The Garnet Town Gambit

Beowulf85
Game Master
Posts: 384
Joined: Wed Nov 23, 2016 3:21 pm

The Garnet Town Gambit

Post by Beowulf85 »

All in all it takes about three weeks to get everything in order. Ulrich's salvage arrives in the 2nd week giving him time to get upgrades done on his robot. The initial specialist reports come back at the same time and based on the findings from the first mission Chevy, Ulrich, Zima, and AwkTech garner a 5,000 credit bonus as well as a two way trip through Castle Refuge's nexus when they next take leave.

As is normal, after the first mission the roster shifts. Spellweaver moves on to study magic in other dimensions while Leonidas and Jaxus are reassigned to their own independant missions. Seth and Egil are assigned to the SET almost as soon as the SET returns ot the castle, and a relative newcomer by the name of Adam Radecliffe is assigned nearly last minute. No one even sees him until the day the Nameless is scheduled to leave. For a while Adam had been recovering from injuries in the infirmary, but it seemed that as soon as he was able to get on his feet he took the reminder of his recovery to the countryside surrounding Castle Refuge, takng the opportunity to learn as much as he could about the immediate area and its people. The doctors thought it was a good idea, provided he agreed not to overexert himself.

The mission is another routine patrol with the same deal as last time, an additional 700 credits a week for two weeks. This time The Nameless are checking communities along the Texas border in Northern Arkensas that do trade with Castle Refuge. Compared to the first mission this is a slice. A day and a night in each community, some of them put you up, some of them can't but The Legion reimburses any mission related expenses. There is often great locally grown and hunted food available, one town is even having a fewstival that coincides with your stop. Most of the stops are relatively rural but a couple of them are larger towns with a few thousand people. The hardest part is getting between the communities, but at worst all that entales is some offroading that is perfect for breaking in Chevy's newly refitted Bop. The vehicle runs better than ever, the overhaul having given Chevy the time he needed to take care of a number of little things and install a few other things.

Currently The Nameless are travelling through Southern Missouri, a wilderness composed of thick forests and rolling hills. As you are approaching a rushing river, you see a rickety wooden bridge ahead. Suddenly, a high-pitched cry for help rings out!
OOC Comments
All players add pay accordingly, 300/week for novice and 450/week for seasoned characters, + 10% bonus for Specialist 2nd class, 20% for Ulrich. 3 weeks in Castle Refuge. Pay for the current mission will be distributed when the mission is over.

If there is anything else you want to take care of while at Castle Refuge feel free to keep going in the 'Lull In the Storm' thread. Personally I'm curious to see if Chevy confronts or avoids Terra, and if he has returned the repaired specs or kept them for the time being.

Other than that, let me know something your character does while on the routine mission and roll a notice check on the cry for help.
GM Universal Bennies: 2
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Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: The Garnet Town Gambit

Post by Hondo »

While on the Routine Mission

As the Bop rolls into one of the several middle of nowhere towns, this one likely only having a few hundred souls, the fallen knight grumbles as he tries to find a comfortable position.

I miss my horse. I really miss that hover cycle I tore around on back in Tolkeen. I don't even care what Town this is. I need to stretch my legs.

As the APC stops Seth is the first one off. Standing outside on a craggy dirt road he looks around at the collection of shanties and wonders why anyone would live here.

Every life matters... we all do our...well hey! They have a bar.

Sir Seth Merikh finishes stretching and moves towards the ratty saloon looking building. On his way, just out front, the knight hears footsteps approaching from the corner of the building.

Someone coming fast. An attack?

Spinning to face the direction a rapier like Cyber Sword erupts into each hand.

Almost as sudden the blades disappear. The child that runs out stops. Looks scared. Then laughs, "Grandah a Cyber Knight!"

Part of Seth's soul crumbles in annoyance and self loathing for being annoyed.

I hate snot nosed kids. I'm no hero you twerp. Sigh. Try giving him some candy.

Forcing a smile into his face the knight kneels down and holds out a pouch to the kid. About to speak he is interrupted.

"Timmy! Get over here. That's no Cyber Knight! Come here!"

Seth stands up and pockets the sugar candy in the pouch as the child runs towards a grizzly old one eye man. Yelling Grandah! The kid hugs the man. As they move back away from Seth the old man says:

"I was in Tolkeen Oathbreaker. Keep away from my grandkid."

Seth turns away from the man. Making his way back to the Bop as the others just now exit it, the fallen knight gets back into the APC.

"I'll be in the Bop. This place sucks."

Dropping down into a chair as the others head out the knight closes his eyes.

Why do I bother?

Notice Roll to hear Cry for Help

Notice: [dice]0[/dice]
Wild die Notice: [dice]1[/dice]

My dumb butt is sleeping.
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Jarvis Ursus
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Posts: 185
Joined: Tue Feb 28, 2017 6:12 pm

Re: The Garnet Town Gambit

Post by Jarvis Ursus »

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

Egil, relegated to the outside hand and foot rails of the bop, swings from one end of the ATV to the other whistling to himself. It didn’t take long before most of the other Nameless told him the ‘best spot’ to be was on the outside. Still, he nearly caused Chevy to veer into a tree on several occasions when he unexpectedly hung upside down in front of the windshield. Fortunately, the operator had the foresight to make sure all the weapon systems could only be accessed from the inside of the ATV.

“.....not a loser and I ain't no weeper
I got the boys to make the noise
Won't ever let up, hope it annoys you
Join the pack
Fill the crack
heh..That part gets me every time...

“Man as soon as we stop, me and Chevy are gonna get some tunes to go with this bad ass ride. It’s not right that the Nameless should be travelin’ across this fine countryside without somethin’ anouncin’ our presence…”

At the sound of the scream, Egil leaps off the Bop while it’s still moving and lands waving his arm in an exaggerated circular motion as he brings it up to his ear. First in the opposite direction of the noise and then towards where it seems the scream originates. Suddenly he bolts off in that direction yelling,

“WHAT YA GONNA DO WHEN EGIL-MANIA RUNS WILD ON YOOOUUUU!”
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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Radecliffe
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Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: The Garnet Town Gambit

Post by Radecliffe »

Adam had entered the vehicle bay just as the team had been prepping to leaving on their next mission. With a smile and a wave he approached the Bop saying "Hello, there! I understand I'm to be your new gunner. I hope you don't mind if I bring along some reading material", lifting a satchel he carried in his left hand and stowing it away carefully then jamming his survival pack in after it. It's been a long time since I've rode top cover on anything. Still, I suppose it's like riding a hoverbike, once you learn you never forget. That reminds me, I need to make a note to learn to ride a hoverbike when I get a chance.

As the team pulls out Adam familiarized himself with the turret mounted heavy laser. Over the next few days as they moved through the countryside Adam would drill himself on getting into the turret and going weapon hot as expeditiously as possible. Unfortunately sometimes too much sharpening dulls a keen blade. The calls for help and the antics of our resident Crazy go unnoticed as he composes the introduction to his latest paper in his head. This introduction is just running too long. I've got trim off a paragraph or two or no one is going to read past the first page. Now let's see...



Notice Roll
Notice: 0
Wild Die: 1
OOC Comments
Isn't that just a big kick in the crotch. Pppppppptttt... :oops:
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: The Garnet Town Gambit

Post by Ulrich »

Ulrich stays buy the book while they are in route from location to location but noticeably relaxes when the destinations are reached. Still keeping with protocol but less on edge. As they stay at the locations collects a small tin of dirt from each placing them in the small stowage compartment of the Gepanzerter Skorpion. He like to have a keepsake from places he feels he might have influenced in a positive manner.


As they com to the rickety bridge he hears the boy cry out and activates his weapon systems and shield. With lightning speed he activates his sensors and scans for possible hostiles.

Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
OOC Comments
LOL!!! I blame you for breaking the dice roller Radecliffe. :)
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Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Re: The Garnet Town Gambit

Post by Zima »

Tanya was her typically welcoming self when the rogue scholar joined them--Spellweaver would be missed, of course, but she was just as eager to meet new people. In fact, she seemed to have spent most of their downtime at Castle Refuge meeting the members of the other SETs (whom she spoke well of to her colleagues), though other than that, she was curiously vague about what she'd spent the time doing. Ensconced in her armor, she kept a close watch on the team and the surrounding area ... Egil riding on the exterior of the Bop made her a little nervous, but there was little she could do about that.

Notice

Skill: [dice]0[/dice]

Wild: [dice]1[/dice]

+2 for Glitter Boy Sensors = Total 5
Last edited by Zima on Thu Apr 20, 2017 10:17 pm, edited 1 time in total.
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
User avatar
Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: The Garnet Town Gambit

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Sensor suite provides +2 to Notice rolls

Chevy maneuvers the Bop along the almost non-existent trail when simultaneously the sensors pick up the cry for help and he sees Egil leap and careen off.

Here we go again. He flips to the crew freak on the comms. "Chief, just picked up someone calling for help. Spook's taken off in that direction; I'll try to get to clear ground for a better view."

Checking the clearance on the riverbed, Chevy moves the ATV as close as he can to check on Egil's movement and the source of the scream.

"Heads up, Prof," he alerts Radecliffe. "Yellow alert. Don't have a target but be ready to bring weapons hot."
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
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Radecliffe
Diamond Patron
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Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: The Garnet Town Gambit

Post by Radecliffe »

"What!?!" Hell's Bells man, get your head in the game! Adam brings the laser online and begins to scan ahead in the direction the ATV travels looking for threats.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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

Re: The Garnet Town Gambit

Post by Architect »

If the Nameless's lack of uniformity amongst it's rank and file are not enough to announce their approach and arrival at these rural towns, the imposing shadow of a dragon certainly gains all the attention the Nameless need.

AwkTek flies aerial recon sweeping back and forth from the front to the rear in wide lazy circles that allow him to visually sweep areas beyond sensor ranges of the Bop and the Mech. They sky is lonely, since Spellweaver and Leonidas aren't riding along with him. Empty skies and no rider means that AwkTek has a lot of time to himself.

The evenings find AwkTek in his human child form wandering the streets, observing people, and finding the odd tech objects to fiddle with and repair. AwkTek trades conversation for his services.

He figures that Egil would be his biggest concern but finds that Seth worries him even more. Seth seems to be sinking further into what ever he was trying to get out of. When he can he tries to keep Seth company and talking about anything other than Tolkeen and things related to that time in Seth's life.

*****

Flying low is difficult with the tree tops and such in the way and his elevation may lead to sounds being distorted and his vision slightly blurry and inaccurate.

Notice [dice]0[/dice]

*

*

Wild Dice [dice]1[/dice]

*

*
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

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

Bennies: 5/5
Architect Awakened
AwkTek
AwkTech -
Signature Block
Beowulf85
Game Master
Posts: 384
Joined: Wed Nov 23, 2016 3:21 pm

Re: The Garnet Town Gambit

Post by Beowulf85 »

Out of the entire group only Egil, Zima, and Chevy hear the cry and locate its source. It originated from a running figure, what looks like a young human sprinting down a path along the river’s edge. Behind him are several large humanoid figures with red skin and obvious bionic parts gleaming in the afternoon sun. One of the creatures points at the boy, growling “No witnesses!” His voice has a synthesized, electronic timbre.

Egil is particularly alert and takes in the just of the situation. The boy who cried out is a young teenage D-Bee with pointed ears and sparkly eyes. He's wearing sturdy work clothing including overalls, a patched shirt, and durable shoes. The creatures that are chasing him have laser rifles but don't seem to be using them against the boy, indicating they want to capture him. It's doubtful that they also want to capture you.

Chevy's announcement over the radio draws the other's attention to the situation, but those of you who critically failed your notice rolls (Ulrich and Radecliffe) will by default have lowest initiative in next combat and suffer from a snapfire penalty (-2 to hit).
Initiative
Seth - JD
Adam -Last (Crit Fail)
AwkTech - 6S
Egil - QC
Zima - 8D
Ulrich - Last (Crit Fail)
Chevy - 4C
Enemies - JOKER!
Boy - 3C
Sorted Initiative
Enemies - JOKER!
Egil - QC
Seth - JD
Zima - 8D
AwkTech - 6S
Chevy - 4C
Boy - 3C
Ulrich - Last (Crit Fail)
Adam -Last (Crit Fail)
Combat Scale Notes
Remember for movement and burst templates:
1 pace = 1 inch = 2 yards movement
1 hex = 4 yards = 2 pace = 2 inches
1 large hex = 24 hexes in diameter = 96 yards = 48 pace
1 large hex = 12 hexes along one side = 48 yards = 24 pace
• Cone Templates are 9” (4.5 hexes) long and 3” (1.5 hexes) wide at their widest point.
• Large Burst Templates are 6” (3 hexes) in diameter.
• Medium Burst Templates are 4” (2 hexes) in diameter.
• Small Burst Templates are 2” (1 hex) in diameter.

Note: If you could include relative sizes of your vehicles/large characters (size 1/2/3/4 etc.. and size in yards, metres, and feet) in your signatures it would be helpful. I'm trying to keep things to scale(ish) Also please provide a link to your character sheet. I think the Bop > AwkTech > Ulrich > Zima > human sized characters?

Note 2: Please copy the map and edit to show your movement (a line/curve is fine) then re-upload so I can see exactly where you are moving and targeting. This simplifies things for me a lot.
+1 benny all around for everyone posting so quickly. That was less than 24 hours, great job! Minimum posting standards are once per week, but if people post faster then I'll try to get 2-3 posts a week down. That being said, combat posts take a lot of work for GMs.
Attachments
See "Combat Scale Notes"
See "Combat Scale Notes"
GM Universal Bennies: 2
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Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: The Garnet Town Gambit

Post by Hondo »

Seth rubs his beard absently and thinks about the last conversation with the young dragon in the group. Is nice to chat with a dragon that doesn't hate me. He's too young to have seen much, if any, of Tolkeen.

As the Bop shakes and rolls across the ground Seth hears Chevy's announcement over the radio. Tarn's Ta Ta's!

Moving to the Bop's side door Sir Merikh looks out at the kid and ...are those Brodkil? Damnation too far away still to do much. Need to be closer!

Using the comm Seth says:

"If you get me closer I'll jump out and grab the kid!"
A Visual
Image
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Jarvis Ursus
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Posts: 185
Joined: Tue Feb 28, 2017 6:12 pm

Re: The Garnet Town Gambit

Post by Jarvis Ursus »

Monologuer [dice]0[/dice]
Wild Die [dice]1[/dice]
Wild Die Explosion [dice]2[/dice]
Total = 7 success

Armor Power Activation (free action) [dice]3[/dice]
Wild Die [dice]4[/dice]
Success: +2 Armor

Action: Move Pace 16 and draw Wilk's 447
Split the Seconds Action: Lose it

Egil races towards the scream knowing that someone is in trouble and it’s only the Nameless that can save them.

“I wonder why those things are chasing that kid. They have laser rifles but are not shooting….”

“No time to talk, Egil. You came here to chew magical energy and kick ass and Awktech won’t give it up.”

Egil jogs around the rocks to get a clear view of the situation, shoulders his rifle and activates his armor’s targeting system. Instinctively he also floods his body with psychic energy hardening it against attacks.

“It don’t look like they want to play nice even if they ain’t shootin’. Time to RIDE THE EDGE!

Egil shouts out to get the cybernetic monsters’ attention, “Hey Ugly!”

“I'm the Lord of the wastelands
A modern day man of steel
I gather darkness to please me
And I command you to kneel
Before the:
God of thunder and rock and roll…!”
Attachments
Garnet Town Gambit Combat 1 Round 1.png
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
User avatar
Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Re: The Garnet Town Gambit

Post by Zima »

Time to earn that legacy.

The pursuers were dramatically taller than a typical adult humanoid, nearly matching her armor in height, and if they'd been closer, Tanya might have considered going toe-to-toe with one of them--although she wasn't as good at brawling, the suit was damned tough. In this case, the range seemed right to bring the boom gun into play: she strode closer and activated the suit's stabilization system, bringing her weapon to bear as she thumbed the comm.

"This is Zima. I'll be aiming toward the rear of the hostiles to keep the worst away from the bystander."
OOC Comments
Movement: Full-ish Pace of GB armor toward the enemy. Action: Digging in!
Attachments
Garnet Town Gambit Combat 1 Round 1.png
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
User avatar
Radecliffe
Diamond Patron
Diamond Patron
Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: The Garnet Town Gambit

Post by Radecliffe »

Adam keys his mike "Checking fire until Zima takes her shot. Ladies first after all, heh. Besides, if they haven't seen us yet her first shot is going to be a lot more effective than mine." Muttering to himself Adam says "C'mon kid, keep running and by whatever's holy keep it together just a little longer..."
OOC Comments
If Chevy stops the Bop I'll take the opportunity to take an Aim maneuver at the front left critter chasing the boy.

OR

If Chevy continues closing I'll hold action until the next round.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: The Garnet Town Gambit

Post by Ulrich »

Ulrich keys his external speakers and calls out to both the running youth and the red beings chasing him. Ulrich's voices booms loudly in the air as he speaks.

"Zhis is Corporal Ulrich Von Schlierkamp uf zhe Tomorrow Legion. Zhe child iz now under mein squad's protection. You vill cease your chase uf him immediately or ve vill be forced to intervene. I repeate, you vill cease your chase uf him immediately or ve vill be forced to intervene."

Ulrich scans his sensors for more possible hostiles as well as terrain advantages of note for cover and ambush since he was taken by surprise.

OOC Comments
Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
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Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: The Garnet Town Gambit

Post by Architect »

AwkTek was flying left and forward of the advancing formation on near approach to a bridge he would never cross on foot.

To himself, "Wonder how long it would take to repair or replace that."

When the spotters threw up the alerts of hostiles and their locations, he began a lazy banking roll to the right to approach from the rear of the hostiles.

Over comms, "What should we be cautious of. These 'things' are new to me."

As he waits for a response, he decides to get the attention of the 'whatevers' and lets out a dragon roar.
Attachments
GTG C 1 R 1 AwkTek 2.png
GTG C 1 R 1 AwkTek 2.png (497.78 KiB) Viewed 47467 times
Last edited by Architect on Wed Apr 26, 2017 12:26 pm, edited 1 time in total.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

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

Bennies: 5/5
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AwkTek
AwkTech -
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Hondo
Daniel (Lars)
Posts: 140
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Location: Mercy Six

Re: The Garnet Town Gambit

Post by Hondo »

Glancing up at the Mighty form of the dragon Seth smiles. AwkTeck is so young. Sometimes I wish I were a dragon.

While the knight waits to get closer to the kid Seth says across the radio:

"Brodkil Lesser Demon. Nasty attitude and can go invisible. At will. Once ran a mission with some. They are brutes. Love tech, bionics and tormenting others."

Be safe friend. Come on Bop. Roll! I'm jumping out as soon as we are close.
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Chevy
Posts: 237
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Re: The Garnet Town Gambit

Post by Chevy »

Notice: [dice]0[/dice]
Ace: [dice]2[/dice]
Ace again: [dice]3[/dice]
Wild Die: [dice]1[/dice]
Sensor Suite grants +2 modifier

Chevy shifts gear and puts pedal to metal. The Blitzkrieg Bop surges forward as he tries to close the distance to the pursuing mob.

To AwkTech's question, Chevy replies on the comms, "Whatever they are, they look like they have ordnance, so stay alert for incoming fire."

He calls over to Radecliffe, "Put an AP missile on their butts, Prof. We should coming into range."

As he nears Egil, Chevy flips over to comms again, "Spook, you crazy sumbitch! Hitch a ride or get left behind!"

Actions:
Accelerate to 60 yards (15 hexes) per round and head towards the mob.
OOC Comments
Radecliffe should be able to lob a missile on the Brodkil with no penalties, since the Medium range modifier is negated by the Sensor Suite
Attachments
Garnet Town Gambit Combat 1 Round 1.png
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
Beowulf85
Game Master
Posts: 384
Joined: Wed Nov 23, 2016 3:21 pm

Re: The Garnet Town Gambit

Post by Beowulf85 »

Enemies (10) - JOKER!

The two nearest broadkil rush the boy, attempting to tackle and restrain him.
Tackle (agility) [dice]0[/dice][dice]1[/dice]
Restrain (opposed strength) [dice]2[/dice][dice]3[/dice]
Boy's opposed strength [dice]4[/dice]
Restraining the boy is surprisingly challenging for the two huge creatures, but they manage to pin him down.

(8 broadkil are holding their actions)

Egil - QC

Egil dashes foreword faster than a human has any right moving, and monologues more than any human has a right to monologue. Is he entirely crazy, or is it merely intended to distract from his combat preparations?

Seth - JD

Seth hangs on for the ride, knowing he needs to get closer to put his skills to use. In the mean time he shouts out details to his allies, educating them on the opponents they are preparing to face.

Zima - 8D

Zima launches in to action, the Glitter Boy propelling her foreword then up, landing on one of the rocks to the east. She instantly snaps the suit's pylons in to the large boulder, securing her footing as she prepares to pummel the creatures from a distance.
OOC Comments
I edited your final location as per our PMs, so you had a clear shot as you had originally intended. Remember you are currently at medium range, so -2 to your shots. Respond in OOC forum please.
AwkTech - 6S

Not having seen the initial commotion AwkTech finds himself a little out of position, but quickly veers to the east in order to remedy the situation.
OOC Comments
Does anyone know if there is a ruling about using running dice while flying? It may come in handy. For now I assume that your 'running while flying' dice is equal to your pace while flying, so 1d12.
Have you selected your 3 psionic powers? I didn't see any on your character sheet. Depending what you chose you may be able to assist from a distance, or get in to combat faster. Respond in OOC forum please.
Chevy - 4C

Chevy seems more in his element while on patrol than he did back at the castle. A twist in the current catches his eye and he spots a point where the Bop should be able to ford the river. It'll cut his speed down to 1/3 but should be much faster than going around, and may allow the Bop to get in the boy's path if he's able to make it to the river.

Boy - 3C

Knowing he's been overpowered the boy struggles in the mud at the river bank and throws it in his attacker's faces.
Boy [dice]6[/dice] vs Broadkil [dice]7[/dice] (7, should have been +2)
The creatures laugh at the pathetic attempt as they haul the muddy boy to his feet.

Ulrich - Last (Crit Fail)

Once the situation is brought to his attention Ulrich easily locates the conflict. He analyses the situation even as his voice booms out orders, and is able to determine that there are 10 broadkil chasing the boy. It doesn't seem that there are any other hostiles in the area.
OOC Comments
Where did Ulrich move? Also note that there are large boulders between his current position and the conflict, providing heavy cover to both sides. Respond in OOC forum please.
Adam -Last (Crit Fail)

Adam straps in for the ride and simply readies his turret, waiting for an opportune time to engage.

Remaining Broadkil (8) (Joker)

(smarts roll to pick targets) [dice]5[/dice] (success)

Several targets are closing and one of the creatures realizes that they need to pick targets they can deal with. Currently outranged they begin charging at the Nameless, brandishing their rifles.

Pace 8 + run [dice]8[/dice]
Initiative
Drawn:
Seth - 8H
Adam - Action Held, no new card, may go at any time as per P. 72 SWD
AwkTech - 2S
Egil - QH
Zima - 6C
Ulrich - 10H
Chevy - 6D
Enemies - 9S
Boy - AC

Sorted:
Boy - AC
Egil - QH
Ulrich - 10H
Enemies - 9S
Seth - 8H
Adam - Action Held, no new card, may go at any time as per P. 72 SWD
Chevy - 6D
Zima - 6C
AwkTech - 2S
Round 2 starts here

The Boy - AC
The boy struggles against his captors (+2 because muddy).
[dice]9[/dice]
[dice]10[/dice][dice]11[/dice]
Amazingly, he gets free and jumps in the river!
OOC Comments
Not represented on map below. I took the boy's turn as he was first but the map below is how things were at the end of the last round.
Attachments
Garnet Town Gambit Combat 1 Round 2.png
GM Universal Bennies: 2
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Architect
Posts: 299
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Re: The Garnet Town Gambit

Post by Architect »

AwkTek over comms, "Uhlrich. Seth. Let me know where you need me. Fighting is still new to me."

(Continues proceeding East, effectively taking up the rear of the formation.)

Notice [dice]0[/dice]

* Ace (Notice) [dice]2[/dice]

* Ace (Ace (Notice)) [dice]4[/dice]

* Notice [9]

*

Wild (Notice) [dice]1[/dice]

* Ace (Wild (Notice)) [dice]3[/dice]

* Wild (Notice) [9]

*

(Scanning further the area from the sky.)

((Aced the Notice roll and the Wild die.))

Flying [dice]5[/dice]

* [16 "]

(Another 16 paces and AwkTek decides for elevation over the squad as he is certain that others need the visual to ground for weapons and weapon systems.)

Over comms "I am taking to higher elevation. Waiting for further instructions."
Attachments
GTG C 1 R 1 AwkTek 3.png
GTG C 1 R 1 AwkTek 3.png (307.21 KiB) Viewed 47407 times
Last edited by Architect on Thu Apr 27, 2017 2:20 pm, edited 1 time in total.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

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

Bennies: 5/5
Architect Awakened
AwkTek
AwkTech -
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Ulrich
Posts: 276
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Re: The Garnet Town Gambit

Post by Ulrich »

Ulrich slips into combat and responds over the coms...

"All melee combatants try und shield zhe boy's escape. If you vish to land und assist vith zhis Mr Awktech it vould be apreciated."

"Specialist Chevy position zhe bop so you can retrieve zhe young von from combat."

"Ranged combatants focus on zhe rear hostiles az to not endanger our melee combatants. Specialist Zima, Please be mindful uf zhe child when firingk your gun. Zhose whom see combat on a regular basis might be used to it but I vould hate to see zhe young man ve are tryingk to rescue unintentionally injured by zhe shockwave."


After a second leap Ulrich digs in and lines up his shots with the rear Brodkil trying to get as many of them as he can with the hail of Heavy rail gun.
OOC Comments
Edited...

Both leaps from my first and second turn are indicated on the uploaded map.

the Combat Ace edge lets Ulrich take two actions with not penalty so he is going to leap and get into medium range then fire his rail gun. Ignore the mini missile rolls as they are not possible.

Rail gun shot one
Skill [dice]3[/dice]
Wild [dice]4[/dice]

Damage if hit
Heavy Rail Gun [dice]0[/dice] AP18

Rail gun shot two
Skill [dice]9[/dice]
Wild [dice]10[/dice]

Damage if hit
Heavy Rail Gun [dice]11[/dice] AP18

Rail gun shot three
Skill [dice]12[/dice]
Wild [dice]13[/dice]

Damage if hit
Heavy Rail Gun [dice]14[/dice] AP18

IGNORE
[dice]1[/dice]
[dice]2[/dice]
[dice]5[/dice]
[dice]6[/dice]
[dice]7[/dice]
[dice]8[/dice]
Attachments
Garnet Town Gambit Combat 1 Round 2.png
Last edited by Ulrich on Thu Apr 27, 2017 7:52 pm, edited 6 times in total.
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Radecliffe
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Re: The Garnet Town Gambit

Post by Radecliffe »

Notice Roll: 0
Wild Die: 1

Seeing the boy wriggle free from his Brodkil captors Adam quickly locks the laser cannon on the one of the demons pursuing the boy and as soon an clear fire lane presents itself he opens fire! Keying his mike he says "The kid made it to the river! I'll try to keep the two pursuing the boy busy until someone is close enough to effect a rescue."
OOC Comments
Assuming a clear line of sight then I'll take my held action at the beginning of the new round. If not then I'll continue to hold action until the Bop is in a better position then take the shot.

Firing the laser at the left hand Brodkil pursuing the kid.

Firing Laser: 2
Wild Die: 3

Note: Sensors and Steady Hands edge should take care of any penalties.

Damage: [dice]4[/dice]

Note: AP 10 for the Medium Laser
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Jarvis Ursus
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Re: The Garnet Town Gambit

Post by Jarvis Ursus »

Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Explosion [dice]2[/dice]
Total: 9

Man, this is awesome. The Nameless ridin’ in and showin’ these...Brodkil? That’s what Sir Seth called ‘em anyway. Lucky he paid attention during that part of Knight trainin’. I wonder why they kicked him out? Do cyber-knight haze new recruits? I bet that’s it. I bet there is some hazin’ thing they do with that stuff that gives ‘em armor……


Chevy’s voice crackles over the comms and breaks Egil out of his conversation with himself. Before he can respond, Ulrich’s calls out the order for melee combatants to protect the kid.

Egil activates his comm, “Guys, I’m confused. Should I get on the ‘Bop or should am I a melee combatant? You really should get better tactics down. I mean, if I get on the ‘Bop, I guess I am no longer a melee combatant. But then who would be left as a ‘melee combatant’?

Then is a more philosophical tone, “Really, aren’t we all just ‘combatants’ freely able to engage in melee or ranged violence as we see fit? I feel that labels such as ‘melee’.....

And then the psi-stalker starts chuckling, and then just before he cuts his comm, it sounds like he is outright laughing hysterically as he dashes towards the two Brodkil wrestling with the boy.
OOC Comments
Egil moves due East towards the river and then opens up his chaotic mind to the Brodkil
Action utilize Major Psionics to boost Illusion and extend the range by a factor of 10. I am assuming a range of 80 is going to reach the Brodkil holding the boy.
Illusion (7 ISP total) Psionics [dice]3[/dice]
Wild Die [dice]4[/dice]
Split the Seconds Action: Same thing on the other Brodkil holding the boy
Illusion (7 ISP total) Psionics [dice]5[/dice]
Wild Die [dice]6[/dice]
Brodkil 1 on boy needs to make an opposed Spirit roll against a 6 and Brodkil 2 needs to do the same against a 7 or be subjected to this rising out of the river https://www.youtube.com/watch?v=-nNiJJ0NPcw
Attachments
Garnet Town Gambit Combat 1 Round 2.png
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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Chevy
Posts: 237
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Re: The Garnet Town Gambit

Post by Chevy »

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

Chevy shoots back at Egil on the comms, "Jump on or not, Spook, just get out of the way!

The Bop zooms past the Psi-Stalker, aimed at a notch between the rocks that Chevy has identified as a navigable ford across the river. He shouts to his fellow passengers, "Hang tight! It's about to get bumpy!"

Actions:
Accelerate (speed now 40, or 80 yards/per round) and head for the ford (marked on the map)
OOC Comments
Do I need to roll Driving? *crosses fingers*
Attachments
Garnet Town Gambit Combat 1 Round 2.png
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
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Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: The Garnet Town Gambit

Post by Hondo »

Now that Chevy has driven the Bop closer to the river.

Narrative

Leaning out of the open side door of the Bop Seth looks up at AwkTech. Miss flying on a dragons back. That time we raided the CS prison camp outside Tolkeen, swooping down at the camp on the back of a Shadow Dragon. Incredible. Death from above. Course that was before any of us knew they were splintered essences of the Dragon Kings.

Glancing back at the river Sir Merikh feels the Bop change directions heading straight to teh edge of the river. Good, was just worrying I was going to have to jump early, use more power, good, get closer!

After letting the Bop close the distance some more Seth runs through his plan in his head.

Gotta be quick! Jump, tuck and roll, meld into earth, wiz-bang across, activating those buggers living in my blood to stay wiggly, wiz-a-long more if needed, get to that rock, boo, surprise I'm behind you, strengthen large single blade with sunlight, lift my spirits with that bright sunlight, sweep across both Brodkil before they realize what hit them, see if I can actually cleave both Brodkil in half in one fell sweep! If I don't F this up I may be able to wiz-bang over to one more rock and do the only thing I was ever good at...killing. Okay - ready - set - go!

Seth rolls out of the open door, melds into the ground and burrows across to the rock with two Brodkil. Coming up behind them he swings his Psi Sword in a broad sweeping motion striking both from behind. After slashing into them both he slips down into the earth disappearing.

The fallen knight comes back up....not as sneaky this time, and right in front of two Brodkil (closest to kid). Seth sweeps his Psi Sword out in a blindingly fast broad arc striking both of these demons. After hitting them he runs to the boy. Come with me if you want to live ... sounds cliche ... If close enough Seth will shield the boy with his body until he is able to summon up the power (next turn) to burrow them away. If not close enough he calls the kid to him, "Come here!" (Pace: 8 to move to kid if needed).

Rolls
OOC Comments
Cast Quickness for two turns: [dice]25[/dice] GM did not factor Second Turn so I'll not spend the PP On Quickness. All good. Second Burrow not spent either.

Result of Rolls:
TURN 1 (((Burrow to first rock come up behind two Brodkil, hit first one (13 to hit) and 40 MDC damage. Hit second one (12 to hit) and 30 MDC damage)))

TURN 2 (((Burrow and come up in front of two Brodkil (two closest to kid), hit first one (10 to hit) and 27 MDC damage. Hit second one (11 to hit) and 33 MDC damage -- also I am now -6 to be hit with deflection, quickness last next 3 rounds)))

All the rolls:
Burrow ... psi power: [dice]14[/dice] ACE BURROW [dice]13[/dice]
Stealth Roll (Auto Ace with Patron = 8) Roll Ace [dice]0[/dice] for total of: 13 (Provides +4 to hit and +4 damage).
Psi roll d10... [dice]1[/dice] (fa) Smite Sunlight +4
Psi roll d10... = 10 plus the ace [dice]2[/dice] total of 14 (fa) Boost Spirit (Auto Ace with Patron) to d12+2
(Psi roll d10... [dice]3[/dice] fa) Deflection for -4 or -6 with raise = FAILED to activate, not active yet.
(fa) PSI SWORD activated with Smite
Improved Sweep (resolve separate)
1. [dice]4[/dice] Fighting Skill EF(bennie used) [dice]6[/dice] +4 to hit = vs Parry 13 ... Damage +8 (smite and surprise) plus, 1d6+1d12+2+1d12+2+1d12+2 [dice]8[/dice] [dice]9[/dice] ace damage [dice]12[/dice] Total =
2. [dice]5[/dice] Fighting Skill EF(bennie used) [dice]7[/dice] +4 to hit = 12 ... Damage +8 (smite and surprise) plus, 1d6+1d12+2+1d12+2+1d12+2 [dice]10[/dice] [dice]11[/dice] Total =

TURN 2 (((Burrow to second rock come up in front of two Brodkil, hit first one (10 to hit) and 27 MDC damage. Hit second one (11 to hit) and 33 MDC damage -- also I am now -6 to be hit with deflection on)))

Burrow to next rock with Brodkil [dice]15[/dice]
Stealth Roll [dice]16[/dice] +4 to hit and +4 damage (No bonus this turn- regular hit and damage)
Smite Sunlight +4 Active
Boost Active
(fa) Deflection for -4 or -6 with raise RETRY [dice]17[/dice]
PSI SWORD Active
Improved Sweep (resolve separate)
1. Fighting Skill roll [dice]20[/dice] Damage = +4 (smite) plus, 1d6+1d12+2+1d12+2+1d12+2 ... [dice]18[/dice] [dice]21[/dice]
2. Fighting Skill roll [dice]19[/dice] Damage = +4 (smite) plus, 1d6+1d12+2+1d12+2+1d12+2 ... [dice]22[/dice] ACE [dice]24[/dice] [dice]23[/dice]

2 bennies spent on post. Also deducted 2 Aces off Ledger.
MAP
Image
Last edited by Hondo on Thu May 18, 2017 3:07 pm, edited 1 time in total.
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Zima
Posts: 101
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Re: The Garnet Town Gambit

Post by Zima »

Tanya drew down on a pair of the cybernetic demon-things. They were far enough away from the boy she didn't expect him to be hurt--shaken up, probably, but that job was already done. Her heart thundered and she felt the rush of adrenaline through her system: the fight itself was less concerning than her friends--and an innocent bystander--being in danger, possibly from her own fire. Be safe, moi druzya. She keyed her mike.

"Opening Fire"
OOC Comments
Target is the pair of brodkil highlighted with the yellow circle: I know that's not really a Medium Burst Template, but I should be able to get them both.

Shooting

-2 for Medium Range

Skill: [dice]0[/dice]

Wild: [dice]1[/dice]

Benny for a re-roll! Should leave me with two.

Shooting

Skill: [dice]2[/dice]

Wild: [dice]3[/dice]

Damage Since the rock takes it, even if the brodkil roll Agility to jump out ...

[dice]4[/dice]

Oh, look, an Ace.

[dice]5[/dice]

Total damage 48. How you say 'ouch'.
Attachments
Garnet Town Fight 1 r2.png
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
Beowulf85
Game Master
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Joined: Wed Nov 23, 2016 3:21 pm

Re: The Garnet Town Gambit

Post by Beowulf85 »

Combat Round 2

Boy - AC

The Boy - AC
The boy struggles against his captors (+2 because muddy).
1d6+2 = 6 (4) [Make removable]
1d12 = 3 (3) [Make removable] 1d12 = 2 (2) [Make removable]
Amazingly, he gets free and jumps in the river! The current looks unpredictable, this may be a frying pan to fire situation.

Adam - Action Held, no new card, may go at any time as per P. 72 SWD

Adam pops off a shot at one of the broadkil before it can pursue the bo, causing it to be shaken!

Egil - QH

Egil does his crazy thing and manifests his powers in crazy ways...

Broadkil 1 spirit roll vs 6 [dice]0[/dice] (fail)

Boradkil 2 spirit roll vs 7 [dice]1[/dice] (fail)

Both broadkil are subjected to visions of a horrifying cartoney squid man thing rising from the river!
OOC Comments
+1 benny for great use of your crazy hindrances and personality.
Ulrich - 10H

Ulrich launches his mech in to weapons range with two earth shattering leaps and unloads on the villaionous broadkil with his rail gun, outright obliterating two of them.

Enemies - 9S

Realizing they need to close the distance in order to stand a chance, those broadkil who do not have cbernetic augmentations go invisible (three of them). Those with cybernetics use their enhansements to help leap from boulder to boulder, making their way across the stream. Two more jump in after the boy.

8 left total - Three invisible, two chasing the boy (one shaken), three others visible.

Seth - 8H

Seth pops up between two of the remaining visible broadkil, cleanly cleaving them in two.

6 left total - Three invisible, two chasing the boy (one shaken), one other visible.

Chevy - 6D

Chevy steps on the gas as he finds a way across, sutting around the crazy who seems to prefer taking the long way in to combat.

Zima - 6C

As the broadkil are going invisible Zima is already taking aim, tracking their movements. The extrapolation is tricky, but pays off as it appears that the one remaining visible creature was grouped with another that had just gone invisible. It's hard to tell for sure, but it looks as though two of them are dead.

4 left total - Two invisible, two chasing the boy (one shaken).

AwkTech - 2S

The gust of wind strengthens as AwkTech takes to the skies, allowing him to close on where the creatures... were... (place yourself appropriately thanks to multiple great notice rolls).
Initiative Round 3
Drawn:
Seth - 7S
Adam - JC
AwkTech - AD
Egil - 6H
Zima - AS
Ulrich - JS
Chevy - 2C
Enemies - KC
Boy - QS

Sorted:
Zima - AS
AwkTech - AD
Enemies - KC
Boy - QS
Ulrich - JS
Adam - JC
Seth - 7S
Egil - 6H
Chevy - 2C

Don't forget notice rolls! They help me make decisions about a lot of things. I didn't double check all the distances/bonuses/penalties becaue I really just needed to get this done and shouldn't be making players correct possible mistakes/rewrite posts when they've been waiting on the GM.
Attachments
Garnet Town Gambit Combat Round 2.png
GM Universal Bennies: 2
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Architect
Posts: 299
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Re: The Garnet Town Gambit

Post by Architect »

(Red Outlined Triangle is AwkTek).
Attachments
GTG C 1 R 2 AwkTek.png
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

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

Bennies: 5/5
Architect Awakened
AwkTek
AwkTech -
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Architect
Posts: 299
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Re: The Garnet Town Gambit

Post by Architect »

AwkTek believes that someone called out a number for the enemy ... combatants? Not seeing as many when he zooms up on the seen, AwkTek decides to break and hover over the area. He begins scanning the area psionically and will as time permits relate location of other combatants and friendlies.

(Utilizing Clairvoyance)

* Psionics [dice]0[/dice]

* Psionics Total [5]

* Wild (Psionics) [dice]1[/dice]

*

* Notice [dice]2[/dice]

*

* Wild (Notice) [dice]3[/dice]

* Notice Total [1]
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

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

Bennies: 5/5
Architect Awakened
AwkTek
AwkTech -
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Ulrich
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Re: The Garnet Town Gambit

Post by Ulrich »

Ulrich's eyes go wide as the boy falls into the river and he yells over the coms.

"New priority, all specialists move close to support as I extract zhe boy from zhe vater"

Ulrich springs into action leaping twice and use his robot's amphibious abilities to lift the boy from the water.
OOC Comments
Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]

Piloting roll to maneuver himself to save boy as quickly and efficiently as possible
Skill [dice]2[/dice]
Wild [dice]3[/dice]
OOC Comments
Ace die for piloting roll [dice]4[/dice] total piloting roll of 13
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Zima
Posts: 101
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Re: The Garnet Town Gambit

Post by Zima »

Notice

Skill: [dice]0[/dice]

Wild: [dice]1[/dice]

+2 for Glitter Boy systems

They would, Tanya thought as the blasted creatures phased out of vision. She took the barest fraction of a second to consider. Can't get close. Everybody's in together, and I can barely see where these things are. Carefully taking note of every iota of information her suit was feeding her, she aimed her weapon at the brodkil that had unsuccessfully tried to accost the boy. Better get this one right, she resolved. And hope I haven't run out of that good-luck kiss.
OOC Comments
Action: Taking aim!
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
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Jarvis Ursus
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Re: The Garnet Town Gambit

Post by Jarvis Ursus »

Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Explosion: [dice]10[/dice] Total: 13
OOC Comments
Action: Move to 'Bop and jump on: Agility check [dice]2[/dice] Wild Die [dice]3[/dice] Explosion: [dice]8[/dice] Total: 13

Action Attack Brodkil 1 with illusion: Psionics vs. Spirit [dice]4[/dice] Wild Die [dice]5[/dice] Spend Bennie for Extra Effort: [dice]9[/dice] Total: 6

Split the seconds action: Attack Brodkil 2 with illusion: Psionics vs. Spirit [dice]6[/dice] Wild Die [dice]7[/dice]Total:4

Thanks for the Bennie, I needed it!


Egil continues to bound forward through the brush and rocks with the intent to catch up to the ‘Bop and leap on. The psi-stalker continues to giggle as he maintains the illusion of the children’s cartoon crossed with lovecraftian horror, causing it to attack the brodkil.
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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Chevy
Posts: 237
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Re: The Garnet Town Gambit

Post by Chevy »

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

Chevy hears Ulrich's command, shifts gear, rams down the accelerator, and aims the Bop straight across the river. Time for these Brodkil to become roadkill.

Actions:
Move across the river and ram the Bop into any visible Brodkil chasing the boy.
OOC Comments
In case I need to roll Driving to make it across the river.
Driving: [dice]2[/dice]
Wild Die: [dice]3[/dice]

Ugh, Throw in a Bennie and try again.
Driving: [dice]4[/dice]
Wild Die: [dice]5[/dice]

!@#$&%! One more time...
Driving: [dice]6[/dice]
Wild Die: [dice]7[/dice]

Fine! At least kiss me first if you're going to screw me this bad! :x
Attachments
Garnet Town Gambit Combat Round 2.png
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
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Hondo
Daniel (Lars)
Posts: 140
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Location: Mercy Six

Re: The Garnet Town Gambit

Post by Hondo »

Flicking the dead remains of two Brodkil off his boots the Knight looks over at the boy.

Yup I'm still a killer. Two down. I should get to the kid and protect him. That's the right thing to do. Use my own body as a shield to save or protect him. I'll burrow to him and make sure he is okay.

Concentrating, Seth wills himself across the distance to the boy. When nothing happens the knight rubs his temples.

Crap! My head. What the hell. Seriously? How do I not take that as a sign. I try to do the right thing and I freeze.

Seth runs to the edge of the rock and jumps down, closer to the Brodkil and boy but still too far to do much. Seth profanities yelled mostly at the stupidity of the world. Somewhere deep down in the back of his mind he knows that somewhere out there something really bad happened. Nothing that has to do with this combat...something deeper, something closer to home, someone important to him died.

Shaking his head the Cyber Knight runs on.

Son of a ... Sayeen ... what has happened? I need to concentrate on this fight!


Image
Rolls
Psionics [dice]0[/dice] [dice]1[/dice] No Burrow for me. Not willing to spend a bennie yet.

Active Powers:
Smite: 2 more rounds +4 damage Sunlight Blade
Deflection: 2 more rounds -6 to be hit
Boost Trait: 2 more rounds Spirit at d12+2
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Radecliffe
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Re: The Garnet Town Gambit

Post by Radecliffe »

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

Adam's yell of triumph dies stillborn and instead curses as the brodkil fails to fall. "Hell's Bells, that could've gone better. Alright you bastard, let's try that again." Adam senses that the Chevy is about to take the Bop into the river and decides to take his shot before things get really bumpy! "Firing..."

Ok kid, the cavalry is coming so just hold it together a few more seconds. And by all that is holy let's hope Ulrich doesn't accidentally squish him like a bug.
Shooting
Shooting Laser [dice]2[/dice]
Wild [dice]3[/dice]

Note: Steady Hands and Sensors should take care of any shooting penalties.

Damage [dice]4[/dice]

AP 10
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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hobo joe
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Re: The Garnet Town Gambit

Post by hobo joe »

Local Conditions wrote: Outside Garnet Town
  • Location: Southern Missouri
  • Population: a few hundred
  • Date & Time: 11:30 Date:??
  • Ley Line Activity: ??
  • Weather: Sunny, 72 degrees F.
  • Visibility: Good
Image
Note: the scale of this map is kind of wack because the publisher changed the scales on us between the pdf and the printed book! Bastards! The 1 hex = 60 yards is bonkers, that would make the bridge 90 feet wide (that's as wide as the Golden Gate Bridge!!!)! But that is the scale you started with, so we might as well finish with it!


The current is swift, but the river is not terribly, the Legion members can splash around up to a few yards from the edges before it starts to become cumbersome. The rock pat provides and easy way across the river. It's a nice day, a starting to get on the warm side. In other circumstances it's just about perfect picnic weather. However, there are brodkil and wayward children to deal with.

Zima stands on her rock and takes aim at the brodkil. Through her sight, she can see two disappear and then after a few brief seconds a third one go down with a laser hit. The fourth one is half panicked at this point.

Circling above, AwkTech uses his fledgling abilities to spot the invisible enemies, which he does with no problem. However, he can't get figure out the right way to describe their whereabouts to anyone, failing to grasp the nature of the landscape below.

The two visible brodkil (before one is shot) head after the boy, though both are equally trying to escape the monstrous beast trying to attack them. One takes a pot shot at the closest Legion member, Seth, and while he makes contact the shot just kind of fizzles against the cyberknight's impressive armor. The boy, for his part, is running hell bent along the shallow edge of the river, though one misstep could send him headfirst into the brisk current.

That quickly becomes a non-issue has Ulrich's deceptively agile bot uses its thrusters to propel it towards the boy, covering vast distances in only a couple assisted jumps. Landing in the river, he scoops up the boy in a mechanized hand as easy and gentle as a mother picking up a napping baby.

Taking a target when it appears, Adam risks a shot that is vaguely in the direction of Ulrich. That concern is moot though when he drills the brodkil right through its monster dome, its eyes rolling in confusion before it crashes backwards into the river.

Standing on the rocks in the river, Seth isn't able to use his powers to close in on the boy, and curses an ancient cyberknight.

For his part, Egil never loses sight of the two enemy brodkil and can see exactly where they are going. It is actually pretty funny to watch the one react to Ulrich's movements, but it is still dangerously close to Bop. The other one has crossed river and is running towards Zima. It is also pretty hilarious that the other two are still scared of the illusion. Scared enough to run away. For big bad monsters, they aren't that tough.

It's a good thing Adam got his shot off before Chevy accelerated towards the river. As he crossed into the muddy and slick river bank, Chevy did not compensate enough and attempted to brake when he should have accelerated, sending the heavy vehicle into a skid. He doesn't hit anything in the process, but it is probably a bit embarrassing!

What are you doing?
OOC Comments
Round 4 Initiative:

Sorted:
Ulrich - KH
Egil - KD
Adam - QH
Zima - JD
Enemies - 10C
Chevy - 9C
AwkTech - 7S
Boy - 6H
Seth - 6C
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Ulrich
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Re: The Garnet Town Gambit

Post by Ulrich »

OOC Comments
notice total 14
Skill [dice]0[/dice]
Ace [dice]4[/dice]
Wild [dice]1[/dice]
With the young elf (?) In his robot's grasp Ulrich quickly reactivates it's energy shield and begins to move away from the brodkill. This move is not rocket assisted as to not jostle the young boy. Every movement Ulrich makes his machine is to position the boy away from the demons with cover between them and him.
OOC Comments
piloting
Skill[dice]2[/dice]
Wild[dice]3[/dice]
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Radecliffe
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Re: The Garnet Town Gambit

Post by Radecliffe »

Notice
Notice Die [dice]0[/dice]
Wild Die [dice]1[/dice]
Exploding Wild Die [dice]9[/dice]

Notice Modifiers
Alertness +2
Vehicle Sensors +2

Notice total 10 plus modifiers above
Adam hangs on for dear life as Chevy skids back and forth trying to get the BoP under control. Yelling down to the driver's compartment, "As an ancient philosopher I once read said this is another fine mess you've gotten us into!" As soon as the BoP's rocking stabilized somewhat Adam jams down on the traverse petal to line up another shot. Seeing that there is still at least one more Brodkil he takes his shot. "Firing..."
Shooting
Shooting Die [dice]2[/dice]
Wild Die [dice]3[/dice]
Exploding Wild Die [dice]4[/dice]

Shooting Modifiers
Vehicle Sensors compensate for -2 worth of shooting penalties.

Shooting Total 10 assuming no modifiers.

Damage [dice]5[/dice]
Raise Damage [dice]6[/dice]
Exploding Damage Dice [dice]7[/dice]
Exploding Damage Die Mk II [dice]8[/dice]

Ok, we should be talking fine red mist at this point. :lol:
I could have sworn there were at least a few more out there. I wonder where they disappeared to? Right, they're Brodkil, they actually disappeared.

Keying his mike again Adam calls out over the squad net, "I think I got the last one I can see. Anyone got a lock on any of the others? The boss has the kid, woot! So what's the plan now?"
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Zima
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Re: The Garnet Town Gambit

Post by Zima »

Notice

Skill: [dice]0[/dice]

Wild: [dice]1[/dice]

+2 for Glitter Boy sensors, if applicable.

Tanya watched the Bop veering toward the melee with growing alarm. I ... don't have a clear shot. Especially now they've gone invisible. "Chevy, nyet, khrabryy, krasivyy, durak!" she muttered--careful to avoid keying her mike. She considered her options--none of them were good. With a hiss, she pulled up her pylons and deactivated the stability system of her suit. If everyone else was getting in close, that left only the choice to join in. It'll probably be all over by the time I get there.
OOC Comments
Action: Deactivating the stabilization system, obviously.
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
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Jarvis Ursus
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Re: The Garnet Town Gambit

Post by Jarvis Ursus »

OOC Comments
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Egil is clearly disappointed when it’s apparent the two brodkil no longer want anything to do with his illusion.

Well I guess these things are no fun after all. Oh well, there are still a few more here. Maybe I should tell the team that a couple turned invisible. That’s probably a good idea. I mean Chevy is probably caught up pullin’ those boss maneuvers with the ’Bop and Seth can handle the one still right in front of him. Then there’s that one heading towards Zima. Not sure what it thinks it can do…..wait a minute…..invisible…

Egil’s stomach growls and his smile goes from grinning stupidly to wickedly feral. Before he takes off back towards the Glitter Boy pilot.

“Uh, guys...we got to of these things invisible. One’s next to the ‘Bop, and the other is heading towards Zima. I’m on the one heading towards Zima. Would appreciate if you guys don’t blow it up. I don’t stick grenades in your cornflakes, ya know.”

Egil attempts to intercept the brodkil.
OOC Comments
Action: Move to intercept, shoulder rifle and draw vibro sword.

Split the seconds action: Attack it with vibro sword.
Fighting [dice]5[/dice]
Wild Die[dice]6[/dice]
Invisibility -4, Losing it +2, wild attack +2
Bennie for extra effort: [dice]7[/dice]
[dice]2[/dice]
[dice]3[/dice]
[dice]4[/dice]
Total: 5 on the first set of rolls. Sorry tried to go back in and add bonuses. I think that is probably a miss. Damage just in case: [dice]8[/dice]
[dice]9[/dice]+2 = 8
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: The Garnet Town Gambit

Post by Chevy »

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

Chevy unleashes a torrent of curses strong enough to blister the paint on the Bop as he shifts gears and tries to turn the Bop back into crossing the river.
OOC Comments
From the description, I assume the call is that the Bop skidded but did not lose speed.
Actions:
Cross the river and circle around to cover Ulrich.
OOC Comments
Piloting: [dice]2[/dice]
Wild Die: [dice]3[/dice]
Ace: [dice]4[/dice]
Attachments
54nKVul - Imgur.png
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
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hobo joe
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Re: The Garnet Town Gambit

Post by hobo joe »

Local Conditions wrote: Outside Garnet Town
  • Location: Southern Missouri
  • Population: a few hundred
  • Date & Time: 11:30 Round 5 (is starting w/ this post) Date:??
  • Ley Line Activity: ??
  • Weather: Sunny, 72 degrees F.
  • Visibility: Good
Image
Note: the scale of this map is kind of wack because the publisher changed the scales on us between the pdf and the printed book! Bastards! The 1 hex = 60 yards is bonkers, that would make the bridge 90 feet wide (that's as wide as the Golden Gate Bridge!!!)! But that is the scale you started with, so we might as well finish with it!

Ulrich starts moving away from the two brodkil towards the shore. Without jet assisted leaps, his mech is a bit slower, so he reaches the bank but hasn't left the water. The boy, when the Ulrich catches sight of him is grinning from pointy ear to pointy ear. He's the the "this is the best day ever!" face on.

With a careening and wild assault Egil is able to bring one of the invisible brodkil to a halt as swings with the wild accuracy only a crazy can pull off. It's a solid it, but not enough to penetrate the supernatural hide of these sub-demons. Egil has its attention though.

Recovering from the slide quickly, Adam fires off a quip before actually pulling the trigger on the truly effective cannon. Another brodkil goes down with a smoking hole in some vital organ or nine.

Disengaging the Glitter Boy's necessary evil, Zima prepares to enter close combat. She sees one brodkil go down, and can't see anymore. She sees Egil swinging his sworda round and something, but she can't tell what.

Until a brodkil appears! It swings its own sword at Egil! It's fearsome looking, but gentle as a tiny kitten. The vibrosword makes contact, but it's just a glancing blow.

With a howl the other brodkil materializes next to Bop and takes a swing. The vibrosword scratches some paint, and that's about it.

And then he gets run over. There was aboslutely no way for Chevy to know where the brodkil was. And the brodkil thought he'd made a good move, but then the giant atv slewed to the side in an expert slow motion drift. With a crunch that involves a surprisingly large amount of suspension travel, the sub-demon gets smushed beneath the driver side rear tire.
To answer your question(s)
The out of control table result did not have a reduction in speed. No damage to Bop from the collision.
The friendly neighborhood dragon continues to circle above trying to makes sense of the situation.

But it's Seth who is probably the most dejected. Egil's the only one with a bad guy! Can the cyberknight get to the close combat in time to make a difference?

What are you doing?

Round 5 Initiative
Sorted:
Seth - QH
Ulrich - 10D
Zima - 10C
Egil - 9H
Enemies - 6H (only one)
Chevy - 4S
Adam - 4H
AwkTech - 4D
Boy - 4C
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Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: The Garnet Town Gambit

Post by Hondo »


Seth spies the last Brodkil and growls. Lets try this again! Concentrating Seth sinks into the dirt and instantly appears behind the Brodkil. That's better! Swinging his large blinding blade made of sunlight straight down onto the sub-demons head, Seth cuts downward to slice the creature in half. With a large smiles he yells, "Ha!"

Looking up at Egil the Cyber Knight mellows and nonchalantly says, "Hey, how goes?"

Seth looks around for any further enemies. If none are seen, he will walk towards the Bop.
The Dice
Sir Seth Merikh (deflection active -6 to be hit)
Burrow [dice]0[/dice] (Successful move to behind Brodkil)
Stealth [dice]1[/dice] Extra Effort Adventure Card[dice]3[/dice] (Successful sneak up on Brodkil +4 to Hit and +4 Damage)
Fighting [dice]2[/dice] (Successful hit Brodkil, total to hit = 14)
Damage from Psi Sword (Smite still active, boost SPR still active: 1d12+2 x3 +1d6 +4 +4 AP8)
[dice]4[/dice] [dice]5[/dice] [dice]6[/dice] [dice]7[/dice] +4 +4 +8AP

MOVES TO & HIT BRODKIL & TOTAL DAMAGE
44 MD and AP 8
User avatar
Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: The Garnet Town Gambit

Post by Ulrich »

OOC Comments
notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
Ulrich speaks over squad coms so everyone understands what the two combat vehicles are doing.

"Specialist Chevy, come around to mein 6 und pop your passenger door. I'll deactivate mein shield und place zhe boy on zhe ground next to zhe Bop for a quick combat zone extraction."
OOC Comments
holds action for the Bop to be in position.
User avatar
Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Re: The Garnet Town Gambit

Post by Zima »

Notice

Skill: [dice]0[/dice]

Wild: [dice]1[/dice]

One of them coming toward me, eh? Don't think I've had to fight anything hand-to-hand yet. Should be interesting, she thought grimly as Egil made his way toward her, in hot pursuit of one of the vile creatures. Her stability system deactivated, she was ready to move: and she did. Making her way across the large, uneven rocks between her position and where she guessed the brodkil to be, she made all haste toward Egil.
OOC Comments
Action: running [dice]2[/dice]
Total Pace: 14
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
User avatar
Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: The Garnet Town Gambit

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ulrich wrote: Ulrich speaks over squad coms so everyone understands what the two combat vehicles are doing.

"Specialist Chevy, come around to mein 6 und pop your passenger door. I'll deactivate mein shield und place zhe boy on zhe ground next to zhe Bop for a quick combat zone extraction."
Chevy spins to run the Bop down the creek's edge to get some traction.

"Roger wilco. Coming up your 6."

Actions:
Drive up next to the Skorpion and be ready to receive a passenger.
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
User avatar
Radecliffe
Diamond Patron
Diamond Patron
Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: The Garnet Town Gambit

Post by Radecliffe »

Notice
Notice Die[dice]0[/dice]
Wild Die[dice]1[/dice]
Wild Die Ace[dice]2[/dice]

Notice 7 (9 with Alertness bonus)
Adam clambers down from the Bop's turret and moves to the side hatch. As soon as the vehicle rumbles to a stop Adam cracks the hatch open and takes a look around for any threats in close proximity then hops down and look over towards Skorpion to see if he can spot the boy. Seeing him Adam gives him a big grin, waves and yells, "Come on, kid. I think you'll find this ride a little more comfortable!"
Persuasion if needed
Persuasion Die[dice]3[/dice]
Wild Die [dice]4[/dice]
Wild Die Ace [dice]5[/dice]
Persuasion 10 (12 with Charisma bonus)
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: The Garnet Town Gambit

Post by Ulrich »

Ulrich deactivates the energy field of his robot and places the young boy on the ground next to the Bop then reactives his shield.

"Specialist Chevy, az soon az zhe civilian is loaded please transport him avay from zhe combat."
User avatar
Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: The Garnet Town Gambit

Post by Hondo »

Walking calmly towards the Bop, Seth holds his thumb up in the air, hoping for a ride. I miss my war horse. Bessy. The Hell, that damned Deamonix demon eating Bessy. That was a bummer. Of all the monstrosities that happened in Tolkeen, that took the cake.

Watching the other members of the Nameless, Seth smiles and pulls his hood back up. These are good folks. Hope I can emulate their selflessness.

Making his way towards the Bop the Cyber Knight whistles a off tune and quietly savors the feeling of triumph he got from cutting the Brodkil in half.
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Jarvis Ursus
Diamond Patron
Diamond Patron
Posts: 185
Joined: Tue Feb 28, 2017 6:12 pm

Re: The Garnet Town Gambit

Post by Jarvis Ursus »

OOC Comments
Notice [dice]0[/dice]
wild Die[dice]1[/dice]
Egil is nearly jumps out of his skin when the cyber-knight bursts from the ground attacks the brodkil in front of him, preparing to hack the thing to pieces himself, he quickly recovers to catch the sub-demon and gently lower it to the ground whispering in it’s ear:

“Now cracks a noble heart. Good-night, sweet prince; And flights of angels sing thee to thy rest…..or whatever the hell happens when I drain your spiritual energy dry..Ha! ”

Egil then stands and makes his way over to the ‘Bop, licking his fingers. The crazy looks a bit wobbly as he approaches.

“Tastes like chicken”
OOC Comments
Action: Drain dying brodkill of PPE.
Vigor/Spirit [dice]2[/dice]
Wild Die [dice]4[/dice]
Explosion [dice]5[/dice]
Total: 10. Opposed Spirit for brodkil.
[dice]7[/dice] PPE drained on success [dice]8[/dice] PPE drained on a raise
Split the seconds action: Get it together
Smarts [dice]3[/dice]
Wild Die [dice]6[/dice]
-1 to trait rolls for [dice]9[/dice] x10 minutes
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: The Garnet Town Gambit

Post by Hondo »

Glancing over at Egil, the Cyber Knight grunts and flatly says: "I know. Nasty Brodkil. Like under cooked bad chicken. Don't ask."

Seth keeps walking.
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Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: The Garnet Town Gambit

Post by Ulrich »

Seeing that all the visible lesser demons seem to be down Ulrich starts running scans of the area to try and pick up any other hostiles.
OOC Comments
notice

skill [dice]0[/dice]
wild [dice]1[/dice]
"Nameless, set up defensive positions und scan for more hostiles"
User avatar
Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: The Garnet Town Gambit

Post by Hondo »

The Cyberknight stops. Sighs. Turns around and walks towards the rickity old bridge.

"Well Mr. Egil we might as well take point or perimeter at the bridge. The Bop can pick us up later I suppose. Let me know if you sense anything. I just kill things. No ability to detect stuff. So. If you smell desert out here let me know."
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hobo joe
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Posts: 414
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Location: Riding the Rails to Stardom

Re: The Garnet Town Gambit

Post by hobo joe »

Local Conditions wrote: Outside Garnet Town
  • Location: Southern Missouri
  • Population: a few hundred
  • Date & Time: 11:33 Round Date:??
  • Ley Line Activity: ??
  • Weather: Sunny, 72 degrees F.
  • Visibility: Good
Seth's maneuver is quite effective. Egil kind of has to shuffle the two halves of the sub-demon a little closer together to get the full meal deal. It works though, plenty of psychic energy in that guy. From Zima's point of view that three seconds was pretty surreal. Cyberknight appears out the ground, slices brodkil in two, and then saunters off like no-big. Something about Egil's face in the aftermath is a bit disturbing even though she knows what the 'stalker is doing. If she'd been about five seconds quicker, she would have had a shot at some hand-to-hand. The fingers of a Glitter Boy are actually more like claws and would probably do just fine.

Out in the river, the two Nameless vehicles make a well coordinated transfer of the rescued boy. Ulrich drops in right into the hatch on Bop as easy as easy can be. But as soon as the boy's feet hit the deck he starts running around, flapping his arms and making battle noises with the utmost glee. Before anyone can stop him he bounds up to the cockpit and takes up the passenger seat.

In a rapid fire adolescent voice he tells Chevy this part, "Wow!! That was amazing!" He tries, marginally successfully to calm down for a moment. Starting calmly and them working himself back up to highly excited (maybe a 9 of 10, not the 11 he was cranked up to before), he says, "I'm grateful of course, for the rescue," he pauses here to recreate the rescue with his hands and many spit filled explosion sound effects. "It's lucky you showed up when you did!" He bounces on the seat, and almost starts pushing buttons, but focuses again, sitting on his hands. "I live in Garnet Town, it's pretty close! Those things have been attacking us! For a long time!" His face actually loses a lot of it's energy and pales a little bit when he explains, "People have been disappearing since these monsters showed up. Someone said they were Black Market, but I don't understand." Looking around he spots the Scorpion and the cyberknight and cheers up a little but when his eyes fix on the Glitter Boy he pops up out of the seat and points. "You should come back to town with me!" he says breathlessly bouncing on the seat, " My mom is the mayor! I bet she will want to thank you!"
User avatar
Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: The Garnet Town Gambit

Post by Hondo »

Sitting Indian style on the edge of the wooden bridge Seth waits.

I seriously don't know what to do with myself out of combat. My hands are...bored. I like this Ulrich fellow. No nonsense and smart. It's odd not being in command. I suppose I will try to savor it.

Out loud: "Let me know if you smell desert Egil."

Across the team radio: "North perimeter set, await orders."
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Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: The Garnet Town Gambit

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Note: +2 for Sensors

Jeebus Cluny Frog! thought Chevy. I hope that being a motormouth isn't a DeeBee trait in his family, or this'll be a headache of a mission.

Aloud, he called to Radecliffe, "Yo, Professor! Talk the kid down and keep him down to a dull roar while I take care of business here."

Chevy pondered to himself as he tapped the controls, Kid mentioned the Black Market. No reason to think he's right, but if they're involved, things could get real interesting, in the Chinese definition of the term.
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
User avatar
Radecliffe
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Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: The Garnet Town Gambit

Post by Radecliffe »

Notice 25
Notice Die [dice]0[/dice]
Wild Die [dice]1[/dice]
Wild Die Ace [dice]2[/dice]
Wild Die Ace 2 [dice]3[/dice]
Wild Die Ace 3 [dice]4[/dice]

Notice 23 + 2(Alertness)
After helping the kid up into the Bop Adam scans the immediate area for hostile activity before hopping back into the BoP himself and dogging the hatch. Grinning to himself as he hears the kid chattering away nonstop to Chevy in his excitement he moves up the driving compartment in response to Chevy's call. "C'mon back here kid and let the man concentrate." Adam says, smiling reassuringly. "I'm sure I can find you something to drink and you can tell me all about what's been going on. In fact, how about you start with your name? I'm Adam by the way and our charming driver here is Chevy."

Stepping back Adam motions for the kid to follow him into the rear compartment and takes a seat near the comm equipment and makes sure the mic is hot so that everyone can hear what the boy has to say.
Persuasion 12
Persuasion Die [dice]5[/dice]
Wild Die [dice]6[/dice]
Persuasion Die Ace [dice]7[/dice]
Charisma +2
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: The Garnet Town Gambit

Post by Ulrich »

Ulrich listens to his coms to hear the discussion between the professor and the boy.
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Jarvis Ursus
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Diamond Patron
Posts: 185
Joined: Tue Feb 28, 2017 6:12 pm

Re: The Garnet Town Gambit

Post by Jarvis Ursus »

OOC Comments
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Explosion: [dice]2[/dice]
Explosion: [dice]3[/dice]
Total: 7
Egil plops down next to Seth.

“Nope, nothin’ out there I can tell. You know, I like Mystic’s for desert. They have an added flavor profile that you just can’t find anywhere else. Hey, I didn’t know you like the magic mojo, too. We should share dining experiences sometime. Huh, I guess that could be now, really. Unless you want to just run and catch up to the ‘Bop. I think I could do it. Even when I’m comin’ down off the edge, I can get on at a pretty decent click. Looks like you can probably just ignore all these rocks and trees with that whole going through the ground bit. How does that work anyway? Is it somethin’ they teach at your super secret temples? Why do you call yourselves ‘cyber-knights’ anyway? I saw this old pre-Rifts vid once back when the Coaltion was traveling through space tryin’ to blow whole worlds up with big round killer satellites. ‘Cept a cyber-knight led this group to stop ‘em and he called himself a Jedi. Jedi sounds cooler than cyber-knight, if you ask me. That vid got all kinds of stuff messed up, though. I mean the Dead Boys wore white and went down like punks. I guess they still go down like punks, but at least they got spiffier armor now…..

The psi-stalker continues to talk for as long as Seth will listen.
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
User avatar
hobo joe
Diamond Patron
Diamond Patron
Posts: 414
Joined: Thu May 11, 2017 8:25 pm
Location: Riding the Rails to Stardom

Re: The Garnet Town Gambit

Post by hobo joe »

Local Conditions wrote: Outside Garnet Town
  • Location: Southern Missouri
  • Population: a few hundred
  • Date & Time: 11:33 Round Date:??
  • Ley Line Activity: ??
  • Weather: Sunny, 72 degrees F.
  • Visibility: Good
Chevy is soon relieved of his new co-pilot as the professor gains the young boy's attention. Egil and Seth have a very awkward conversation, and Ulrich maintains a stoic silence. They are silent, but the boy is absolutely not. He's a bundle of energy, fidgeting around, chattering up a storm. He ties to touch everything in the cargo hold. It takes all of Adam's charm to get the boy just to sit reasonably still for a conversation.

The conversation is breathless and a little disjointed as one might expect from a energetic kid. Despite Adam's best questioning methods, the kid's responses boil down to:

"Something to drink! Do you have any fancy city stuff? Something fizzy? Wow!"

"I'm Von! Did I already tell you my mom is the mayor! Yeah!"

"I was just out looking for food, we're all getting hungry."

"I don't really know what's going on. That's why I followed those guys! They're so dumb. Oh, wait, uh, no..."

"Since these Black Market guys, that's what they say anyway, showed up, people have been disappearing! It's so scary! They're being kidnapped! None of the usual traders have stopped, I guess their scared too. Even the farmers are scared. Yeah, so I followed those guys so they could lead me to some food."

"No, mom doesn't know, she got hurt trying to stop these guys. And you totally wasted them! You are awesome!" There's about five minutes of various noises and running around as Von recreates the 10 second battle he just witnessed. Eventually he does settle back down, more or less.

"Do you know why they are attacking us? I don't understand? We don't have very much - like fizzy drinks - do you have a fizzy drink?"

"Oh, they are taking the farmers and anyone outside the new wall! They took old Man Duncan first! He's not fast, maybe, that's why they took him first."

"I don't know, maybe like a week, no a month, a couple weeks? I wasn't really counting. But mom will know! She's the smartest! And brave! She tried to stop those bullies! She's not as cool as you guys though! You've got all this cool stuff!" Followed by a few laps around the hold plus a brief visit to the cockpit and much wide eyed excitement.

"I don't know what they are doing with my friends! Why are they taking them? Do you know? Can you tell me? Can you PUH-LEEZ help us?"

The boy is pretty charming with all his energy and eagerness, clearly sincere with every word. And he REALLY wants a fizzy drink as much as he wants the Nameless to help him.

Everyone listening feels more exhausted from the conversation than from the fight.

What are you doing?
User avatar
Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Re: The Garnet Town Gambit

Post by Zima »

OOC Comments
Notice

Skill: [dice]0[/dice]

Ace! [dice]2[/dice]

Total: 6+3+2*=11

Wild: [dice]1[/dice]

*+2 from Glitter Boy Armor sensors


The danger past, Tanya walked her Glitter Boy toward the Bop. As she approached, watching Von's peculiar antics, she frowned thoughtfully and turned on her exterior audio pickups ... then she smiled. She couldn't speak for the others, but the boy's exuberance struck a chord for her. He almost reminds me of somebody else ... Almost, she thought wryly, her mind drifting back to Castle Refuge and their weeks of down-time. She stopped the tall, shining Glitter Boy about twenty meters away, adopting an 'at-ease' pose as she waited for an approach from the excited child, or orders from Ulrich.
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
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Hondo
Daniel (Lars)
Posts: 140
Joined: Wed Mar 08, 2017 5:45 pm
Location: Mercy Six

Re: The Garnet Town Gambit

Post by Hondo »

Seth stands, looks at Egil and listens to Von over the radio.

My head hurts.

Raising a hand up the Cyber Knight points his thumb to the sky making the sign for: I need a ride.

His other hand brushes across his face to hide his grimace.

"Ride please."

Absently he nods as Egil talks...
User avatar
Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: The Garnet Town Gambit

Post by Ulrich »

The large robotic scorpion walks up next to the cyber knight and crazy and it's energy shield shimmers as it deactivates. The external audio system then comes alive.

"Hop on you two. We are going to regroup at the Bop."

After everyone is secure for travel Ulrich begins the few hundred yards or so to get to the Bop. When the machine gets next to the Glitterboy, Ulrich deactivates it and hits the quick release of his combat harness. Now free of his seat Ulrich stands and opens the top hatch. Climbing out he nods to his passengers and hops down and walks towards the Bop. Knocking on the door before entering Ulrich gives Chevy and the Professor a nod the looks at Von and smiles.

"Mr Von, ve vould very much like to meet your mother. Could you give us your settlement's location so ve can gif you a ride back home? As for zhe fizzy drink, I mein self do not haf von but I see vhat I can do for you"
OOC Comments
Notice roll
Skill [dice]0[/dice]
Wild [dice]1[/dice]
User avatar
Jarvis Ursus
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Posts: 185
Joined: Tue Feb 28, 2017 6:12 pm

Re: The Garnet Town Gambit

Post by Jarvis Ursus »

OOC Comments
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Egil swings onto the Skorpion and scrabbles around, inspecting its exterior weaponry, as it makes its way back to the ‘Bop and Zima.

“Howdy, Von. You got one thing right, we are awesome. So awesome you can’t even name us. Not sure I can help you with a fizzy drink, but I’ll tell you that slug goop I had was kinda fizzy. But that sometimes happens with the arcane mojo. Everything has its own taste, ya know? I was just tellin’ Seth that Mystics have this unique taste….

‘Yeah...well, you probably ain’t into that. But I’m sure Ulrich here will agree to help out. That’s what we do ya know? In 109 PA, a crack commando unit was sent to prison by a military court for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the ‘Burbs underground. Today, still wanted by the Coaltion they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them....maybe you can hire The A-...I mean Nameless!

‘Well, we really aren’t criminals and we really weren’t sent to prison at any point and we ain’t all male so I guess what I said doesn’t make sense, but it sounds cool right? I think it does. I keep trying’ to get Chevy to play the tune that goes with it on the ‘Bop but he won’t. Oh well. Anyway, sounds like you got stuff figured out with these brodkil. Probably more than your Mom does, huh? Doin’ a little recon to find the folks that got snatched? Good plan, but you gotta be more careful. I’ll teach ya some tricks if you like…”


Egil finds Von’s exuberance perfectly normal and will continue to chat with him, completely oblivious to what is going on around him.
Last edited by Jarvis Ursus on Wed Jul 12, 2017 2:59 pm, edited 1 time in total.
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
User avatar
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: The Garnet Town Gambit

Post by Architect »

Understanding how to deal with threats and what to do when threatened is a question he will need to ask some of the others.

AwkTek continues to fly circles around the Nameless and begins to widen his sweeping circles at the mention of town and more brodkill.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

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

Bennies: 5/5
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AwkTek
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Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: The Garnet Town Gambit

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace: [dice]2[/dice]
Note: +2 for Sensors

Once he's handed Von over to Radecliffe, Chevy is apparently unaware of the ongoing conversation as he monitors the Bop's sensors and diagnostics. The faint sound of music can be heard coming from his helmet.
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
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Radecliffe
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Re: The Garnet Town Gambit

Post by Radecliffe »

Adam roots around in his pack and manages to come up with a canteen and a ration bar. "Well it isn't much but if you're hungry this will probably hold you over until we can get you home." He hands over the food and water to Von. "Once we get you home I'll see what I can do for you about those fizzy drinks. Now that you've brought it up I could go for one myself. They got someplace that sells stuff like that in Garnet Town?" Gotta keep the kid distracted. He's gonna come down off that adrenalin high sooner or later and I just hope he don't crash too hard.

Turning to Ulrich, "So boss, what are you thinking? Should we head out now or set camp for a while and regroup?"
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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hobo joe
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Re: The Garnet Town Gambit

Post by hobo joe »

Local Conditions wrote: Outside Garnet Town
  • Location: Southern Missouri
  • Population: a few hundred
  • Date & Time: 11:38 Round Date:??
  • Ley Line Activity: ??
  • Weather: Sunny, 72 degrees F.
  • Visibility: Good
At ease and waiting for orders Tanya's eye (augmented by the Glitter Boy of course) roams around the area taking in the details. Pretty much nothing, is the basic answer. Chevy too is having a moment of peace - it's not quiet, but no one is talking to him. He scans the surroundings with an unbiased eye and an open mind. And much like Tanya, there's not much here. Simultaneously, they both see a shimmer in the air about twenty feet above and about fifty feet from the gang on the Skorpion...

Seth hops on on the mech and rubs his head, a dull throb distracting him. He remains there when Ulich hops out and heads to the interior of Bop.

Inside Bop, Ulrich finds the boy every bit as energized as he sounded over the radio. What strikes him more than anything is that the sense of glee the boy has on his face right now is exactly the look he had when he was held in the Skorpion's massive hands. Wide eyed, Von asks Ulrich, "Whoah! Who are you!?!" And with an "aw shucks" look the boy says to Ulrich, "Oh thanks sir! Yeah, it's that way, just follow the river, I don't know, a couple miles?" He grins and bounces a couple times, arms not quite flailing, and gibbers, "Mom is going to love you guys!"

Next to Seth on the Skorpion, Egil at first seems surprisingly calm, but that's because he's seeing things only he can see. And at first this makes him happy, they are happy things (and the things that make a Crazy Psi-Stalker happy do not need to be verbalized). Egil is a Crazy, MOM implants touch his brain inappropriately. So quickly the happy visions turn to unhappy ones. Joy is replaced with pain and loss. The phantom physical pain is entirely bearable, but the psychic pain feels like someone is ripping out each implant, Egil able to simultaneously watch from outside and feel every bit - sight, pain, sound, pain, smell, pain, taste, pain, and of course touch, the purist pain. The nerves and wires rip out of his head. A crowd of faces all stand pointing and laughing, weird things like hearts and stars and rainbows painted on their faces. Faces he half recognizes as past meals. Even if they're not, that's what they are. His hands are restrained as he discovers giving in to his unconscious need to lick his fingers. When he tries to talk, to tell these people the important things he has to say, he can't. He has no mouth, just the empty space where his jaw should be. The meaty top portion of his tongue is still attached and dangles and shakes as he struggles....

If the good professor had children of his own, he still would have misjudged Von's energy level. "Wow! Food! You guys really are the best!" Von tears into the ration bar and his eyes roll back as if it's the most delicious thing in the world. He flops forward and stares at Adam. His mouth drops open, unfortunately showing inadequately masticated ration bar, which is then ejected in tiny projectiles of mystery nutritiousness. "Thank you. So good. Soooo good." Then he bounces back up and dances around singing the ration bar song (he just made it up).

Of all of them no one is more startled then AwkTek. Circling in the sky, he's relaxed, like Chevy and Tanya, but he's just staring blankly, not really seeing anything.

So when Serena Stargazer teleports in on a giant griffin, the dragon just about craps on the Skorpion. Chevy and Tanya both gape, but they knew something was about to happen, so aren't paralyzed. Adam was paying attention to Von, so the appearance didn't register at first. But the boy's eyes go as big as saucers - as big as dinner plates, they're already saucers - and his jaw bouncing up and down, he's actually at a loss for words. Finally he says, "So. Cool." and goes back to staring. Only a moment of stillness goes by before he's bouncing around retelling the story, then retelling and embellishing. Embellishing on the magical appearance of a wizard type and a giant griffin takes talent, a talent the boy has in spades.

"Seth, you're coming with me. Things have been set in motion. Climb aboard." The fae-like council member of Castle Refuge's highest governing body reaches out her hand to the Seth. The cyberknight is compelled by his code to obey this authority figure. Once he's aboard the griffin climbs into the sky and then with a shimmer and snap it and the two passengers are gone.

A minute or two later Egil pops out of his nightmare. He's drooled all over his chest and neck, it's pretty gross.

What are you doing?
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Chevy
Posts: 237
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Re: The Garnet Town Gambit

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace: [dice]2[/dice]

Chevy reflexively calls out on comms,"Chief, we have incoming..."

The sight of the Tomorrow Legion leader in full glory stops him. After a second, he finishes in a quieter tone, "Ah, never mind."

He witnesses the exchange and Seth's departure in mute shock, but manages to keep his voice steady as he asks, "Sooo.. We still heading to town then?"
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
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Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: The Garnet Town Gambit

Post by Ulrich »

Ulrich speaks over the coms.

"Be vell Mr Seth. Ve vill meet again."

"Nameless squad, button up. Ve vill begin travel down zhe edge of zhe river tovards zhe settlement."


Ulrich looks at Radcliffe.

"Please keep an eye on our young friend if you would sir?"
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Zima
Posts: 101
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Re: The Garnet Town Gambit

Post by Zima »

OOC Comments
Notice

Skill: [dice]0[/dice]

Wild: [dice]1[/dice]

+2 for Glitter Boy systems: 4 total
After rotating her weapon into the 'storage' position, Tanya gave a salute to Serena and Seth as they departed. People come and go do quickly, she mused. After keying open her comm, she said: "This is Zima: ready to get underway here. Corporal, I am taking tail position, da?"
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
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Ulrich
Posts: 276
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Re: The Garnet Town Gambit

Post by Ulrich »

Zima wrote:
OOC Comments
Notice

Skill: [dice]14940:0[/dice]

Wild: [dice]14940:1[/dice]

+2 for Glitter Boy systems: 4 total
After rotating her weapon into the 'storage' position, Tanya gave a salute to Serena and Seth as they departed. People come and go do quickly, she mused. After keying open her comm, she said: "This is Zima: ready to get underway here. Corporal, I am taking tail position, da?"
"Affirmative"
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Radecliffe
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Re: The Garnet Town Gambit

Post by Radecliffe »

Notice 7
Notice Die [dice]0[/dice]
Wild Die [dice]1[/dice]

Alertness +2
Babysitting duty isn't what I signed up for. Oh well, someone has to look after the kid and I'm sure not turning him over to Egil's tender mercies. His mother probably wouldn't appreciate us bringing her kid back catatonic. Heh, heh. Grinning at his private joke Adam sketches a casual salute to Ulrich "You got it boss."

Turning to Von and smiling cheerfully, Adam again rifles through his pack and produces a pack of cards. "Know any good card games?"
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: The Garnet Town Gambit

Post by Chevy »

Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Radecliffe wrote:Turning to Von and smiling cheerfully, Adam again rifles through his pack and produces a pack of cards. "Know any good card games?"
Safely behind his face-concealing helmet, Chevy rolls his eyes at Radecliffe's offer. Oh yeah, that should knock the kid right out. With boredom.

Without a word, he flicks the internal sound system on and music fills the cabin as he gets the Bop rolling.

https://www.youtube.com/watch?v=AQRprgbYdTw
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
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Jarvis Ursus
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Re: The Garnet Town Gambit

Post by Jarvis Ursus »

OOC Comments
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
With Radecliffe busy with Von, Egil takes the opportunity to slide into the passenger seat next to Chevy. The look in his eyes dialed back to ‘slightly weird’ from ‘inhuman serial killer’. Wiping the drool from his face he slaps Chevy on the shoulder.

“Now that’s what I’m talkin’ about! These dudes rock!”

More quietly, but loud enough for his mic to key, “I don’t think Ulrich can spell real good. I think these guys come from the same place as he does but they spell the tanks they drive differently. Dunno for sure, but I’d say they got it right and he don’t bein’ how famous they are. You think they had some trouble with Ley Line Storms and the Dead Heads? That’s the way I figure it, cause how else you gonna get rocked by a hurricane while gettin’ scratched by Battle Cat’s and hunted by Kill Hounds?”

The psi-stalker then turns around and yells back, “Nothin’ for you to worry about though, kid. You got the Nameless escortin’ ya home. No Coalition rabid dogs and cats gonna get you. Even if they are led by a ‘stalker as good as me. Well, maybe if they got skelebots. Skelebots are damn nasty. Looks clear out there, though. I’m almost positive we got nothin’ to worry about between here and wherever home is.”

Egil then turns around and starts playing air guitar.
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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hobo joe
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Re: The Garnet Town Gambit

Post by hobo joe »

Local Conditions wrote: Outside Garnet Town
  • Location: Southern Missouri
  • Population: a few hundred
  • Date & Time: 12:20 Date:??
  • Ley Line Activity: Ley Line is "close" (it is in play)
  • Weather: Sunny, 72 degrees F.
  • Visibility: Good
Well Seth is gone. Everyone says farewell in their own way. Von seems pretty bummed out and kind of pouts for a minute, mumbling, "Cyberknights are so cool..."

Oh, but does he recover when the professor talks about card games, "Let's play crazy eights!" He looks around Bop, like he's sizing it up. "Can the Glitter Boy fit in here? And that weird pale guy, where'd he go? Then we'd have enough for Slapjack!" Something in the way he says "can the Glitter Boy fit" makes Adam think the boy actually wants to play cards with the Glitter Boy and not the Glitter Boy's pilot!

Despite the serious stereo malfunction (playing Scorpions can't be explained any other way :ugeek: ) Chevy gets rolling right along with the Skorpion and Glitter Boy.

Egil however, made a critical error. As scary as he is, Von just faced down a whole pack of Brodkil on his own (at least, that's the most recent evolution of the story) and no crazy psi-stalker will scare him! So he says, "Hey! Get down here! We need someone else to play cards! COME ON, I know you want to, not sit up there in the boring cab. I bet he doesn't let you drive either." But Egil make a critical save. The air guitar blows Von's mind.

It's not a long drive for most of the Nameless. Adam probably has the worst of it, Von's energy is boundless as is his capacity for talking. Not listening so much.

The small caravan crosses a low ridge, the river off to there left in a shallow ravine. The ground falls away, speeding up the small river's current. A waterwheel features prominently in the picturesque little town's initial impression. The town is a collection of buildings made from local wood in a somewhat "faerie" style, very old world in construction and detailing. Signs of technology are visible scattered throughout the huddled buildings. The most prominent tech item is a small fusion power plant near the center of town, with a haphazard array of electrical wires strung throughout the town. Despite the somewhat eclectic nature of the settlement, the town appears prosperous enough.

However, there are some new features altering the quaint atmosphere. A low wall about four feet high surrounds the village. It is primarily mud and sandbags, and it is not a work of fine craftmanship. It is a hastily thrown together fortification made by folks who aren't fort builders. The road into town is blocked by a makeshift metal gate. It's crudely welded from a variety of metal elements that were found around the town. The two men guarding the gate look about as ready for a fight as the wall. Clearly farmers, they don't know much about the weapons they are holding.

Except for Von and Egil (too busy with the air guitar) the veteran mercs notice some disturbing things. Probably the worst infraction is that one of the farmers has his e-clips in his pocket and none in his rifle! The other one seems to have forgotten which is the dangerous end, he's casually pointing it as his companion. Unfortunately his is loaded. The guards perk up and try to look serious as the Nameless approach. They are sketchy and nervous, but determined. When the Nameless get within shouting (not shooting) distance, one of the men challenges them, "Hey! Stop! Who are you! What do you want!"

In the blink of an eye Von is leaping out the door and yelling back at them. After a few high energy minutes, the two guards open the gate and let the group through. They probably realize how futile there defenses are as the Skorpion, Glitter Boy and Bop roll through.

Von marches in front like a returning hero. A woman swiftly approaches from a nearby building, she approaches Von specifically. She is in her late thirties, by all appearances, with wavy brown hare and purple, amethyst eyes (very similar to Von's). Her pointed ears, facial features also indicate a connection to the boy. She is limping, using a crutch under one arm. Her leg looks to be wounded, but the dressing is awkward.

"Von! You're safe!" Her voice is filled with a mingling of concern and relief. Von runs towards the woman, shouting, "Mom!" Soon the two are embracing, then the woman lifts her head, tears forming in her eyes as she looks around at the impersonal facade of the Nameless vehicles. She stands up, holding Von close. She looks around and then approaches Zima. "My name is Lithari, strangers. You have my gratitude for bringing my son home, safely. I am the Mayor of Garnet Town, and you are welcome to our hospitality."

She pauses, gathers herself a little bit. The she asks what happened and how they found Von, she wants to know if there was trouble and what they faced. She is constantly battling Von to get her questions out as he is always evolving and embellishing the story.


What are you doing?
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Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: The Garnet Town Gambit

Post by Chevy »

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

Chevy rolls the Bop to park it slanted on the road, ready to roll out at a moment's notice if needed. He pops the hatch and steps halfway out, scanning the area before exiting completely.
OOC Comments
Other than Von and his mom, are any of the other visible denizens obvious DeeBees? Are they all DeeBees?

The hasty fortifications indicate the need for defense. Are there obvious signs of a previous attack, such as property damage?

What does the general demeanor of the villagers look like? Do they look likely to take up pitchforks and torches to run us out of town?
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
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Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Re: The Garnet Town Gambit

Post by Zima »

OOC Comments
Notice

Skill: [dice]0[/dice]

Wild: [dice]1[/dice]
Carefully bringing her Glitter Boy to the side of the road and positioning the suit in a 'parade rest', Tanya opened it up and slowly climbed out. She hit the ground with a wince, rubbing her bum leg as she approached the Mayor. She brushed a few stray strands of her dark hair back from her forehead, giving the Elf-like DB her best smile. In her soft Russian accent, she said "Mayor Lithari, we are grateful for your offer." Other than answering a few basic questions, she waited on further conversation for the Corporal's lead.
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
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Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: The Garnet Town Gambit

Post by Ulrich »

The Gepanzerter Skorpion pulls to the side as to not cover the entire road and it's power field shimmers as it deactivates. The sound of humming engines and hydraulics go silent as the robot lowers into its rest position. The top hatch hisses as the sealed atmosphere releases and it creeks as it is pushed open.

Climbing out, Ulrich exits the robot and walks up to the Mayor.

"Fraulein, Corporal Ulrich Von Schlierkamp uf zhe Tomorrow Legion. I see you has met Specialist Zima" Ulrich says as he looks at Zima giving her a salute.

Ulrich extends a hand towards the Mayor "Young Von tells us you are haffingk trouble vith some disappearances. Ve are zhe nameless squad und ve are here to assist in any vay you need."

"Von vas beingk chased by a few nasty lesser demons identified as brodkil. Ve neutralized zhe threat but zhere iz more zhan likely more about. Zhey possess zhe ability to cloak zhemselves."

Zima und meinself are zhe only two vith formal military trainingk but each uf us haf useful skill sets. Vould zhe settlement mind if a dragon landed in town? Von uf our members is a hatchlingk who has been on aerial surveillance for most of the day. I am sure he vould like to gif his wings a rest"
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Radecliffe
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Re: The Garnet Town Gambit

Post by Radecliffe »

Notice 8
Notice Die [dice]0[/dice]
Wild Die [dice]1[/dice]
Alertness + 2
Adam climbs out of the Bop and gives the town a once over as he stretches his sore muscles. Nice town, I wonder if I'll have time to conduct some interviews while we are here. It would be interesting to get some historical information on the place. I wonder where they came from and how long they've been here. I would think an established town out here in the middle of nowhere would have somewhat better defenses. Shaking away his reverie with a smile Adam moves forward to join Ulrich and the others.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: The Garnet Town Gambit

Post by Ulrich »

Ulrich looks over at Radecliffe and smiles.

"Zhis is Professor Radcliffe, a new addition to zhe nameless. He is a collector uf knowledge und obtainer uf rare antiquities."
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Radecliffe
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Re: The Garnet Town Gambit

Post by Radecliffe »

Adam nods respectfully to the Mayor and says, "Good afternoon, Madame Mayor at the risk of sounding repetitive I'm also glad we were able to bring your son home safe to you. That is a very courageous boy you have there. As our CO says I hope we can help resolve whatever troubles you seem to be having. It is, after all, one of the mandates of the Tomorrow Legion to render whatever assistance we can to those that need it and are willing to accept it. Also, if time permits later I would greatly appreciate the chance to interview you and some of the town's other residents about your local history. Your town appears to be very impressive and recording local histories is a passion of mine."
Persuasion 14
Persuasion Die [dice]0[/dice]
Wild Die [dice]1[/dice]
Charisma + 2

Spending bennie for Extra Effort with Elan
[dice]2[/dice]
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Ulrich
Posts: 276
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Re: The Garnet Town Gambit

Post by Ulrich »

Ulrich wrote:Ulrich looks over at Radecliffe and smiles.

"Zhis is Professor Radcliffe, a new addition to zhe nameless. He is a collector uf knowledge und obtainer uf rare antiquities."
OOC Comments
oops I forgot my notice check.
Skill[dice]0[/dice]
Wild[dice]1[/dice]
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Chevy
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Re: The Garnet Town Gambit

Post by Chevy »

Notice: [dice]0[/dice]
Ace: [dice]2[/dice]
Wild Die: [dice]1[/dice]

With the rest of the village's population apparently cowering inside their houses, Chevy decides on keeping the helmet on; it's too early to tell whether revealing himself as a DeeBee would be a help... or a hindrance.

Reaching in to retrieve his rifle, he slings it on his back, ready to present in case the ball drops. Thus prepared, he hops down off the Bop and ambles over to lean against the side facing the small tableau, still keeping an eye out for any movement.
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
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Jarvis Ursus
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Re: The Garnet Town Gambit

Post by Jarvis Ursus »

OOC Comments
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Egil hops down from the ‘Bop and joins the group. He gives Vonn a thumbs up and a wink,

“Yup, Vonn, just like I said. Home safe and sound. That’s what we do when we’re not kickn’ ass and takn’ names. Wait a minute….maybe that’s the whole point. We’re the Nameless and we gotta go out there and take names cause we don’t have any for ourselves. That’s deep...real deep….

He zones out for a second but snaps back out of it at the mention of the Tomorrow Legion. As he listens to Radcliffe and Ulrich, he looks at Zima and Chevy and shakes his head. Making a ‘blah, blah, blah’ gesture with his hand.

Hey, Ma’am, I’m sure what the Doc and da boss are sayin’ has important details and such, but looks like you got a hurt leg. You all right?”
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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hobo joe
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Re: The Garnet Town Gambit

Post by hobo joe »

Local Conditions wrote: Outside Garnet Town
  • Location: Southern Missouri
  • Population: a few hundred
  • Date & Time: 12:25 Date:??
  • Ley Line Activity: Ley Line is "close" (it is in play)
  • Weather: Sunny, 72 degrees F.
  • Visibility: Good
From the hatch, still a good vantage point, Chevy takes in the town. The vibe is scared, not hostile. People are huddled in the buildings, humanoids from what he can tell. While he didn't notice anything in particular about the barrier, the town proper seems undamaged. Whatever fighting has occurred hasn't made its way into the built up area.

Tanya commands the mayor's almost complete attention, despite the GB pilot's attempt at deference. "The Tomorrow Legion, we've heard about you but no one has passed this way yet. I would be remiss if I didn't emphasize our desire for independence, but you help is certainly appreciated." Tanya does notice a little more emphasis on that statement, Lithari is defensive about it.

Lithari turns towards Ulrich, pausing to gaze a moment longer at the Glitter Boy standing and shining in the sun. Welcome. As I was mentioning to you Glitter Boy pilot, we of course will accept help, but not as an agreement to cede our independence. We are happy to trade." She looks to the ground for a moment. "Ulrich, can I just call you Ulrich? Yes, we have been attacked a few times by the brodkil. They have tried to strongarm us, claiming they represent the Black Market. They have been kidnapping anyone they find alone beyond the walls." She taps the crutch under her arm answering Egil, "I tried to follow, but I didn't make it far. Close call with a plasma weapon, I think."

"A dragon??" Litari's eyes get even bigger. "I... I... have never considered such a thing! I saw it in the distance and thought what new evil do we have to face. You have my trust for saving Von, so the dragon is as welcome as the rest of you."

When Adam arrives at the little cluster of people, Lithari gives him a look, "Welcome, you do not look like a soldier. This Tomorrow Legion is not what I expected. Dragons, Glitter Boys and a professor? I haven't heard of one of those in more than a hundred years. Welcome!?" In response to Adam's request, Lithari responds a little in shock. "You are more than welcome. We are a small, independent village. Our main resources are farming and the river. We have enough for trade with regular caravans through the area."

Much like Chevy, Zima is aware of the people in the buildings, and that they appear to be humanoids. Adam and Ulrich also pick up on the lack of obvious weapons around town, there is no one on guard beyond the walls. Even Lithari is unarmed.

Lithari is friendly and welcoming, but she does periodically repeat her firm stance Garnet Town's independence.

That hardline stance might be explained partly when a man approaches. A man in the sinister black and white armor of the Coalition steps out of a nearby building. The armor is spotless, the white skull is vibrant and gleams almost as bright as the Glitter Boy. Psychological warfare 101 probably gave this guy the idea to approach the group wearing the eye-less skull helmet. He disconnects the helmet, placing it under his left arm. His movements are precise. His face is plain, with close cropped blond hair. "Mayor." he says in a voice just as plain as his appearance.

"Lieutenant Beehan" Lithari responds stiffly, a 180 degree shift from the reaction she gave the Nameless.""

"It is fortunate your son wasn't harmed. I must point out that if you allowed the Coalition to station a permanent garrison force here, this kind of incident would not occur." He is slightly condescending in his speech to the mayor despite his politeness. He studies the Nameless shamelessly, not masking his contempt for them. He clearly recognizes Adam though, much more than any racial prejudice, it's outright hostility. What will he think when a dragon swoops in?

"Mayor, I know you may have a hard time grasping simple concepts, but there is a ley line very close to your town. Any manner of evil could use those pathways of poisonous energy to attack your town. Is that what you really want?"

He will engage the Nameless in conversation if they initiate, otherwise once it becomes clear that he will get no concessions from the mayor he walks off, "Perhaps mayor, we will speak later. If you need me I am returning to my camp."

Every spots Von leaning over the railing of a nearby porch, thumbs in his ears, hands spread palms forward and give a raspberry towards Lt. Beehan's back.

What are you doing?
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Architect
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Re: The Garnet Town Gambit

Post by Architect »

Notice Roll [dice]0[/dice] - 2
Aced Notice [dice]2[/dice]
Notice Total [5]*

Wild Roll [dice]1[/dice] - 4
Aced Wild [dice]3[/dice]
Wild Notice Total [7]*

AwkTek stays aloft as conversations begin between the mayor and the members of the Nameless. Still circling overhead, he is grateful that the thermals are not very strong at this elevation and that he can hear the conversations below. Figuring that aerial recon will serve better than him scaring the fragile populace below by landing, he casts his eyes and vision round about the outskirts of Garnet Town.

When the Numbskull appears below near the mayor and the rest of the squad, AwkTek nearly halts mid flight. The hatred rolls off of this man. The disdain is thick and undulates and coalesces around him in unnatural ways. AwkTek maintains the prescence of mind to continue his careful circling of the town without casting his shadow on the Lieutenant.

Upon hearing of a Ley Line nearby, he checks his senses to feel the pull of magic, maybe even detect any other magic anomolies in the area.

Lastly he watches the Lieutenant depart from Garnet Town, noting whether he departs on foot or takes another mode of transport. "Uhlrich, should I follow the Dead Head?" the dragon says over comms.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

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

Bennies: 5/5
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Chevy
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Re: The Garnet Town Gambit

Post by Chevy »

Notice: [dice]0[/dice]
Ace: [dice]2[/dice]
Wild Die: [dice]1[/dice]

The moment the Coalsack show up, Chevy's rifle slides down to his grip unbidden. The only thing keeping him from training it on the skull-head pattern and pulling the trigger is the thought of starting a firefight in the middle of a village full of bystanders. The thought brings back the memory of another village in another time and the echoes of the screams in his mind make his limbs tremble. He's suddenly grateful of his decision to keep the helmet on.

All through the short conversation, Chevy stands deceptively casual, the rifle still in his hands but trained on the ground. He overhears the conversation but doesn't trust his voice to make any comments. He'll mention his thoughts to Ulrich once they're away from the crowd.
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).
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Ulrich
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Re: The Garnet Town Gambit

Post by Ulrich »

Ulrich is smiling and pleasant as he speaks with the Mayor.

"Uf course you may call me Ulrich. I hope you do not mind me call by you station though Mayor. It's only out uf respect. As for your Independence zhe Tomorrow Legion vill not challenge it in any vay."

Ulrich chuckles at her "not what she expected" comment.

"To rebuild a society a group must be vell rounded vith many different points uf view. Ve offer our aid as neighbors und friends. I see you haf very little in zhe vay uf defenses zhough. Maybe ve could set up a trade agreement you mentioned before. Some weapons und proper training in zhe use und maintenance as part uf zhe first trade might be goot for zhe settlement. I might be able to put in a goot vord for you vith some uf mein superiors"

Aaaaaaaand the CS LT shows up. Ulrich's expression goes blank as his soldier training kicks in. He listens to the newcomer disapproving in his condescension of the mayor of the settlement. Not engaging with the Coalition officer in long conversion Ulrich says only one word looking him directly in the eye measuring him up.

"Lieutenant..."

Ulrich waits for him to leave before addressing the mayor again.

"I vould advise against havingk a garrison uf CS troops here fraulein mayor. Zhey do not protect, zhey dominate, even zhose zhey claim to protect. I vould never trust any group zhat rules through fear und ignorance. Anyvon whom iz an intellectual und protector uf history und knowledge is treated vith open hostility. Zhat is how zhey treat uther humans. Zhey see all non-humans az second class citizenz at best und an invading force at worst."

"A low rankingk soldier can be ignorant uf zheir organization's faults but zhat man is an officer und zhat means von uf two thingz. He is a zelotous true believer uf the CS indoctrination vhich is very dangerous, or he is even vorse, von who embraces zhe CS regulations to manipulate zhem for personal gain."


Looking directly at the Mayor Ulrich speaks with conviction.

"You vill haf zhe full support of zhe Nameless in vhatever zhis settlement needs"
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Ulrich
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Re: The Garnet Town Gambit

Post by Ulrich »

AwkTech wrote:"Uhlrich, should I follow the Dead Head?" the dragon says over comms.

"Nein Mr Awktech. His presence here is not by accident. Ve vill eventually investigate him vith more subtle means zhan a dragon flyingk overhead mein friend. Zhe Mayor has given permission for you to join us in zheir settlement if you care to do so und gif your wingz a rest."
OOC Comments
Notice total 12
Skill [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]2[/dice]
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Radecliffe
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Re: The Garnet Town Gambit

Post by Radecliffe »

Notice 7
Notice Die [dice]0[/dice]
Wild Die [dice]1[/dice]
+2 for Alertness
Adam grins sheepishly as the mayor comments on his title. "An informal title bestowed on me by the member of the first archeological expedition I led into the western territories. Given the times I am proud to wear my accumulated knowledge as a badge of honor and anyone that doesn't like it can go to hell quite frankly."

He listens to Ulrich give his spiel regarding the the Legion's desire to both provide assistance to the settlement as well as respect their independence Adam can't help but nod his firm agreement to these sentiments.

Seeing the Coalition soldier emerge from indoors he murmurs softly, "Ah, speak of the devil right on cue."

Noting the soldier's reaction to him Adam replies with a smile and a wink. Ah, perhaps my reputation precedes me. Good, I hope it sticks in his petty, bigoted little craw, sideways.

After the soldier leaves and Ulrich offers the support of the Nameless Adam interjects once more, "Madame Mayor I'm not an engineer nor a soldier really but I do have a number of engineering texts that may prove helpful in improving the town's defenses. If you have any among your townsfolk that has an engineering background I'd be happy to make copies or discuss techniques that I've read about and might be of use to you. Stopping the likes of the commander's Skorpion or Zima's Glitterboy may prove a challenge but I'm sure we could come up with some ideas to deal with the average raider and similar threats such as the Brodkil."
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: The Garnet Town Gambit

Post by Architect »

AwkTek takes the time to glide in slowly keeping careful note of how far out and where the Dead Head LT went. He lands in proximity to the village but far enough away that should he have a sneezing attack he wont burn or light up anything important.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

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

Bennies: 5/5
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Zima
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Re: The Garnet Town Gambit

Post by Zima »

OOC Comments
Notice

Skill: [dice]0[/dice]

Ace! [dice]2[/dice] Total 10

Wild: [dice]1[/dice]

While her reaction to the approach of Lieutenant Beehan isn't as pronounced as some, Tanya quirked an eyebrow at his claim, her skepticism obvious even without a word spoken. After his departure, she added her voice to the Corporal's. "Surely you are aware, Mayor, that you and your son will never be welcome to enjoy the 'protection' of the Coalition, even should you choose to ally with them." She paused for a moment. "But this is not news to you, I am sure. We are not here to secure your loyalty to a cause--only to help. With the Corporal's permission, my suit, and such talents as I have, are at your disposal for as long as we are in the area."
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
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Jarvis Ursus
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Re: The Garnet Town Gambit

Post by Jarvis Ursus »

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

I’ll be OOC for real the next couple of weeks so I’m going to take this opportunity to use my Scrounger edge if that’s ok. I’ll still try to keep up with posts.

Streetwise [dice]2[/dice]
Wild Die [dice]3[/dice]

I'm going to assume this is a rual area so the -2 might apply. I'll Benny it for extra effort:
[dice]4[/dice] Total 6. I'll write something up on how I found it, but perhaps a non-secured credit card worth [dice]5[/dice] x 2000 = 30,000 credits

Coincidence or perhaps good fortune on the Coalition Lieutenant's part, but Egil manages to get himself together after losing it and ‘riding the edge’ during the brodkil fight. The psi-stalker is able to contain himself to a barely detectable facial tic and low growl as Beehan speaks to the mayor. He’s uncharacteristically silent as the black armor clad man walks away. He then turns to Ulrich and stiffly and slowly enunciates his words, except for the last few which he blurts out all together,,

“I am going to scout around and see if the brodkil had anything that might link them to anything. I will be back intwoshakesofAwTech’stail”

He then lopes off in the opposite direction of Beehan before anyone can reply.
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
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Ulrich
Posts: 276
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Re: The Garnet Town Gambit

Post by Ulrich »

Egil Skallgrim wrote:
OOC Comments
Notice [dice]16028:0[/dice]
Wild Die [dice]16028:1[/dice]

I’ll be OOC for real the next couple of weeks so I’m going to take this opportunity to use my Scrounger edge if that’s ok. I’ll still try to keep up with posts.

Streetwise [dice]16028:2[/dice]
Wild Die [dice]16028:3[/dice]

I'm going to assume this is a rual area so the -2 might apply. I'll Benny it for extra effort:
[dice]16028:4[/dice] Total 6. I'll write something up on how I found it, but perhaps a non-secured credit card worth [dice]16028:5[/dice] x 2000 = 30,000 credits

Coincidence or perhaps good fortune on the Coalition Lieutenant's part, but Egil manages to get himself together after losing it and ‘riding the edge’ during the brodkil fight. The psi-stalker is able to contain himself to a barely detectable facial tic and low growl as Beehan speaks to the mayor. He’s uncharacteristically silent as the black armor clad man walks away. He then turns to Ulrich and stiffly and slowly enunciates his words, except for the last few which he blurts out all together,,

“I am going to scout around and see if the brodkil had anything that might link them to anything. I will be back intwoshakesofAwTech’stail”

He then lopes off in the opposite direction of Beehan before anyone can reply.
.

Having seen the stalker's stealth abilities several times before Ulrich gives him a quick singular nod of approval.
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hobo joe
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Re: The Garnet Town Gambit

Post by hobo joe »

Local Conditions wrote: Outside Garnet Town
  • Location: Southern Missouri
  • Population: a few hundred
  • Date & Time: 12:35 Date:??
  • Ley Line Activity: Ley Line is "close" (it is in play)
  • Weather: Sunny, 72 degrees F.
  • Visibility: Good
Image
Map Key

The mighty dragon soars over head - yes, that means Awktech - and makes a very detailed survey of the town. The earthwork barricade surrounds only the inner town portion, the fields, pastures and production forests are beyond the wall. The town citizens must leave the dubious protection to go and work. The town is situated at an oxbow in the Mississipi river, giving it's water wheel plenty of power. It is an undershot type wheel, with a second one under construction. The village itself is about a mile across, and semi-circular, a chunk of the circle taken up by the river. The fields are fallow except for the winter field which is in the middle of its growth cycle. It is a much larger field than a town of this side needs for pure sustenance. Food, and fertile river valley food at that, is definitely an export of this town.

Running roughly ne-sw the ley passes right through the fields and pastures of the village (it follows roughly the I-55 highway). Awktech can feel the power flowing through it. A few miles to the south he can see the convergence of another ley line, forming a volatile nexus. A potentially dangerous thing, potentially.

To the Coalition officer's credit, he doesn't flinch at the subtle signs of aggression, nor at the sight of one of the modern worlds most powerful creatures, but the dragon's presence definitely influences his decision to leave the conversation. He looks curtly at everyone, not nodding, more of a challenge, and when he's not successful into goading anyone into a debate he turns and heads off, snapping his skull-visaged helmet back on his stubborn head. He walks almost due south, the Coalition camp is directly to the south of the village on the banks of the river. Tellingly, it's about as far from the ley line as possible.

When he's gone the mayor returns her focus to Ulrich and the others. "A dragon, on your team? Such strange times. I suffer their presence here only out of necessity. I don't have the ability to force them out. And, they do provide a much needed balance. It won't be long but another 'emissary' is in town, one whom I loathe even more than the Coalition. We have a prodigious food production, and the water wheel helps us generate all the power we need. That makes this small town valuable. And there is a ley line nexus close by. To some that is a sense of danger and concern. To others, it is desirable."

The mayor has started to motion to the various buildings, pointing out the rustic and yet modern lifestyle that they enjoy. "We do not want trouble, just to live our lives. If you can promise to remain neutral, to not attempt to gain our allegiance, they I would appreciate any help you can provide. These are challenging times." She looks very sad, clearly the communities desire for independence has come up squarely against their need for safety. When Ulrich pledges support, at no cost, she gives him a gentle smile and a nod. When Zima pipes in and offers the Glitter Boy's support as well, Lithari clearly brightens, and says, "Thank you."

"Professor," Lithari addresses Adam somewhat formally, "since we are unable to work our fields, some of the townfolk are available to help. I will send Von to gather those with such abilities at the water wheel. He will probably need fifteen minutes. The majority of our tools are located there, except the farming ones, of course." She finally flags Von down and with the energy of a hyperactive youth he speeds off down the hard-packed dirt streets.

Chevy notes, on the other hand that many of the people, ones who had begun to slink out from hiding, duck back in as the dragon's participation in this discussion becomes clear. People are scared of dragons, it's only natural. Except for the crazy boy, who is actively chasing Awktech's shadow.

Skulking around the town, Egil spots the CS camp to the south, there's about a full squad of troops there, complete with SAMAS. Nothing bigger thankfully. Following his streetwise senses, even hampered by the rural nature of the village, Egil still knows there is stuff going on. He finds himself at the mill. Inside he finds the miller. He is a tall man with a thick, bushy beard. Who, to Egil's experienced eye is a bit shady. But the man notices him and says, "What do you want!" It's a statement more than a question, but the man stares down Egil, his eyes narrowing.

Just after Egil leaves - coincidence? - another emissary approaches the mayor. He is swathed in robes and many mystical symbols hang from his neck and waist, the glowing bronze rune is particularly noteworthy. When he reaches the small gathering, he slowly lowers his hood. Beneath, he is an inhuman and frightening. Adam, Chevy and Zima recognize him as a D'norr Devilman. They are fairly common and not prone to evil anymore than a human, nor are they really supernatural. The two prominent horns protruding from his forehead and the rows of smaller spike-like horns as eyebrows are still unsettling on an instinctive level.

Apparently he heard the tail end of the conversation, because when he approaches he jumps right in. "Indeed, you are in a troubling predicament, Mayor Lithari," he says in a warm, friendly voice. There is a trace of a condescending tone, but it is nothing like Lt. Beehan. In fact, it's more like a parent proud of a child's best effort that just didn't succeed. He turns to face Ulrich, extending a pink hand laden with rings bearing more mystic symbols, "I am Symon, a representative of the True Federation of Magic." He glances to the sky and follows Awktech's flight for a moment, "Truly, you have a fascinating assortment of individuals. I am truly surprised to find that a noble dragon would endure the presence of one of those vampire creatures."

Symon turns his attention back to Lithari. "Madam, the nexus is indeed a desirable asset to us. We can also protect your people from it's eccentricities. My concern now, however, is these Black Market incursions. Those horrid creatures representing a vile organization are something I suspect even our open minded friend Beehan would prioritize as a threat." He glances around at the others, eyes only resting on Ulrich, the rest he passes right over. "My Lord Dunscon offers you protection. Elementals to guard you, golems to till the fields. You would have all the freedom you wished under the True Federation's benevolence." He doesn't quite raise his arms, but he turns his palms out and looks like he's ready to achieve spiritual ecstasy.

Tired, even more so than with Beehan, Lithari responds, "I understand Symon, you said the same thing yesterday."

Symon again looks at the Nameless standing around him, his horned brow slightly furrowed. "Even though none of you have the gift, we of the True Federation would welcome you into our society and find a role suitable to your abilities." Turning back to Lithari, he says, "I would enjoy discussing this at length another time Madame Mayor." With a slight bow he heads east to the river. [Unless anyone engages him in conversation, he is quite willing to discuss matters.]

What are you doing?
User avatar
Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Re: The Garnet Town Gambit

Post by Zima »

OOC Comments
Notice

Skill: [dice]0[/dice]

Wild: [dice]1[/dice]
Tanya folded her arms, unsurprised at the approach of the Federation emissary. After letting Symon say his piece with only a raised eyebrow for commentary, she sighed and addressed Lithari again. "Your people are caught between rock and hard place, aren't they?" she said. "Mayor, for my part, I caution against making any commitment--the Coalition's shortcomings are known to us all, and while Symon's promise might seem an answer to many problems, you are no doubt aware that something that sounds too good to be true probably is. You may find too late that the Federation's assistance comes with a price."
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
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Chevy
Posts: 237
Joined: Wed Nov 23, 2016 4:56 am

Re: The Garnet Town Gambit

Post by Chevy »

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

At the mage's appearance and speech, Chevy's eyes narrow. Something smells worse than a Brodkil's latrine here.

Deciding to wait no longer, Chevy slides up to Ulrich. He says in a soft voice, "Hey, Chief, you got a moment? Got something I thought you might want to hear."
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
User avatar
Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: The Garnet Town Gambit

Post by Architect »

AwkTek decides sentry duty for himself may be the best thing for the locals. "Uhlrich I will stay away from the Dead Heads but I am keeping an eye on things to the south and west. That ley line nexus is bad and the Federalis make my skin crawl." (AwkTek lands in the Green Zone south of the Patterned Zone.)
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

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

Bennies: 5/5
Architect Awakened
AwkTek
AwkTech -
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Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: The Garnet Town Gambit

Post by Ulrich »

Ulrich listens to the Mayor and nods

"Our wersatility und villingkness to coexist az a single peaceful group uf sentient beingz iz our strength fraulein Mayor. Ve haf no need for an allegiance to help zhose in need. Ve saw a boy in danger who spoke uf a town vith abductions. For me, zhat is more zhan enough uf a reason to help"

Ulrich turns and looks at the new comer and even shakes his hand when offered. "Another interested party fraulein Mayor? It seems your humble willage has all kinds uf groups vantingk to became your benefactor."

After the horned man finishes speaking Ulrich arches an eyebrow with a smirk and speaks. "Both Mr Awektek und specialist Egil are valued members uf zhe nameless und ve ALL haf gifts zhat can contribute to a balanced healthy society. I do not need mien role dictated by mein superior. Zhey trust in our honor und integrity to do vhat is right."

"I bid you good day."
Ulrich says as the horned man exits.

Looking over at the Mayor...

"Ve are here to help, not occupy Fraulein. I vould rather see your settlement become capable uf defending itself from things such as abductions und raiders. Zhe most intrusive zhingk I vould like to see is a trade agreement but I vould never try und force or strong arm anyvon."

"Vhat I do ask iz to assist into an official investigation uf zhe abductions. Iz zhis somezhingk you are villingk to allow?"


Ulrich hears Awktech's voice and keys his com "Rodger Mr Awktech. Let us know if you need anyzhingk mein friend."
Last edited by Ulrich on Wed Aug 09, 2017 5:26 pm, edited 1 time in total.
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