorrow Legion and Dweomer? And...Lazlo? Against the Xiticix? This business about us infiltrating Dweomer is a means to that end?"


Wed Feb 21, 2018 6:19 pm
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Joined: Thu May 11, 2017 8:25 pm
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Local Conditions wrote:
CASTLE REFUGE
  • Location: Northern Arkansas
  • Population: thousands
  • Date & Time: 0930 October 21 PA110
  • Ley Line Activity: Near ley line
  • Weather: Sunny, 42 degrees F.
  • Visibility: Good, light clouds


A SMALL AND DEADLY WAR

AwkTech wrote:
"I have heard rumors about these giant insects. Oddly enough they aren't known to exist where I am from."

"So we are going as emissaries into Federation Territory. Are we to lend combat support or are we there strictly as observes?"

"You are going as emissaries of the Tomorrow Legion, but under cover. Don't advertise it until you get to Dweomer. You can fight however much you need to, you will have to for sure in that area of the world. But you are not Tomorrow Legion military aid, if things get hairy, get out," Michelson says to Awktech.

Egil Skallgrim wrote:
Egil shows up on time but decides he is more comfortable sitting on the floor. Miraculously, however, he is incredibly focused and attentive to the Councilwoman. He had very much wanted to go see Chuck Jones today, but even the preference to peruse the Northern Gun shop over a briefing did not distract him.

"What can we do for you Ma'am?"


She gives Egil a small smile. "I hope that you can help save the world, we do, I should say."

Whisper wrote:
Whisper looked from AwkTek to the Councilwoman, then back again.

"I, uh...excuse me, let me just interrupt for a moment. I feel I must be missing something. Almost all of this unit, myself and the dragon excluded, are entirely reliant on technology, yes? And one of them is a psi-stalker. No amount of false names and greased palms will let them walk through Dweomer unnoticed. Egil in particular wouldn't even be allowed in. He'd be lucky not to be fired upon as he approached. The rest...well, I haven't been to the White City before, but from what I'm led to understand they keep a close eye on anyone with heavy weaponry and vehicles...and one of your operatives pilots a glitterboy armor?"

"There must be more to this plan I haven't heard yet, yes?"


"That is a good point, Whisper." Michelson replies. She stands up and walks back to the table. She lays down an envelope. She points at it and says, "Yes. Good points. We, the Tomorrow Legion, represent a very diverse group. We would not be representing a good, what's the word, cross section of who we represent." She pauses, "It will be interesting to see how everyone reacts to you in Dweomer. I've never been, but I have heard the stories." Picking up the envelope again, she pulls out a pair of photos (old kind, actually, the kind produced by a TW camera).

Photos
Image Image


"That's your way into Dweomer. She's Nivanh De Saint Jores. She may look like a Mystic Knight, and in some respects that's true," the councilwoman continues. "She in a different mystic order now, and on our side." Michelson hands the photos to Whisper and gives her a genuine smile, "Thankfully, supposedly even the Lords of Magic think Glitter Boys are heroes."

Tiberius wrote:
Turning to Egil he continues, "take no offense Master Egil but it is entirely possible that the practitioners of Dweomer may not welcome you with open arms. On the other hand deception seems like a poor idea and leaving him outside the city on his own seems impractical so I would also assume the Councilwoman has a plan for this eventuality? Surely there must be psi stalkers that visit the city from time to time in some capacity." turning back to the Councilwoman he raises an inquisitive eyebrow.


The smile turns into a small frown, "No, I have no idea how you will deal with that issue. But that's why you are a 'Special' team."

Whisper wrote:
To the Councilwoman she says, "Things have perhaps digressed somewhat. May I refocus us?"

"The goal here is for us to obtain the cooperation of the Lords of Magic in a joint venture involving the Tomorrow Legion and Dweomer? And...Lazlo? Against the Xiticix? This business about us infiltrating Dweomer is a means to that end?"


"Yes, a joint venture. Not just between the Castle and Lazlo either. We have similar teams going to independent nations north, south and west. Infiltration isn't the right word, I think that makes it sound too sneaky. Undercover is for safety. No need to conceal anything from the Lords of Magic or their representative." She shrugs, "If you can accomplish a meeting to this end and never set foot in Dweomer, that would be a perfectly satisfactory outcome." With her eyes sweeping over the group, she adds, "And we're not asking you to negotiate a treaty, more this is just establishing communications, a dialog, along these lines."

"Now, Nivanh will link up with you in Stormspire. She's the enforcer for one of our agents there, it also allows her to put up a show of still being a Mystic Knight. There are hundreds of techno-wizard shops in Stormspire but only a handful of mundane-tech places. You'll find her in one of those, Basic Metal & Junk, is what it was called last time they checked in." She pulls a folded piece of paper from the envelope, "Here, these are the basic talking points. Nothing complicated."

Talking Points
Attachment:
Talking points.pdf [38.97 KiB]
Downloaded 27 times


What are you doing?

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
    Adventure Deck (WIP)
    GM Bennies: 6/6

Murder Hobos:


Thu Feb 22, 2018 4:50 am
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AwkTek has stood silent through everything that has transpired.

"What has been the outcome of encounters with the Xicitix?"

"Have there been survivors from encounters with Xicitix?"

"Most intelligent beings tend to be curious about their enemies, what do we know about the Xicitix?"

_________________
AwkTek
AwkTek a Flame Wind Dragon Hatchling

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

Architect Awakened
AwkTek
AwkTech -
11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)


Thu Feb 22, 2018 5:27 pm
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Whisper stared at the image of their contact in Stormspire for a moment, memorizing the face, the armor, the name. This was automatic...almost a conditioned response by this time. Even as she did that, she fought down a sick feeling in the pit of her stomach. Stormspire was ostensibly part of the True Federation of Magic. Technically they owed fealty to Dunscon. From what Whisper understood K'zaa didn't take that very seriously, but at any given moment there would be innumerable soliders and spies of the True Federation in Stormspire conducting business or keeping an eye on things. If one of them recognized her all they'd have to do was inform the Lizard Mage ruler that there was a wanted fugitive sheltering in his city.

Walking in there wouldn't be as bad as showing up in the City of Brass...but it wasn't far off.

She could keep to the Shadow perhaps, avoid attention...but then why go at all? She wouldn't be able to use her abilities if she were hovering out of sight the whole time. A neat little bind.

"Well," Whisper said softly, "someone other than I will have to take point in Stormspire. It would be better for everyone if I don't show my face there in public. Fortunately, my talents mean that 'not showing my face' doesn't have to mean I'm not there at all."


Sun Feb 25, 2018 8:19 am
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OOC Comments
Notice 1d6+2 = 4 (2)
Wild Die 1d6+2 = 8 (6) + 1d6 = 2 (2) = 8

Permanent Effects: +2 Notice and Tracking, Uncanny Reflexes -2 to hit


Egil takes a look at the photo and, turns it upside down then back again before handing it back.

“Too much hair for my tastes.”

To Awktek, “Psi-stalkers hunt Xicitix all the time. Some tribes are pretty good at it. They are not to be taken lightly though as there seems to be no end to ‘em/ I’ve never seen a Queen myself, but they all come from one like bees or wasps. Big smart wasps with guns and spears. They spray stuff in the air like a skunk that can mark ya or call others to their location. You can kiss your arse goodbye if that happens, kinda like painting a target on yerself.

“They taste like a spindly overcooked French fry, and they leave an aftertaste that has serious staying power. Some of the warriors have a taste and texture like greasy chicken...yeah you probably don’t have any interest in that…

“I say we meet this contact. Get as close as we can to Dweomer and see what she says about gettin’ in. Set the ‘Bop up as a temporary base of operations outside the city and see what we see. Everybody’s got a plan until they are punched in the mouth, is what I say, best to adapt to what we see when we get there.”

_________________
Egil ‘The Edge’ Skallgrim
OOC Comments
Race: Psi-Stalker
Iconic Framework: Crazy
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Charisma: -2; Pace: 16 d8; Parry: 6; Uncanny Reflexes -2; Toughness:12 (5); Strain: 1 Bennies: 3 Cards: Mechanical Malfunction, Theme Song

ISP: 30/30 and 6/10

viewtopic.php?f=32&t=252


Sun Feb 25, 2018 8:47 am
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Local Conditions wrote:
CASTLE REFUGE
  • Location: Northern Arkansas
  • Population: thousands
  • Date & Time: 0935 October 21 PA110
  • Ley Line Activity: Near ley line
  • Weather: Sunny, 42 degrees F.
  • Visibility: Good, light clouds


BLACK DAY AT BAD ROCK
"Well, that is perfect. You seem to already have a plan. Some of us were worried, some of us weren't. I have confidence," Michelson says standing up and adjusting her tunic. "I will leave you to your planning then. You know the mission, I won't tell you when to leave beyond: the sooner the better," she continues as she walks past the conference table. She plops a pad down, "Requisitions will quite literally come from the sergeant major's office. We are trying to keep your mission a little quiet." As she reaches the door, she turns around and says, "Mr. Thunderaxe doesn't actually know why I borrowed his office, so he may not be any more generous than normal with requisitions. He'll be back in 10 minutes, it'd be best if you're done by then. Thank you and I wish you the best." and with that she's gone.


Make requests for stuff!! No guarantees of course. Then get this show on the road!
What are you doing?

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
    Adventure Deck (WIP)
    GM Bennies: 6/6

Murder Hobos:


Sun Feb 25, 2018 7:29 pm
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Notice
Notice 1d6+2 = 7 (5)
Wild Die 1d6+2 = 4 (2)

Permanent Effects: +2 Notice and Tracking, Uncanny Reflexes -2 to hit


Egil likes Michelon’s style. Straight and to the point. The psi-stalker also perked up at the mention of requisitions. He’d had some work done on his armor by the black market back in Garnet town and the Legion cyber-docs had made some adjustments to his implants based on the schematics Jonas had given him. Still, he had scrounged up enough credits to upgrade his firepower and that wasn’t including the weapons he had salvaged from the brodkil.

He had already planned to give the heavy plasma ejector to Zima. The Glitter Boy armor was more than strong enough to carry it and the Northern Gun weapon was a potent option. Still, when you absolutely, positively got to kill every motherscratcher in the room, accept no substitutes over the Boom Gun.

Looking at Tiberius, Egil scratched his chin and says,

“You know this L-20 here fires four times as fast as that NG-L5 and weighs half as much. Why don’t you take it and I’ll hand this brick in when I requisition gear. NG knows ion and plasma weaponry but fall a little short when it comes to lasers”

Turning to the rest of the group its obvious the psi-stalker is itching to get going.

“Unless Whisper and Awktek are going to teach me how to turn into something more awesome, I think our plan is solid and I’m glad to be a part of it. I’ll make sure Chevy has the ‘Bop fueled up and re-stocked with missiles.”

Requisitions
Egil will give the plasma ejector to Zima if she wants it and the L-20 to Tiberius if he wants it. He’ll take the NG-L5, his Wilk’s 237, and his Wilk’s 447 and hand them in to the Legion for the 10% salvage rate.

He’d like to purchase/request a Wilk’s 457 rifle (TLPG p 94) , a Wall Walker System (SFC p 16), a Wilk’s 227 Pulse Pistol (TLPG p 94), a vibro-knife (TLPG p 92), and 2 armor piercing and 2 plasma grenades (TLPC p. 93)

This will cost 73000 credits. He has 67500 but will gain 5800 from the salvage proposed. All totaled, it will leave him with 300 credits.

_________________
Egil ‘The Edge’ Skallgrim
OOC Comments
Race: Psi-Stalker
Iconic Framework: Crazy
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Charisma: -2; Pace: 16 d8; Parry: 6; Uncanny Reflexes -2; Toughness:12 (5); Strain: 1 Bennies: 3 Cards: Mechanical Malfunction, Theme Song

ISP: 30/30 and 6/10

viewtopic.php?f=32&t=252


Tue Feb 27, 2018 9:24 am
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Taking the proffered laser rifle Tiberius checks the sights and tests its balance. "An excellent weapon Master Egil, thank you." He replies as he hands over his battered NG-L5.

Shrugging, Tiberius sighs. "Well, there is nothing for it but to move forward and deal with the obstacles if and when they present themselves. We have our mission and we will see it through to its conclusion come what may." Looking at the photo of their contact Tiberius also commits the woman's likeness to memory. Hmmm, Order of the White Rose perhaps?

Looking to the other three he smiles, "So what supplies are in order? I have few needs myself though there is something I was hoping to procure before leaving. I will have to check on it later. Rations would be a top priority I think. Spare ammo and e-clips would be wise. From what I hear perhaps we should request a gunner/radio operator for the team vehicle? The Bop I believe it is called? Someone who can maintain a base of operations should we be required to leave the vehicle outside the city."

Frowning, Tiberius checks the clock and looks towards the door. "Speaking of which shouldn't there be a few more joining us? What of Lady Zima or Master Chevy?"

_________________
“Deeds will not be less valiant because they are unpraised.”

Tiberius
Bennies 3 of 3
ISP 28/30

Player James
Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


Stats
Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

Powers
Valiant Will (Boost Trait)
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Dauntless Resolve (Greater Boost Trait)
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Argent Strike (Smite)
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

Courageous Strike (Greater Smite)
This Mega Power version of smite confers two effects:
  • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
  • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
Trappings: Varies.

Legacy of the Fae (Deflection)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

TK Shield (Greater Deflection)
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

Frequently used skills
Skills:
    Agility
    • Fighting d12
    • Shooting d10

    Smarts
    • Psionics d8
    • Knowledge(American) d8
    • Knowledge(Arcana) d4
    • Notice d6 + 2 (sight based checks only)
    • Survival d6 + 2
    • Tracking d6 + 2


Special Abilities
Ability Name: Ability Description if desired

Edges
    AB (Psionics) - Gain 10 ISP and three powers
    Champion - +2 damage / toughness vs. supernatural evil
    Level Headed / Improved Level Headed - Act on best of three cards in combat
    Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
    Master Psionic - Gain access to Mega Power versions of all powers the hero knows
    Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
    Woodsman - +2 Tracking Survival, and Stealth
    Rapid Recharge - Regain 1 Power Point every 30 minutes
    Brave - +2 to Fear tests
    Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
    [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
    [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
    [Iconic] Code of Honor - See below
    Major Heroic - A Cyber-Knight always helps those in need.
    Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
    Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


Code:
[OOC=Notice]
Notice Die [dice]1d6[/dice]
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: +2 to sight based Notice checks[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


Wed Feb 28, 2018 11:54 am
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"Regretably Tiberius, the Nameless are less functional as of late for timeliness."

AwkTek's requisitions are outside the means available to provide for them here at Castle Refuge.

"Egil, have you hunted the Xicitix? Please tell me me what you know of these creatures."

AwkTek waits silently for details and for others to finish making their requisitions.

_________________
AwkTek
AwkTek a Flame Wind Dragon Hatchling

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

Architect Awakened
AwkTek
AwkTech -
11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)


Wed Feb 28, 2018 6:37 pm
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Whisper glanced around, befuddled.

"You're talking as if we'd actually settled on a plan," she points out. "Maybe the rest of you could fill me in?"


Wed Feb 28, 2018 8:05 pm
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Tiberius gazes levelly at Whisper and smiles. "A fair observation, my lady. From my perspective the initial leg of the journey should be fairly straightforward. We travel to Stormspire and rendezvous with our contact, the Lady Nivanh at Basic Metal and Junk. Once we have debriefed her regarding any new intelligence that she may be able to share we can proceed on to Dweomer. Beyond that..." as he pauses speaking, Tiberius shrugs and begins to pace as he continues, "beyond that I believe we should requisition whatever supplies we are allowed and perhaps what supplies we can procure from outside channels and adapt to the situation as it develops."

_________________
“Deeds will not be less valiant because they are unpraised.”

Tiberius
Bennies 3 of 3
ISP 28/30

Player James
Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


Stats
Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

Powers
Valiant Will (Boost Trait)
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Dauntless Resolve (Greater Boost Trait)
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Argent Strike (Smite)
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

Courageous Strike (Greater Smite)
This Mega Power version of smite confers two effects:
  • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
  • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
Trappings: Varies.

Legacy of the Fae (Deflection)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

TK Shield (Greater Deflection)
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

Frequently used skills
Skills:
    Agility
    • Fighting d12
    • Shooting d10

    Smarts
    • Psionics d8
    • Knowledge(American) d8
    • Knowledge(Arcana) d4
    • Notice d6 + 2 (sight based checks only)
    • Survival d6 + 2
    • Tracking d6 + 2


Special Abilities
Ability Name: Ability Description if desired

Edges
    AB (Psionics) - Gain 10 ISP and three powers
    Champion - +2 damage / toughness vs. supernatural evil
    Level Headed / Improved Level Headed - Act on best of three cards in combat
    Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
    Master Psionic - Gain access to Mega Power versions of all powers the hero knows
    Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
    Woodsman - +2 Tracking Survival, and Stealth
    Rapid Recharge - Regain 1 Power Point every 30 minutes
    Brave - +2 to Fear tests
    Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
    [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
    [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
    [Iconic] Code of Honor - See below
    Major Heroic - A Cyber-Knight always helps those in need.
    Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
    Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


Code:
[OOC=Notice]
Notice Die [dice]1d6[/dice]
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: +2 to sight based Notice checks[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


Thu Mar 01, 2018 12:47 pm
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Joined: Wed Nov 23, 2016 11:35 pm
Posts: 211
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"Outside Channels. Tiberius, Whisper, Egil. Any of you have reliable contacts from this area we will be travelling through?"

"I am new to the Americas. My contacts and connections are all in the Far East. It seems from time to time that I do cross paths with them but it will not be something that we could depend or rely upon."

_________________
AwkTek
AwkTek a Flame Wind Dragon Hatchling

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

Architect Awakened
AwkTek
AwkTech -
11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)


Thu Mar 01, 2018 1:49 pm
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Whisper pursed her indigo lips thoughtfully.

"I don't know if I'd call them contacts exactly," she mused, "But while I was still...well, lets call it 'gainfully employed'...by the True Federation of Magic, they did have me hunting for some dissidents who were trying to organize a little too close to home for comfort. The cell was disrupted, and evidence suggested the survivors fled to Stormspire."

She shrugs.

"I'm not sure if they're still there, or how much help they'd be though. And they certainly wouldn't be happy to see me. Still, I can probably put out some feelers once we're there if you want to find them."


Thu Mar 01, 2018 3:40 pm
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Tiberius holds up his hands in token defense. "Peace my friends, I merely meant that we may have the opportunity to obtain gear from our own resources that the Legion may be unable or unwilling to provide. Not to mention that there will most likely be opportunities for salvage along the road to Stormspire that we may be able to turn to our advantage. Now that I think of it that would be a passable ruse for our presence there that may avoid too many unwanted attentions."

His look turning thoughtful he rubs his chin and continues, "Still, any contacts beyond Lady Nivanh cannot be a bad thing. I suspect we will need all the help we can get on this mission. I for one will not turn down any help willingly offered. Or unwillingly if it comes to that."

_________________
“Deeds will not be less valiant because they are unpraised.”

Tiberius
Bennies 3 of 3
ISP 28/30

Player James
Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


Stats
Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

Powers
Valiant Will (Boost Trait)
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Dauntless Resolve (Greater Boost Trait)
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

Argent Strike (Smite)
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

Courageous Strike (Greater Smite)
This Mega Power version of smite confers two effects:
  • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
  • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
Trappings: Varies.

Legacy of the Fae (Deflection)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

TK Shield (Greater Deflection)
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

Frequently used skills
Skills:
    Agility
    • Fighting d12
    • Shooting d10

    Smarts
    • Psionics d8
    • Knowledge(American) d8
    • Knowledge(Arcana) d4
    • Notice d6 + 2 (sight based checks only)
    • Survival d6 + 2
    • Tracking d6 + 2


Special Abilities
Ability Name: Ability Description if desired

Edges
    AB (Psionics) - Gain 10 ISP and three powers
    Champion - +2 damage / toughness vs. supernatural evil
    Level Headed / Improved Level Headed - Act on best of three cards in combat
    Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
    Master Psionic - Gain access to Mega Power versions of all powers the hero knows
    Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
    Woodsman - +2 Tracking Survival, and Stealth
    Rapid Recharge - Regain 1 Power Point every 30 minutes
    Brave - +2 to Fear tests
    Ambidextrous - Ignore –2 penalty for using off-hand

Hindrances
    [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
    [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
    [Iconic] Code of Honor - See below
    Major Heroic - A Cyber-Knight always helps those in need.
    Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
    Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


Code:
[OOC=Notice]
Notice Die [dice]1d6[/dice]
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: +2 to sight based Notice checks[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


Thu Mar 01, 2018 6:10 pm
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Notice
Notice 1d6+2 = 5 (3)
Wild Die 1d6+2 = 5 (3)

Permanent Effects: +2 Notice and Tracking, Uncanny Reflexes -2 to hit


Egil gets serious when responding to Awktek’s question.

“Yes, I have. But never alone and usually we outnumbered the bugs at least three to one. Most of the time we just took down scouts before they knew what hit them. Some tribes would assemble war parties to go after a group of warriors, but that was usually a big deal when they felt the things were getting a little out of hand. I gotta warn you though, even the scouts are dangerous. They spray you with their marker scent and you are a ‘le dead mon’. Which is ancient psi-stalker for you’re a dead man.”

Egil nods to Tiberius, “I got ties to the Black Market. Not sure what there presence is in the Federation, but if they are there, I’ll find ‘em.”

_________________
Egil ‘The Edge’ Skallgrim
OOC Comments
Race: Psi-Stalker
Iconic Framework: Crazy
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Charisma: -2; Pace: 16 d8; Parry: 6; Uncanny Reflexes -2; Toughness:12 (5); Strain: 1 Bennies: 3 Cards: Mechanical Malfunction, Theme Song

ISP: 30/30 and 6/10

viewtopic.php?f=32&t=252


Fri Mar 02, 2018 9:11 am
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Wonder if those marker scents are any worse than the rainbow slugs?

"Marker Scent? Like skunk scent? or bears? Or more like killer bees, where the scent draws all the other bees to a specific target."

"Think we should go with disguises? Should I change my appearance to something less imposing?"

_________________
AwkTek
AwkTek a Flame Wind Dragon Hatchling

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

Architect Awakened
AwkTek
AwkTech -
11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)


Fri Mar 02, 2018 11:57 am
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Local Conditions wrote:
CASTLE REFUGE
  • Location: Northern Arkansas
  • Population: thousands
  • Date & Time: 1100 October 22 PA110
  • Ley Line Activity: Near ley line
  • Weather: Sunny, 42 degrees F.
  • Visibility: Good, light clouds


THE RABBIT WHO ATE LAS VEGAS
Bureaucracy in the Tomorrow Legion hasn't become glacially slow or willfully unhelpful, not yet. Given the low profile nature of the mission the requests are still made within 24 hours or so. Even a couple items were thrown in for good measure. Egil had the most on his list and consequently got most of the stuff. They scoffed at some of his items, but he was able to find everything on his list somehow. Grenade-wise, he actually came out ahead since the Legion people would only provide "standard" grenades, whatever nonsense that is.

Tiberius's requests are granted with very little hassle. The logistics clerk actually looked bored and annoyed that his request was so dull. He was handed a large box and a small box duly and officially required to sign for them.

His request for a gunner isn't denied, but no one has of yet shown up. Neither has the Bop though, so who knows.

There isn't immediately anything Whispy thinks to requisition from the Legion, that it's a real question doesn't register maybe. The Silhouette finds herself, once the meeting breaks up, in a relatively peaceful and relaxing environment. For a change, no one is hunting or trying to kill her, and no one here is a target either. Even this "mission" and "plan" aren't by definition combat focused. It's diplomatic. It is still in the Federation though.

The suddenly much matured Awktek doesn't ask for anything either. He doesn't need any equipment or tools to make his disguise better.

Note
(Note: If Zima and Chevy don't show up, we'll work out alternate transport. Though, I think it would be fun for Whisper to ride on Awktek's back...)

Requisitions and Other Transactions
Requisitions for A-Team

Egil
    Salvage: 5800cr
      NG-L5 1600cr
      Wilks 237 2400cr
      Wils 447 1800
    Purchases: 48000cr
      Wall Walker 3000cr
      2xPlasma Grenades 3600cr
      2xArmor Piercing1400cr
      Wilk's 457 40000cr
    Requisitions:
      Vibro knife
      Wilk's 227
      2xHi-Ex Grenades
      2xFragmentation

Tiberius
    Requisitions
      4xRations
      4xE-clips
      Gunner (NPC-Soldier, SFONA pg 66, extra)

Whisper
    Requisitions:

    Group Gear
      Requisitions:
        2xTrauma Kit 2600cr TLPG pg 106

    What are you doing?

    _________________
    Why does everybody forget about Hobo Joe? - Hobo Joe














    Nameless:
      Adventure Deck (WIP)
      GM Bennies: 6/6

    Murder Hobos:


    Sun Mar 04, 2018 8:52 pm
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    It takes Whisper some time to acclimate to the idea she can just ask for things and expect to receive them. In typical fashion, her requisitions are intended not only to serve legitimate needs, but also to test the boundaries of acceptability. How far can she push? What kind of oversight exists? What are the penalties for overstepping?

    Requisition List
    Magic Optic System, 30k credits
    Psionic Mind Shield, 50k credits (these two things can be built into her suit's helmet)
    Infrared Distancing Binoculars, 1200 credits
    Jammer Pistol, 75k credits
    Energy Field Generator, 90k credits
    Extra long e-clip for rifle


    Sun Mar 04, 2018 9:33 pm
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    Whisper wrote:
    It takes Whisper some time to acclimate to the idea she can just ask for things and expect to receive them. In typical fashion, her requisitions are intended not only to serve legitimate needs, but also to test the boundaries of acceptability. How far can she push? What kind of oversight exists? What are the penalties for overstepping?

    Requisition List
    Magic Optic System, 30k credits
    Psionic Mind Shield, 50k credits (these two things can be built into her suit's helmet)
    Infrared Distancing Binoculars, 1200 credits
    Jammer Pistol, 75k credits
    Energy Field Generator, 90k credits
    Extra long e-clip for rifle


    Whisper
      Requisitions:
        Jammer Pistol
        Infrared Distancing Binoculars
        2xLong E-clips

    _________________
    Why does everybody forget about Hobo Joe? - Hobo Joe














    Nameless:
      Adventure Deck (WIP)
      GM Bennies: 6/6

    Murder Hobos:


    Mon Mar 05, 2018 6:14 am
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    OOC Comments
    Notice: 1d8 = 7 (7) Wild Die: 1d6 = 1 (1)
    Constant Effects: –1 to be hit with ranged attacks; ignore –2 penalty for using off-hand; +2 to ranged attacks from helmet
    Temporary Effects: +2 to Notice from Bop's sensors


    The door opens again, this time to reveal Chevy at the threshold. He's in full gear, including the helmet, which effectively conceals whatever expression he's wearing.

    He glances around, and his filtered voice scratches out, "Sorry I'm late. I didn't get the notice until the last minute, and I had to come up from the town."

    He enters and settles down in a chair. One has to assume he's paying attention; it's hard to tell.

    _________________
    Chevy
    Pace: 8; Parry: 8; Toughness: 21; Strain: 0
    Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
    Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Bennies: 4


    Mon Mar 05, 2018 6:09 pm
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    Notice 3 + 2 for sight based checks.
    Notice Die 1d6 = 3 (3)
    Wild Die 1d6 = 2 (2)
    Constant Effects: +2 to sight based Notice checks
    Temporary Effects: None
    Tiberius smiles at the newcomer and offers his hand. "Master Chevy! Allow me to introduce myself. I am Tiberius, Cyber-Knight and newest member of the Nameless. I have heard you are a highly capable driver and Operator. I hope you do not mind but I have requisitioned a dedicated gunner and radio operator be attached to the Nameless for this mission." Privately, Tiberius is a bit taken aback by Chevy's preference to remain encased in armor even here inside Castle Refuge. Very strange, very strange indeed. What secrets are you trying to hide, I wonder? Giving himself a mental shake not that any of that is your concern he chides himself.

    "As to our mission in a nutshell it is to attempt to broker an alliance of sorts between Lazlo and the city of Dweomer in the Federation against the Xiticix menace. To accomplish this we are to head to Stormspire and meet with a contact there that hopefully will facilitate a meeting with the lords of Dweomer." Tiberius hands Chevy the photo of their contact and continues. "Last but certainly not least we need to do all this while maintaining as low a profile as possible. And stay alive, of course."

    _________________
    “Deeds will not be less valiant because they are unpraised.”

    Tiberius
    Bennies 3 of 3
    ISP 28/30

    Player James
    Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


    Stats
    Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
    Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

    Powers
    Valiant Will (Boost Trait)
    This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Dauntless Resolve (Greater Boost Trait)
    This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Argent Strike (Smite)
    This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
    Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

    Courageous Strike (Greater Smite)
    This Mega Power version of smite confers two effects:
    • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
    Trappings: Varies.

    Legacy of the Fae (Deflection)
    Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
    Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

    TK Shield (Greater Deflection)
    This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
    Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

    Frequently used skills
    Skills:
      Agility
      • Fighting d12
      • Shooting d10

      Smarts
      • Psionics d8
      • Knowledge(American) d8
      • Knowledge(Arcana) d4
      • Notice d6 + 2 (sight based checks only)
      • Survival d6 + 2
      • Tracking d6 + 2


    Special Abilities
    Ability Name: Ability Description if desired

    Edges
      AB (Psionics) - Gain 10 ISP and three powers
      Champion - +2 damage / toughness vs. supernatural evil
      Level Headed / Improved Level Headed - Act on best of three cards in combat
      Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
      Master Psionic - Gain access to Mega Power versions of all powers the hero knows
      Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
      Woodsman - +2 Tracking Survival, and Stealth
      Rapid Recharge - Regain 1 Power Point every 30 minutes
      Brave - +2 to Fear tests
      Ambidextrous - Ignore –2 penalty for using off-hand

    Hindrances
      [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
      [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
      [Iconic] Code of Honor - See below
      Major Heroic - A Cyber-Knight always helps those in need.
      Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
      Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


    Code:
    [OOC=Notice]
    Notice Die [dice]1d6[/dice]
    Wild Die [Dice]1d6[/Dice]
    [size=85]Constant Effects: +2 to sight based Notice checks[/size]
    [size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


    Wed Mar 07, 2018 1:14 pm
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    Chevy also has one piece of bad news to deliver: Zima has had to leave the Tomorrow Legion. She wasn't forthcoming about why. That's all she said to the operator before she turner her back on Castle Refuge. Good thing Chevy is so verbose.

    _________________
    Why does everybody forget about Hobo Joe? - Hobo Joe














    Nameless:
      Adventure Deck (WIP)
      GM Bennies: 6/6

    Murder Hobos:


    Thu Mar 08, 2018 9:48 pm
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    "Oh dear," says Whisper quietly. "I do hope that hasn't got anything to do with my joining. I'm afraid I didn't get to meet her as well as I'd like to have. Are we proceeding with the mission as-is then, or is there a replacement?"


    Thu Mar 08, 2018 9:53 pm
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    "With the Nameless, reinforcements join us en route. Count on recruits, joining as you did. Would say the Nameless are one of the more fluid units in the Legion."

    Walking over to the map on the large desk and motioing for the others join him, AwkTek traces a line from Refuge through to MercTown and then on it Federation Territory. "I would say we stop in MercTown, possibly do some recruiting there and look ahead at contacts and such in transit to locations just outside of Dweomer."

    _________________
    AwkTek
    AwkTek a Flame Wind Dragon Hatchling

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

    Architect Awakened
    AwkTek
    AwkTech -
    11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
    4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
    6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)


    Thu Mar 08, 2018 11:37 pm
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    Tiberius frowns at the news of Zima's loss. "Hmmm, the loss of Zima to both the Nameless and to the Legion is not good news. A Glitterboy is a potent deterrent and from what I've read she was an able diplomat when the need arose. I wish I had the opportunity to meet her. But as AwkTek says perhaps we will be able to recruit a worthy candidate on the road. It is a fair distance to Stormspire and even farther to Dweomer." Privately Tiberius is a little more concerned than he let on. The loss of the Glitterboy is going to make the going a lot more treacherous I fear. I just hope we will not require the firepower of a Boom Gun on this mission or we may find ourselves in some deep trouble. Well, life throws these little challenges in our path. No use complaining when you trip over one.

    _________________
    “Deeds will not be less valiant because they are unpraised.”

    Tiberius
    Bennies 3 of 3
    ISP 28/30

    Player James
    Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


    Stats
    Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
    Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

    Powers
    Valiant Will (Boost Trait)
    This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Dauntless Resolve (Greater Boost Trait)
    This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Argent Strike (Smite)
    This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
    Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

    Courageous Strike (Greater Smite)
    This Mega Power version of smite confers two effects:
    • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
    Trappings: Varies.

    Legacy of the Fae (Deflection)
    Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
    Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

    TK Shield (Greater Deflection)
    This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
    Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

    Frequently used skills
    Skills:
      Agility
      • Fighting d12
      • Shooting d10

      Smarts
      • Psionics d8
      • Knowledge(American) d8
      • Knowledge(Arcana) d4
      • Notice d6 + 2 (sight based checks only)
      • Survival d6 + 2
      • Tracking d6 + 2


    Special Abilities
    Ability Name: Ability Description if desired

    Edges
      AB (Psionics) - Gain 10 ISP and three powers
      Champion - +2 damage / toughness vs. supernatural evil
      Level Headed / Improved Level Headed - Act on best of three cards in combat
      Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
      Master Psionic - Gain access to Mega Power versions of all powers the hero knows
      Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
      Woodsman - +2 Tracking Survival, and Stealth
      Rapid Recharge - Regain 1 Power Point every 30 minutes
      Brave - +2 to Fear tests
      Ambidextrous - Ignore –2 penalty for using off-hand

    Hindrances
      [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
      [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
      [Iconic] Code of Honor - See below
      Major Heroic - A Cyber-Knight always helps those in need.
      Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
      Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


    Code:
    [OOC=Notice]
    Notice Die [dice]1d6[/dice]
    Wild Die [Dice]1d6[/Dice]
    [size=85]Constant Effects: +2 to sight based Notice checks[/size]
    [size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


    Fri Mar 09, 2018 11:13 am
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    Local Conditions wrote:
    CASTLE REFUGE
    • Location: Northern Arkansas
    • Population: thousands
    • Date & Time: 1230 October 23 PA110
    • Ley Line Activity: Near ley line
    • Weather: Sunny, 42 degrees F.
    • Visibility: Good, partially cloudy

    Nameless Map

    THE OUT-OF-TOWNERS
    Twenty-four hours can be plenty of time to prepare for a 600 mile trip through the war-torn landscape of the modern world. It can be, but it normally isn't. That's about all the time the Nameless has to get on the road. The Bop is the ready for action, gear is loaded, passengers have seats, there's even room for the more and more enigmatic dragon if he so chooses.

    The morning is cool, with only a few clouds in the sky. There's a constant bustle in the streets and pathways beyond the walls of the castle. The building has slowed in its intensity, but not stopped. That means busy streets. The population is eclectic, but there are a few of the blue d-bees wandering in groups. Castle Refuge is not necessarily a well designed city, so reaching the gates through the chaos takes an agonizing long time. But once out, the signs of civilization dwindle quickly until after an hour or so of travel, they are deep in the wilderness.

    Wilderness or not, there are people on the road. They are almost all heading towards Castle Refuge, few are going the same with as the Nameless.

    After a couple more hours, just past noon, the first big route choice needs to be made. At the eastern end of Bull Shoals Lake, near the small fishing villages of Bull Shoals and Illmarish, the road, such as it is, splits. Both ways head east, but one way heads further north and goes through Kingsdale (RUE p25). The other route stays further south and passes through Whykin (RUE p25). There is only one CS fort along the way, Fort Girardeau. It's small, but heavily armed. They run patrols up and down the Mississippi River, but spend the majority of the time north of the base keeping things from getting too far away from St Louis Gate. Either way has passable roads, more or less.

    What are you doing?

    GM Note
    I gave a lot of general details here. For actual route planning and that sort of thing, make Survival rolls or appropriate Knowledge rolls. The two route options are just two ideas. Feel free to suggest other routes, either using the appropriate skills or just guessing. There isn't much besides generic wilderness here, so who knows what's hiding behind the next bend in the road?

    _________________
    Why does everybody forget about Hobo Joe? - Hobo Joe














    Nameless:
      Adventure Deck (WIP)
      GM Bennies: 6/6

    Murder Hobos:


    Sun Mar 11, 2018 2:02 am
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    General Knowledge 5, Success. Survival 12, Raise
    Gen Knowledge 1d8 = 1 (1)
    Wild 1d6 = 5 (5)

    Survival 1d6 = 3 (3)
    Wild 1d6 = 6 (6)
    Wild Ace 1d6 = 4 (4)
    +2 to Survival
    Tiberius spends the first day in meditation as he contemplates the journey before them. As they reach the first branch in the road he offers advice on the road to choose. "I believe it would be best to bear North and head towards Kingsdale for our first waypoint. The other viable choice is Whykin but it has been drifting further into the Coalition's sphere of influence for some time now. Their intrangence towards both D-Bees and Magic would probably bring complications we do not need. Kingsdale on the other hand has a much more tolerant view of both. Of course there is a third option which would be to avoid both kingdoms altogether. Though the thought is tempting I do not think it would be a good idea to make such a big deal of avoiding civilization."

    _________________
    “Deeds will not be less valiant because they are unpraised.”

    Tiberius
    Bennies 3 of 3
    ISP 28/30

    Player James
    Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


    Stats
    Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
    Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

    Powers
    Valiant Will (Boost Trait)
    This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Dauntless Resolve (Greater Boost Trait)
    This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Argent Strike (Smite)
    This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
    Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

    Courageous Strike (Greater Smite)
    This Mega Power version of smite confers two effects:
    • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
    Trappings: Varies.

    Legacy of the Fae (Deflection)
    Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
    Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

    TK Shield (Greater Deflection)
    This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
    Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

    Frequently used skills
    Skills:
      Agility
      • Fighting d12
      • Shooting d10

      Smarts
      • Psionics d8
      • Knowledge(American) d8
      • Knowledge(Arcana) d4
      • Notice d6 + 2 (sight based checks only)
      • Survival d6 + 2
      • Tracking d6 + 2


    Special Abilities
    Ability Name: Ability Description if desired

    Edges
      AB (Psionics) - Gain 10 ISP and three powers
      Champion - +2 damage / toughness vs. supernatural evil
      Level Headed / Improved Level Headed - Act on best of three cards in combat
      Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
      Master Psionic - Gain access to Mega Power versions of all powers the hero knows
      Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
      Woodsman - +2 Tracking Survival, and Stealth
      Rapid Recharge - Regain 1 Power Point every 30 minutes
      Brave - +2 to Fear tests
      Ambidextrous - Ignore –2 penalty for using off-hand

    Hindrances
      [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
      [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
      [Iconic] Code of Honor - See below
      Major Heroic - A Cyber-Knight always helps those in need.
      Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
      Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


    Code:
    [OOC=Notice]
    Notice Die [dice]1d6[/dice]
    Wild Die [Dice]1d6[/Dice]
    [size=85]Constant Effects: +2 to sight based Notice checks[/size]
    [size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


    Mon Mar 12, 2018 1:45 pm
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    Notice
    Notice 1d6+2 = 6 (4)
    Wild Die 1d6+2 = 4 (2)

    Permanent Effects: +2 Notice and Tracking, Uncanny Reflexes -2 to hit


    Egil takes the rest of the day talking about the alien bugs to Awktek.

    “They are like bees crossed with ants crossed with bears. I’m not exactly sure what they spray on you. We tell young ‘stalkers that they pee on you to drive the point home. Psi-stalkers think they are pretty tough--and don’t get me wrong, we are--but a swarm of those Xiticix is bad news. Some hot shots won’t listen but nobody wants to get peed on, except there was this one Cactus Man who was into Dog Boys…..”

    It’s right around that time that word comes in that Zima would not be joining the Nameless on this mission. Egil is distraught as he always looked forward to seeing the world’s best power armor in action. He attempts to get Chevy to let him mount the plasma ejector on the ‘Bop and doesn’t understand that the Quick Flex has already tricked out the ATV to the max.

    “AMCM? Why do we want to have an All My Children Marathon? Sounds lame, Chevy, much cooler for me to have a turret with this hellfire spitter for me to use.”

    He finally settles on tossing it in the cargo hold. Maybe he could teach Awktek to use it.

    ----------------------------------------------------------------------------------------------------------

    Egil takes his position on the top of the ‘Bop. He waves to the passer bys and explains that he would have to kill those he told where the Nameless were headed if asked. Soon no one is asking anything and he resorts to pestering the ‘Bop to change his call sign to Pig Pen and Awktek to Rubber Duck.

    When the fork in the road is upon them, Egil agrees with Tiberius, “Kingsdale gets my vote too. We are just the type of hard cases that would go there so we won’t draw any attention. Whykin is boring and stuck up and we might pick up a tail we don’t want.”

    _________________
    Egil ‘The Edge’ Skallgrim
    OOC Comments
    Race: Psi-Stalker
    Iconic Framework: Crazy
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
    Charisma: -2; Pace: 16 d8; Parry: 6; Uncanny Reflexes -2; Toughness:12 (5); Strain: 1 Bennies: 3 Cards: Mechanical Malfunction, Theme Song

    ISP: 30/30 and 6/10

    viewtopic.php?f=32&t=252


    Tue Mar 13, 2018 3:47 pm
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    "I've no particular interest in Whykin," Whisper agrees. "Why invite trouble? I'm sure we'll getting more than our share as it is."

    She glances behind, back up the road. So many people heading for the Castle. Surely they weren't all just travelers or merchants. Refugees? Whisper had heard about the conflagration at Tolkeen, but hadn't witnessed any of it herself. Were people still straggling back from that, or was there a more recent tragedy awaiting them farther up the road?


    Wed Mar 14, 2018 9:20 pm
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    AwkTek reminds everyone that he is very new to North America. "Let us go where we can blend in and gather information and supplies."

    _________________
    AwkTek
    AwkTek a Flame Wind Dragon Hatchling

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

    Architect Awakened
    AwkTek
    AwkTech -
    11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
    4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
    6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)


    Fri Mar 16, 2018 8:32 am
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    "It sounds like the consensus is Kingsdale," Whisper concludes. "So be it."

    She glances at the dragon then, something occurring to her.

    "Do you still wish to be referred to as 'awktek?' It seems you've gone through some changes of late after all."


    Sat Mar 17, 2018 8:54 am
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    Hobo Joe wrote:
    Local Conditions wrote:
    CASTLE REFUGE
    • Location: Northern Arkansas
    • Population: thousands
    • Date & Time: 1330 October 24 PA110
    • Ley Line Activity: Ley Line 100' away
    • Weather: Sunny, 54 degrees F.
    • Visibility: Good, overcast

    Nameless Map

    HOLIDAY IN THE HILLS
    The road gave out soon after passing the tiny fishing village of Persimmon. Chevy was forced to navigate Bop through the most passible terrain. It slows things way down, but for the most part things go smoothly. Tiberius has plenty of time for meditation. Egil has plenty of time to stay fed, even if not on anything interesting. Whisper, too, has plenty to see. Thankfully the passable land has been fairly wooded, with a cloud covered night and an overcast morning.

    Awktek has the best view from the air and is invaluable as a spotter for Chevy. On the ground he has ample help too from Tiberius and Egil, both skilled in the wilderness environment.

    As the group comes into a shallow depression with a small creek. There is a powerful ley line running down the creek bed. It is a big one. The sun is not out, but it is clearly daytime and still the ley line is visible.

    Chevy and Tiberius first become aware of something disturbing when they realize there are not forest noises. No birds chirping, no fuzzy things scurrying in the bushes. The gentle water sounds from the creek are the only things breaking the eery silence.

    Well, there might be a buzzing noise.

    What are you doing?

    _________________
    Why does everybody forget about Hobo Joe? - Hobo Joe














    Nameless:
      Adventure Deck (WIP)
      GM Bennies: 6/6

    Murder Hobos:


    Mon Mar 19, 2018 4:17 am
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    Joined: Mon Feb 12, 2018 10:40 am
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    Notice 5 (7 for sight based checks), Success. Detect Arcana 8, Raise. Knowledge (Arcana) 9, Raise.
    Notice 1d6 = 4 (4)
    Wild 1d6 = 5 (5)

    +2 for Sight Based Checks

    Spirit for Detect Arcana 1d10 = 2 (2)
    Wild 1d6 = 6 (6)
    Ace 1d6 = 2 (2)

    Knowledge (Arcana) 1d4 = 1 (1)
    Wild 1d6 = 2 (2)

    -1 bennie for Extra Effort with Elan 1d6+2 = 7 (5)
    Tiberius frown as the feeling of unease settles on him suddenly. Freeing himself from his seat's safety harness he clamors up through the top hatch to join Egil on the roof of the BoP. Crouching on the roof he scans the area around them reaching out with his senses both natural and arcane alert for hidden dangers. Quietly he comments to Egil, "Do you sense anything? The forest is too quiet. Something is wrong." With hardly a thought Tiberius wraps himself in his cyber-armor tensing for a strike he cannot yet see.

    _________________
    “Deeds will not be less valiant because they are unpraised.”

    Tiberius
    Bennies 3 of 3
    ISP 28/30

    Player James
    Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


    Stats
    Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
    Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

    Powers
    Valiant Will (Boost Trait)
    This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Dauntless Resolve (Greater Boost Trait)
    This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Argent Strike (Smite)
    This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
    Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

    Courageous Strike (Greater Smite)
    This Mega Power version of smite confers two effects:
    • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
    Trappings: Varies.

    Legacy of the Fae (Deflection)
    Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
    Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

    TK Shield (Greater Deflection)
    This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
    Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

    Frequently used skills
    Skills:
      Agility
      • Fighting d12
      • Shooting d10

      Smarts
      • Psionics d8
      • Knowledge(American) d8
      • Knowledge(Arcana) d4
      • Notice d6 + 2 (sight based checks only)
      • Survival d6 + 2
      • Tracking d6 + 2


    Special Abilities
    Ability Name: Ability Description if desired

    Edges
      AB (Psionics) - Gain 10 ISP and three powers
      Champion - +2 damage / toughness vs. supernatural evil
      Level Headed / Improved Level Headed - Act on best of three cards in combat
      Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
      Master Psionic - Gain access to Mega Power versions of all powers the hero knows
      Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
      Woodsman - +2 Tracking Survival, and Stealth
      Rapid Recharge - Regain 1 Power Point every 30 minutes
      Brave - +2 to Fear tests
      Ambidextrous - Ignore –2 penalty for using off-hand

    Hindrances
      [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
      [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
      [Iconic] Code of Honor - See below
      Major Heroic - A Cyber-Knight always helps those in need.
      Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
      Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


    Code:
    [OOC=Notice]
    Notice Die [dice]1d6[/dice]
    Wild Die [Dice]1d6[/Dice]
    [size=85]Constant Effects: +2 to sight based Notice checks[/size]
    [size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


    Last edited by Tiberius on Tue Mar 20, 2018 9:23 am, edited 1 time in total.



    Mon Mar 19, 2018 12:51 pm
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    OOC Comments
    Notice: 1d8 = 3 (3) Wild Die: 1d6 = 5 (5)
    Constant Effects: –1 to be hit with ranged attacks; ignore –2 penalty for using off-hand; +2 to ranged attacks from helmet
    Temporary Effects: +2 to Notice from Bop's sensors


    Chevy delivers the news of Zima's departure with a voice that the helmet speaker strips any emotion more. He seems reticent to discuss the issue further. He's monosyllabic in his responses through the rest of the meeting.

    Once on the road, he's all business but still somewhat taciturn. While he does remove his helmet in the Bop, revealing his Quick-Flex features, he does not remove the rest of his armor and keeps the helmet close by.

    At the first sign of trouble, he flips a few switches. "Weapons are hot," he announces over the comms. "Stay close to the Bop. I am not liking that buzzing sound at all."

    _________________
    Chevy
    Pace: 8; Parry: 8; Toughness: 21; Strain: 0
    Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
    Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Bennies: 4


    Mon Mar 19, 2018 5:38 pm
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    Notice:10
    Notice 1d6+2 = 3 (1)
    Wild Die 1d6+2 = 8 (6) + 1d6 = 2 (2)

    Permanent Effects: +2 Notice and Tracking, Uncanny Reflexes -2 to hit


    Tracking: 15
    Notice 1d6+2 = 8 (6) 1d6 = 6 (6) 1d6 = 1 (1)
    Wild Die 1d6+2 = 4 (2)


    Egil scans the all too quiet forest. His nostrils flare a few times as he gets a feel of what is around. Fortunately, they aren’t too close to the Ley Line to foul his senses. As he crouches next to Tiberius, he draws vibro blades.

    “Somethin’ out there, that’s for sure. It's that way”

    Egil nods in the direction the scent is originating from. He then grins at the cyber-knight.

    “Wanna check it out?”

    _________________
    Egil ‘The Edge’ Skallgrim
    OOC Comments
    Race: Psi-Stalker
    Iconic Framework: Crazy
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
    Charisma: -2; Pace: 16 d8; Parry: 6; Uncanny Reflexes -2; Toughness:12 (5); Strain: 1 Bennies: 3 Cards: Mechanical Malfunction, Theme Song

    ISP: 30/30 and 6/10

    viewtopic.php?f=32&t=252


    Tue Mar 20, 2018 7:37 am
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    Tiberius grins back at the Psi-Stalker, "Sounds like a plan to me. Lead on Master Egil." Turning back to the hatch he calls down softly to Chevy, "Master Chevy, we going to check out a possible disturbance in the forest. It may be nothing but you and the others may want to prepare yourselves for trouble, just in case."

    Agility 10, Raise. Stealth 10, Raise
    Agility 1d8 = 7 (7)
    Wild 1d6 = 6 (6)
    Wild Ace 1d6 = 4 (4)

    Stealth 1d4 = 3 (3)
    Wild 1d6 = 3 (3)
    +2 from Woodsman

    -1 bennie for extra effort with elan 1d6+2 = 5 (3)
    With that Tiberius drop to the ground silently and melts into the forest before turning back to wait for Egil to join him and lead the way. Tiberius was tempted to summon his sword but decided against it. Difficult to skulk through the forest with a shimmering blade of light in your hand. I will just have to trust that between the two of us we can see any trouble coming before it sees us. Instead he drew his laser pistol with his left hand leaving his right free should he need to summon his sword.

    _________________
    “Deeds will not be less valiant because they are unpraised.”

    Tiberius
    Bennies 3 of 3
    ISP 28/30

    Player James
    Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


    Stats
    Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
    Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

    Powers
    Valiant Will (Boost Trait)
    This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Dauntless Resolve (Greater Boost Trait)
    This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Argent Strike (Smite)
    This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
    Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

    Courageous Strike (Greater Smite)
    This Mega Power version of smite confers two effects:
    • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
    Trappings: Varies.

    Legacy of the Fae (Deflection)
    Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
    Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

    TK Shield (Greater Deflection)
    This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
    Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

    Frequently used skills
    Skills:
      Agility
      • Fighting d12
      • Shooting d10

      Smarts
      • Psionics d8
      • Knowledge(American) d8
      • Knowledge(Arcana) d4
      • Notice d6 + 2 (sight based checks only)
      • Survival d6 + 2
      • Tracking d6 + 2


    Special Abilities
    Ability Name: Ability Description if desired

    Edges
      AB (Psionics) - Gain 10 ISP and three powers
      Champion - +2 damage / toughness vs. supernatural evil
      Level Headed / Improved Level Headed - Act on best of three cards in combat
      Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
      Master Psionic - Gain access to Mega Power versions of all powers the hero knows
      Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
      Woodsman - +2 Tracking Survival, and Stealth
      Rapid Recharge - Regain 1 Power Point every 30 minutes
      Brave - +2 to Fear tests
      Ambidextrous - Ignore –2 penalty for using off-hand

    Hindrances
      [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
      [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
      [Iconic] Code of Honor - See below
      Major Heroic - A Cyber-Knight always helps those in need.
      Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
      Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


    Code:
    [OOC=Notice]
    Notice Die [dice]1d6[/dice]
    Wild Die [Dice]1d6[/Dice]
    [size=85]Constant Effects: +2 to sight based Notice checks[/size]
    [size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


    Tue Mar 20, 2018 9:37 am
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    Agility: 12
    Agility 1d10+2 = 12 (10)
    Wild Die 1d6+2 = 3 (1)


    Psionics: 15
    Nightstalker 1d10+6 = 15 (9) 6 ISP spent
    Wild Die 1d6+6 = 10 (4)

    Temporary Effects: All darkness penalties negated. Stealth d10


    Stealth: Critical Fail
    Stealth 1d10 = 1 (1)
    Wild Die 1d6 = 1 (1)


    Egil is impressed with Tiberius’ skills. THe cyber-knight practically melts in the forest. The psi-stalker flips off the ‘Bop and summons his inner predator, putting in enough effort to draw the maximum effect from the nearby ley line.

    Unfortunately his curiosity gets the better of him and he begins whispering to the cyber-knight in a manner that can be heard for miles in the silent forest.

    “Wow, man, that was impressive. Flipped off that ATV like an Altaran Juicer. Now we’re movin’ through these woods like regular Panthera-Tereons. Whatever is out there ain’t gonna know what hit ‘em. Know what I mean?

    “Do they teach this stuff in the cyber-knight academy? I mean, I guess it's like bein’ ‘One with the Cyber’ like me ridin’ the Edge. I gotta admit, I wasn’t sure about you, ya know with our last cyber-knight flyin’ off on a griffon. But, you’re alright man, you’re alright.”

    _________________
    Egil ‘The Edge’ Skallgrim
    OOC Comments
    Race: Psi-Stalker
    Iconic Framework: Crazy
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
    Charisma: -2; Pace: 16 d8; Parry: 6; Uncanny Reflexes -2; Toughness:12 (5); Strain: 1 Bennies: 3 Cards: Mechanical Malfunction, Theme Song

    ISP: 30/30 and 6/10

    viewtopic.php?f=32&t=252


    Tue Mar 20, 2018 1:25 pm
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    Whisper observes the preparations with some concern and says, "That's my cue. I'll close by in case you need me."

    Then her features faded to a featureless black silhouette of herself, and drained away into the surrounding shadows.

    Spellcasting to invoke Exalted Detect Arcana as a free action for 2ppe
    1d10 = 9 (9) or 1d6 = 3 (3)

    Spellcasting to invoke Shadow Meld (invisibility) as a free action for free
    1d10 = 3 (3) or 1d6 = 4 (4)


    Tue Mar 20, 2018 3:25 pm
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    OOC Comments
    Notice: 1d8 = 4 (4) Wild Die: 1d6 = 5 (5)
    Constant Effects: –1 to be hit with ranged attacks; ignore –2 penalty for using off-hand; +2 to ranged attacks from helmet
    Temporary Effects: +2 to Notice from Bop's sensors


    Seeing most of the team move away into the forest, Chevy seals the Bop and sets the sensors on full scan. As an afterthought, he puts his helmet on, in case he, for some Gods-forsaken reason, decides to join his teammates on their evening promenade.

    _________________
    Chevy
    Pace: 8; Parry: 8; Toughness: 21; Strain: 0
    Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
    Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Bennies: 4


    Tue Mar 20, 2018 5:02 pm
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    Local Conditions wrote:
    CASTLE REFUGE
    • Location: Northern Arkansas
    • Population: thousands
    • Date & Time: 1334 October 24 PA110
    • Ley Line Activity: Ley Line 100' away
    • Weather: Sunny, 54 degrees F.
    • Visibility: Good, overcast

    Nameless Map

    WEST COAST TURNAROUND
    The leaves on the trees are just starting to turn. A few of hints of gold and red peeking out from the green canopy. The stream continues to murmur over the small rocks, with a rhythmic sounds creating a soft lullaby in the wooded area.

    Despite the beauty, the feeling of wrongness continues to grow. As Tiberius melts into the forest and Egil blunders into the woods, more and more evidence to support the feeling appears. First, both Egil and Tiberius get no sense of any sort of aberrant magical or psychic energy in the area. But then they spot the arm. It's armored in black, the hand curled around a broken laser pistol. The arm has been ripped from the body and the the bones are exposed and the flesh is hanging out strips waving slowly in the water. The chilly stream has contained the blood flow, or maybe it had bled out by the time it had floated this far down. It's pretty clearly a CS Dead Boy has been torn to shreds.

    Moving in for a closer inspection, Egil not only makes a racket, but falls down face first in the deepest part of the stream. He's soaked, his Huntsman armor practically a bucket. When he straggles out of the stream, he realizes not only is he soaked, but he makes a squish-squash noise with every movement.

    Only slightly deeper into the woods they find more dismembered body parts, all CS. Dog boys and a psi stalker too, but the number of grunts is hard to determine.

    The footprints in the soft area around the small river do tell a story. Large, maybe 24" to 30" long. Two clogged toes in the front, one long claw in the back. But what Egil (squish-squash) finds most disturbing is that they foot prints don't tend to walk from place to place but they hop or fly judging by the distances between prints. The CS bodies were actively piled up. He can faintly smell something alien and horrible. The monstrous footprints disappear, but Egil can see that whatever they were, took off flying through the trees, below canopy level. He spots enough broken twigs and piles of disturbed leaves to know that they went north.

    Tiberius and Egil both reach the same disturbing conclusion. Xiticix. Somewhere between five and ten.

    The dappled shadows provide plenty of cover for Whisper to move unseen through the woods. Her exalted detect arcana picks up a very faint trace of psychic energy. She can tell that the level was low in power, not attenuated or otherwise dispersed.

    "Safe" in Bop, Chevy uses the sensor suite to do his own checking. Not much is available in the electronic spectrum. Not much, but there is a little. There is a fading signal, like a beacon somewhere off to the north, but he doesn't have enough signal strength to make any better analysis.

    What are you doing?

    Butcher's Bill:
      Egil: -1 Stealth, -1 Pace

    _________________
    Why does everybody forget about Hobo Joe? - Hobo Joe














    Nameless:
      Adventure Deck (WIP)
      GM Bennies: 6/6

    Murder Hobos:


    Wed Mar 21, 2018 6:49 pm
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    "Traces of psionic energy," Whisper said softly through the team communicators. "Not particularly strong though. Anyone else find anything? It's starting to feel to me like 'someone else's problem.'"

    From the shadows in the treeline, the silhouette watched Egil with a mixture of concern and amusement. It wasn't all bad, she supposed, to have someone making noise like that. So long as he did it away from her.


    Wed Mar 21, 2018 7:38 pm
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    Notice 7 (9 for sight based checks)
    Notice 1d6 = 2 (2)
    Wild 1d6 = 1 (1)

    +2 for sight based checks

    -1 bennie for extra effort with elan 1d6+2 = 5 (3)
    Tiberius finished his examination of the scene and grimmaced at Whisper's remark. "If Xiticix are this far south are this far south this is very bad news for a lot of people." he replied softly over the comm.

    "However, you may be right that there may be little we can do but at the very least we should attempt to track the creatures and see just what they are doing here. This sort of information could be helpful when presenting our case in Dweomer." Tiberius concluded using is most logical tone.

    _________________
    “Deeds will not be less valiant because they are unpraised.”

    Tiberius
    Bennies 3 of 3
    ISP 28/30

    Player James
    Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


    Stats
    Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
    Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

    Powers
    Valiant Will (Boost Trait)
    This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Dauntless Resolve (Greater Boost Trait)
    This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Argent Strike (Smite)
    This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
    Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

    Courageous Strike (Greater Smite)
    This Mega Power version of smite confers two effects:
    • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
    Trappings: Varies.

    Legacy of the Fae (Deflection)
    Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
    Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

    TK Shield (Greater Deflection)
    This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
    Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

    Frequently used skills
    Skills:
      Agility
      • Fighting d12
      • Shooting d10

      Smarts
      • Psionics d8
      • Knowledge(American) d8
      • Knowledge(Arcana) d4
      • Notice d6 + 2 (sight based checks only)
      • Survival d6 + 2
      • Tracking d6 + 2


    Special Abilities
    Ability Name: Ability Description if desired

    Edges
      AB (Psionics) - Gain 10 ISP and three powers
      Champion - +2 damage / toughness vs. supernatural evil
      Level Headed / Improved Level Headed - Act on best of three cards in combat
      Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
      Master Psionic - Gain access to Mega Power versions of all powers the hero knows
      Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
      Woodsman - +2 Tracking Survival, and Stealth
      Rapid Recharge - Regain 1 Power Point every 30 minutes
      Brave - +2 to Fear tests
      Ambidextrous - Ignore –2 penalty for using off-hand

    Hindrances
      [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
      [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
      [Iconic] Code of Honor - See below
      Major Heroic - A Cyber-Knight always helps those in need.
      Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
      Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


    Code:
    [OOC=Notice]
    Notice Die [dice]1d6[/dice]
    Wild Die [Dice]1d6[/Dice]
    [size=85]Constant Effects: +2 to sight based Notice checks[/size]
    [size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


    Thu Mar 22, 2018 10:42 pm
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    Notice: 7
    1d6+2 = 7 (5)
    Wild Die 1d6+2 = 6 (4)



    Egil does his best to drain the excess water from his armor.

    “Well, there isn’t anything in this stream. All clear there...never can be too careful with stream demons and all.”

    Convinced that he convinced everyone on the danger of stream demons, Egil examines the remains all signs pointing to Xiticix.

    “This may be a scouting party for a new hive. That is bad news for everybody as it don’t look like the CS discouraged the bug’s efforts. We can track ‘em and it might tell us where they plan to build the hive, but who knows how far out of the way it might take us.

    “Looks like they are sticking to below the treeline but leaving a path of broken branches. Awktek with one of us on board might be able to spot where they are heading from the air without losing too much time. ‘Course we’d have to stay back far enough to not draw their attention”


    The normally cavalier psi-stalker is definitely taking a careful approach to the invading insects.

    _________________
    Egil ‘The Edge’ Skallgrim
    OOC Comments
    Race: Psi-Stalker
    Iconic Framework: Crazy
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
    Charisma: -2; Pace: 16 d8; Parry: 6; Uncanny Reflexes -2; Toughness:12 (5); Strain: 1 Bennies: 3 Cards: Mechanical Malfunction, Theme Song

    ISP: 30/30 and 6/10

    viewtopic.php?f=32&t=252


    Mon Mar 26, 2018 2:02 pm
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    AwkTek finds another clearing a ways off from the massacre. Shifting from his human form he changes into a smoke colored or cloud colored dragon, hoping that sky camouflage would give them the cover necessary to observe. He waits in the clearing for whomever will ride as an observer.

    _________________
    AwkTek
    AwkTek a Flame Wind Dragon Hatchling

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

    Architect Awakened
    AwkTek
    AwkTech -
    11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
    4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
    6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)


    Mon Mar 26, 2018 8:47 pm
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    OOC Comments
    Notice: 1d8 = 2 (2) Wild Die: 1d6 = 4 (4)
    Constant Effects: –1 to be hit with ranged attacks; ignore –2 penalty for using off-hand; +2 to ranged attacks from helmet
    Temporary Effects: +2 to Notice from Bop's sensors


    From the safety of the Bop, Chevy drawls over the comms, " Well, I'm not one to give the Coalsacks any credit, but if a squad of Deadboys didn't survive the encounter, I'm not very happy with our odds. Keep in mind there's just so much off-road I can take the Bop through, and right now it's the best we have in terms of heavy ordnance. So while I understand everyone's desire to fnd where the beasties are congregating, I'd hate to be the next ones in their menu. Just sayin'."

    Leaning back on his seat, he continues, "Now, if it's curiosity you're itching to satisfy, I got a faint signal coming from the north. Can't get very much from it, but it might be related to this and in any case it's easier to get to."

    _________________
    Chevy
    Pace: 8; Parry: 8; Toughness: 21; Strain: 0
    Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
    Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Bennies: 4


    Tue Mar 27, 2018 3:39 am
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    ((Rolls held))

    Tiberius crouches in the foliage and considers their options. "Chevy has a valid point. Tracking a Xiticix party through the woods using the BoP would be difficult at best and leaving its firepower behind would be foolish in the event of an attack." Tiberius responds quietly over the comm.

    Pausing for a moment he continues to follow his line of reasoning out loud for the benefit of the group. "However, it would be good to know where these bugs are coming from and what their intentions are sooner rather than later. At the very least we should get word back to Castle Refuge regarding this development. Allowing a bug hive to take root this close to Castle Refuge is not something that the Legion can allow to happen. It may be risky to split up the group but allowing Awktek and another to scout for the bugs location aerially may be our best option. Even if it turns out we are unable to deal with the problem ourselves we can at least send a message back to the Legion as soon as we reach Kingsdale."

    To Egil he adds, "regardless of our course there is little more than we can do here I think. We should probably take one more look around to make sure we have not missed anything and to see if there is any salvage here that could be useful to us. After that we should probably head back to the BoP."

    _________________
    “Deeds will not be less valiant because they are unpraised.”

    Tiberius
    Bennies 3 of 3
    ISP 28/30

    Player James
    Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


    Stats
    Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
    Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

    Powers
    Valiant Will (Boost Trait)
    This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Dauntless Resolve (Greater Boost Trait)
    This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Argent Strike (Smite)
    This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
    Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

    Courageous Strike (Greater Smite)
    This Mega Power version of smite confers two effects:
    • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
    Trappings: Varies.

    Legacy of the Fae (Deflection)
    Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
    Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

    TK Shield (Greater Deflection)
    This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
    Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

    Frequently used skills
    Skills:
      Agility
      • Fighting d12
      • Shooting d10

      Smarts
      • Psionics d8
      • Knowledge(American) d8
      • Knowledge(Arcana) d4
      • Notice d6 + 2 (sight based checks only)
      • Survival d6 + 2
      • Tracking d6 + 2


    Special Abilities
    Ability Name: Ability Description if desired

    Edges
      AB (Psionics) - Gain 10 ISP and three powers
      Champion - +2 damage / toughness vs. supernatural evil
      Level Headed / Improved Level Headed - Act on best of three cards in combat
      Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
      Master Psionic - Gain access to Mega Power versions of all powers the hero knows
      Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
      Woodsman - +2 Tracking Survival, and Stealth
      Rapid Recharge - Regain 1 Power Point every 30 minutes
      Brave - +2 to Fear tests
      Ambidextrous - Ignore –2 penalty for using off-hand

    Hindrances
      [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
      [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
      [Iconic] Code of Honor - See below
      Major Heroic - A Cyber-Knight always helps those in need.
      Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
      Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


    Code:
    [OOC=Notice]
    Notice Die [dice]1d6[/dice]
    Wild Die [Dice]1d6[/Dice]
    [size=85]Constant Effects: +2 to sight based Notice checks[/size]
    [size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


    Tue Mar 27, 2018 1:09 pm
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    Whisper sighed and shook her head.

    "And so, after great time spent in deliberation, you all arrive at the same conclusion I did. Someone. Else's. Problem."

    She turned and started back to the ATV.

    "Put in the call or whatever you need to do. Chevy, what's this about a signal now?"


    Sat Mar 31, 2018 8:22 am
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    Joined: Wed Nov 23, 2016 4:56 am
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    OOC Comments
    Notice: 1d8 = 5 (5) Wild Die: 1d6 = 6 (6) Ace: 1d6 = 3 (3)
    Constant Effects: –1 to be hit with ranged attacks; ignore –2 penalty for using off-hand; +2 to ranged attacks from helmet
    Temporary Effects: +2 to Notice from Bop's sensors


    Chevy clicks the comms back on, having switched off to enjoy a private chuckle at Whisper's retort.

    "Ah, Roger. Sensors picked up a weak signal, somewhere due north. Too weak to get anything more than that it's there, but it sounded like maybe a beacon or automated call.

    _________________
    Chevy
    Pace: 8; Parry: 8; Toughness: 21; Strain: 0
    Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
    Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Bennies: 4


    Sat Mar 31, 2018 11:03 am
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    Local Conditions wrote:
    CASTLE REFUGE
    • Location: Northern Arkansas
    • Population: thousands
    • Date & Time: 1340 October 24 PA110
    • Ley Line Activity: Ley Line 100' away
    • Weather: Sunny, 54 degrees F.
    • Visibility: Good, overcast

    Nameless Map

    ONE MORE TIME
    Once Tiberius knows there are xiticix in the area, the signs of them are easy for him to spot. After Egil points them out of course. Still Tiberius is able to make his own observations about the remains of the CS troops. Egil too searches the area and he starts to put together the story of the battle. It's clear to Egil and Tiberius that this was a group not of recon squads. Instead they seem to be Search and Destroy squads, at least two, maybe with an additional dog pack squad. This wasn't a random encounter by the CS.

    Everyone seems to gravitate back towards Bop while coming to the "Someone Else's Problem" conclusion. Whisper is the first one back to Bop. Tiberius and Egil are on the way. Awktek remains nearby in dragon form waiting for anyone who wants to do a fly by.

    Chevy keeps his eye on the sensors and is able to get a better track on the weak signal. Its origin is about a mile north, more or less following the river. Unfortunately, it's probably an emergency beacon. Someone might be alive up there.

    On the up side, Chevy and Egil realize that there's probably two or three squads worth of CS weapons and gear scattered about the clearing, if one wanted to take the time to collect it all. That could be a decent heap of moola in trade. Probably ten minutes of scavenging would be pretty fruitful.

    What are you doing?

    Butcher's Bill:
      Egil: -1 Stealth, -1 Pace--Until he takes his stuff off to dry it out, or 4 hours otherwise.

    _________________
    Why does everybody forget about Hobo Joe? - Hobo Joe














    Nameless:
      Adventure Deck (WIP)
      GM Bennies: 6/6

    Murder Hobos:


    Sun Apr 01, 2018 5:00 pm
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    Tiberius began working his way around the clearing picking up equipment and stacking it in neat piles. "Master Egil, I do not think it is a good idea to leave this equipment laying around for some bandits to find. I think we should either take it with us or we should destroy it in place. I also hate to leave these bodies for scavengers but burying the lot of them would take hours. On the other hand as I recall you do have a Plasma Ejector handy, do you not?"

    Frowning to himself at Whisper's comments he responds quietly over the comm while he continued to police the gear of the slain CS soldiers. "I hate to disagree Lady Whisper but I most certainly do not think this is a problem for someone else. Until we know the location and strength of the Xiticix force we cannot know if this is something we can deal with ourselves or something we will have to pass up the chain at Castle Refuge. I think it a good idea if Young AwkTek and one other scouted the area aerially to see if they can spot the bugs and their lair."

    _________________
    “Deeds will not be less valiant because they are unpraised.”

    Tiberius
    Bennies 3 of 3
    ISP 28/30

    Player James
    Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


    Stats
    Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
    Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

    Powers
    Valiant Will (Boost Trait)
    This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Dauntless Resolve (Greater Boost Trait)
    This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Argent Strike (Smite)
    This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
    Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

    Courageous Strike (Greater Smite)
    This Mega Power version of smite confers two effects:
    • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
    Trappings: Varies.

    Legacy of the Fae (Deflection)
    Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
    Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

    TK Shield (Greater Deflection)
    This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
    Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

    Frequently used skills
    Skills:
      Agility
      • Fighting d12
      • Shooting d10

      Smarts
      • Psionics d8
      • Knowledge(American) d8
      • Knowledge(Arcana) d4
      • Notice d6 + 2 (sight based checks only)
      • Survival d6 + 2
      • Tracking d6 + 2


    Special Abilities
    Ability Name: Ability Description if desired

    Edges
      AB (Psionics) - Gain 10 ISP and three powers
      Champion - +2 damage / toughness vs. supernatural evil
      Level Headed / Improved Level Headed - Act on best of three cards in combat
      Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
      Master Psionic - Gain access to Mega Power versions of all powers the hero knows
      Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
      Woodsman - +2 Tracking Survival, and Stealth
      Rapid Recharge - Regain 1 Power Point every 30 minutes
      Brave - +2 to Fear tests
      Ambidextrous - Ignore –2 penalty for using off-hand

    Hindrances
      [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
      [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
      [Iconic] Code of Honor - See below
      Major Heroic - A Cyber-Knight always helps those in need.
      Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
      Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


    Code:
    [OOC=Notice]
    Notice Die [dice]1d6[/dice]
    Wild Die [Dice]1d6[/Dice]
    [size=85]Constant Effects: +2 to sight based Notice checks[/size]
    [size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


    Mon Apr 02, 2018 12:22 am
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    Joined: Wed Nov 23, 2016 4:56 am
    Posts: 219
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    OOC Comments
    Notice: 1d8 = 5 (5) Wild Die: 1d6 = 3 (3)
    Constant Effects: –1 to be hit with ranged attacks; ignore –2 penalty for using off-hand; +2 to ranged attacks from helmet
    Temporary Effects: +2 to Notice from Bop's sensors


    Chevy interjects helpfully, "Leaving all this dangerous equipment just laying would certainly be irresponsible. Destroying it, though, that's just wasteful. Tell you what. E-Man and I will store the salvage in the Bop while A-T does his scouting thing."

    He adds, the scorn evident through the comms, "Oh, and the bodies? I'd just leave them. Circle of life, man. They're serving a much better purpose feeding the wildlife than whatever they did when they were alive."

    _________________
    Chevy
    Pace: 8; Parry: 8; Toughness: 21; Strain: 0
    Blitzkrieg Bop: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5
    Adventure Card(s): Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Bennies: 4


    Mon Apr 02, 2018 3:18 am
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    Joined: Sat Oct 07, 2017 12:00 pm
    Posts: 59
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    "By all means, scout," Whisper said with a negligent wave of her hand. "It's not as if we're on a strict timetable here. And I admit, I'm a little curious as to these creatures' abilities. Their strengths and weaknesses."

    Her liquid gold eyes lifted to meet the cyberknight's eyes. "At the end of the day though, our mission is one of diplomacy, not chasing bug-men around the countryside. In my capacity as advisor to the team, I suggest not trading a handful of dead xiticix that will cost the hive nothing for the opportunity to create a lasting agreement that will ultimately result in the hive being utterly exterminated."


    Mon Apr 02, 2018 8:00 am
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    Joined: Mon Feb 12, 2018 10:40 am
    Posts: 33
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    Tiberius sighs silently to himself at Chevy's comment. Mortals. Ignoring the disdain in Chevy's voice he replies patiently, "I will admit I dislike leaving bodies here to rot but my motivation has more to do with eradicating as much of our presence here as possible especially given that we plan on taking this gear as salvage. Eradicating the bodies and a few suits of armor should help obscure that fact on the off chance that a CS patrol should happen by looking for their missing soldiers. They may serve evil and power mad rulers but they are well trained and for the most part not stupid. It will not do much for our low profile if we discover that we have a CS force on our trail."

    Switching off the comm he smiles wanly at Whisper and returns her gaze calmly. "Information is power Lady Whisper and providing proof that the Xiticix has penetrated this far South could provide a powerful argument in our efforts to forge an alliance between Lazlo and Dweomer. Also, it is the Cyber-Knight's sacred duty to protect the innocent where they are threatened. If need be I will do so alone but if there is anything I can do to deal with this threat then I am duty bound to do it. Do not worry, however, that I would forget about our mission or that I would be tempted to attack a bug force that is much stronger than our own group. If necessary I will content myself with notifying the relevant authorities to deal with the threat and we will move on. But if there is something we can do to end this particular threat then I have every intention of doing just that."

    _________________
    “Deeds will not be less valiant because they are unpraised.”

    Tiberius
    Bennies 3 of 3
    ISP 28/30

    Player James
    Alts: Fizzwaite Zipwidget, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


    Stats
    Agility d8 | Smarts d8 | Spirit d10 | Strength d6 | Vigor d6
    Pace 8 | Parry 8 | Toughness 12(6) + 2 toughness when cyber-armor is active.

    Powers
    Valiant Will (Boost Trait)
    This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Dauntless Resolve (Greater Boost Trait)
    This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
    Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.

    Argent Strike (Smite)
    This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
    Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.

    Courageous Strike (Greater Smite)
    This Mega Power version of smite confers two effects:
    • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
    Trappings: Varies.

    Legacy of the Fae (Deflection)
    Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
    Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.

    TK Shield (Greater Deflection)
    This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
    Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.

    Frequently used skills
    Skills:
      Agility
      • Fighting d12
      • Shooting d10

      Smarts
      • Psionics d8
      • Knowledge(American) d8
      • Knowledge(Arcana) d4
      • Notice d6 + 2 (sight based checks only)
      • Survival d6 + 2
      • Tracking d6 + 2


    Special Abilities
    Ability Name: Ability Description if desired

    Edges
      AB (Psionics) - Gain 10 ISP and three powers
      Champion - +2 damage / toughness vs. supernatural evil
      Level Headed / Improved Level Headed - Act on best of three cards in combat
      Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
      Master Psionic - Gain access to Mega Power versions of all powers the hero knows
      Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
      Woodsman - +2 Tracking Survival, and Stealth
      Rapid Recharge - Regain 1 Power Point every 30 minutes
      Brave - +2 to Fear tests
      Ambidextrous - Ignore –2 penalty for using off-hand

    Hindrances
      [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
      [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
      [Iconic] Code of Honor - See below
      Major Heroic - A Cyber-Knight always helps those in need.
      Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
      Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.


    Code:
    [OOC=Notice]
    Notice Die [dice]1d6[/dice]
    Wild Die [Dice]1d6[/Dice]
    [size=85]Constant Effects: +2 to sight based Notice checks[/size]
    [size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]


    Mon Apr 02, 2018 10:38 am
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    Joined: Sat Oct 07, 2017 12:00 pm
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    "That is a relief," Whisper replied, with just a hint of a smile playing about her dark violet lips. There was always something entertaining about a clash of wills. "So long as the priorities are clear, I see no harm in gathering more information."

    The group struck Whisper as being somewhat rudderless, without a single strong leader or commander. Natural, perhaps, that Tiberius tended to fill that role. People who weren't sure what to do would typically follow the one who had the strongest resolve, the most self-confidence. It would be interesting to give the 'Nameless' an alternative, and see who lined up where.

    Would Tiberius see the value in having an 'adversary,' she wondered, or would it have to be demonstrated before he understood?

    "We do have a great deal more to learn, after all," she mused aloud.


    Mon Apr 02, 2018 3:32 pm
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    Joined: Tue Feb 28, 2017 6:12 pm
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    Reply with quote
    Notice:12
    1d6+2 = 8 (6) 1d6 = 4 (4)
    Wild Die 1d6+2 = 5 (3)



    Egil nods to Tiberius.

    “Just what I was thinking. No sense any of this stuff going to waste. Course, why waste an E-Clip on them when we can crispy ‘em up with dragonfire?”

    Stripping off his armor to dry in the ‘Bop, the psi-stalker begins moving about the carnage like a carrion feeding ghost. The state of the bodies does not bother him in the slightest. Once he is finished with a ‘piece’ he tosses it in a centralized pile before moving on to the next.

    Cleaning up afterwards, he radios Awkteck. If anyone is watching, he is extra careful around the creek only getting his hands wet to clean off any gore.

    “You mind doin’ the honors? They are CS and all,but we can spare a little fire on ‘em”

    _________________
    Egil ‘The Edge’ Skallgrim
    OOC Comments
    Race: Psi-Stalker
    Iconic Framework: Crazy
    Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
    Charisma: -2; Pace: 16 d8; Parry: 6; Uncanny Reflexes -2; Toughness:12 (5); Strain: 1 Bennies: 3 Cards: Mechanical Malfunction, Theme Song

    ISP: 30/30 and 6/10

    viewtopic.php?f=32&t=252


    Tue Apr 03, 2018 7:36 am
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    Seeing as Chevy has scanners observing the area, AwkTek rejoins the other Nameless, just as Egil asks for a light.

    Stamping out a 3 foot ring around the growing pile of corpses and body parts, AwkTek makes sure to create no further attractions by accidently setting the woods on fire.

    Gathering dried wood, AwkTek layers wood in platform style with body parts and then another platform. Getting down to the base of the pyre, AwkTek slowly lights the base of the pyre. Gently blowing he guides the flames to the next tier as the bodies between the wood layers are consumed in scorching heat.

    Satisified that the fire is going well, Awk Tek then takes flight just barely above the clearing and using his wings disipates the smoke into tiny little whisps of smoke instead of one large column.

    _________________
    AwkTek
    AwkTek a Flame Wind Dragon Hatchling

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

    Architect Awakened
    AwkTek
    AwkTech -
    11 XP | 6.50 PPW | 4 EP (2nd Qtr 2017)
    4 XP | 1.20 PPW | 1 EP (3rd Qtr 2017)
    6 XP | 2.00 PPW | 2 EP (4th Qtr 2017)


    Tue Apr 03, 2018 9:13 am
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