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 Part 1.1 Specter of Dweomer tastes bitter 
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Diamond Patron
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Spood Fed Edition

Libertas' mechanic duties
The Castle mechanics are happy to their friend, they were holding off servicing the glitterboys stationed at the castle. But now that an expert mechanic has come back to the fold so to speak the legion has Libertas lead the repair crews in getting their maintaince performed. Even though it is hard work, Libertas gets a 100k bonus.

Zan's Ice cave
At some point while in your ice fortress a whoosh of air and a frosty portal open up. The cook from the Red Robin in Gloom steps through. He is a green skinned brute with a goofy grin. He appears to be holding an inadaquate morning meal for a dragon. " Master, this will do nicly for our plans... What else do you require of our Red Robin employees?"
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Flint and Max
Lord Coake stops by and sees you two briefly. He is pretty curt and to the point, " Max, Flint. I am heading back. Victoria needs to return to the future brigade, our war with the time wizards is far from over. If you need me, a messege can reach me through Garnet town. BA as you call him will be coming with me. I will make sure he does not loose his other eye. Flint, I saw Sadie come through yesterday... Remember what happened last time friend and stay focused."" He smiles teasing a bit and then looks around making sure no one is listening " Keep your eyes peeled one of my knights, Sir Zee Hail has taken an interest in Libertas. His sister and I spoke to him, but... I have never seen anyone so persistent. They say he followed a catpurse from the eastern seabaord to El Paso, and then chopped off her arm..."

Cantrell gets a promotion
A envelope of papers is delivered to your room. Sono Klaus of course opens it for you and has it all ready on your desk when you come back. He excitedly has a pen in hand and for the first time he is genuinely smiling, " Wow Cantrell! They want to move you up in rank! I read over the papers and it looks like you can recommend 2 others for a promotion too! The fourth paper permantely Transfers Alex to your unit. I wish I could get transfered too. My uncle is pretty busy with his gem shop, but I guess visiting kin will be ok. That is just so awesome about Alex though, I have talked to Alex a few times. He is so stoked that you guys are back, he really is your guys' biggest fan. I asked him a few days ago, about how he lost his leg. You should have seen him smile... He said he lost it being a hero like Top Dog." Sono Klaus scrunches his eyes thinking, " I have never heard of that hero, but he or she must be amazing."

Jitters and Jude try to prevent a sale
Where is Alex, kids are just never arround when you need them. While looking you run into Alenhammer Ironguts, the thin, slightly taller than normal "dwarve." He is clearly been looking for you, " My Friend... My friend... I will offer you 1.8 million for the second eye of RA!" He seems a bit out of breath, but that is probably normal as Jitters is pretty fast. He leans against Jitters catching his breath. "I did hear you might have come into posession of a wand. I could buy both, I have some creds here and the rest are at my..." He pats his pockets to pull out the cred stick... His eyes widen, " Oh my... Prosek's balls... Did I drop it..." Before you can say Son of a Buscuit he just zooms off scouring the hall ways for a dropped cred stick. He soon disappears into the halls. A short while latter, Jitters gets a tap on his shoulder from his tail. It wiggles and brandishes a shiny cred stick.

While enjoying your collective meal... Captain Lumkiss settles down disheveled and uncharacterisically glum. From beyond the castle walls and up at the battlements loud noises and preperations are being made. The sounds of several legion Glitter Boys getting into place on the battlememta, instead of shots, cries over their PAs are issued for mechanics to come forth. Captain Lumkiss barely even regesters the commotion, " Well gang, thats it we are sunk. I think they were about to send you to whykin and possibly into the heart of the federation of magic when... All hell is breaking loose. I might even loose my command." He glances at you and realizes he might want to explain himself a bit more.

He sighs, thumbing his captains collar, " Upstairs in Stargazer's private scantum the council of hope is getting chewed out by the dweomer defense force captian. Something about us Legionaires being theives... I was just called in a few seconds ago and so was the Castle head librarian, Isaiah Comstock. They grilled me about your after action reports. This Bane guy has it in for the 13th."
Folks are piling out of the cafeteria giving the 13th the side eye, possibly because their handler has made no motion to get up yet, or maybe they were looking under Liberta's chair at the jenga esque tower his tail was building out of the Glitter Boy stand-by-to-fire control rods. " On the way here a general call to arms was issued, it seems that mystic knights assulted the Dweomer camp outside, folks being slaughtered left and right... More fuel for that angry devil man I suppose. To make matters worse he was spouting on and on about someone stealing his wand of BRETHAN D'ZIR, well apperently one person tried too." Captian Lumkiss pointedly looks at Jitters, " Then someone actually did during or after he spoke to Isaiah Comstock. Can you beleive it! He was blaming Isaiah, Erin Tairns own protégée...What a mess, they are squestered up there talking about our fate right now. Apperently this wand if brandished by an irresponsible person could mean our doom..." The Captian sinks his head into his arms resting on the table for a beat or two.

Suddenly he lurches up, " Say... Are you guys doing anything right now besides eating and swapping stories? If we could get some folks to bust into their little meeting upstairs and calm things down that would be uhh... That would be great, I could probably stay a captian and be in charge of you guys. I even found another set of those nifty Sgt.1st class chevrons for you Cantrell. The origional set I had went missing. ". He places the chevrons in front of Cantrell and then continues, " If we could track down where that wand is or who took it we might be able to get Dweomer and the fed back on ourside. It could not have been stolen too long ago and with the ruckus outside the entire castle is on lock down. I bet whomever stole it was crafty but did not count on getting trapped in the castle. From what little I heard, Bane was in the main Library talking to Isaiah Comstock." Pender Lumkiss nods his head seemingly approving of his own plan.

Timely as ever and sharply dressed Ms. Dee comes by with little Alex in tow. She seems to have caught the gist of what Pender had suggested. " Might I also suggest it might buy us some time and goodwill if we deal with those disreputable mystic knight terrorizing the Dweomer encampment.

Lumkiss clears his throat and whispers, "Yeah this could work guys. If you do what you do best, save the day, they would have to put you back on track for the mission!" Captian Lumkiss puts his hand forward, " Ok, on three, 1-2-3 Teamwork!"





Indeed Team work...
Player directions
Ok so we are going to do a 3 stage dramatic task. Each stage needs 5 successes to succeed. All players rolls count towards the stage they participate in and you can only participate in one stage. The GM can decide to spend a benny so that he may have an enemy show up if appropriate to create more issues at a stage. Each stage has a list of allowed skills that can be used to participate. You do have an option to spend personal resources to modify your TRAIT roll. Some stages have a cost that must be paid after participating. All three stages are attacked/delt with simultaneously there is no sequential order. Instead of lasting five rounds this lasts only 1 round.

Resources Spent: As a default your character spends 4 Power Points of their own or a 2d6 in ammo. If it makes sense 10k in creds or resources. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success on your trait roll for the scene. Note: you must have the resources to spend them.
  • -2: Conserve your energy - Believing it may be an easy battle you accept -2 to your roll in exchange for spending 1/2 (rounded down) the resources. However, your character receives a free soak roll versus any wounds taken from failure.
  • +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
  • +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
  • +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.

Allies and contacts(optional): remember you can call upon your new allies once per session, or even diamond Clad( he is only available once per session to the entire team). You can also use your contacts edge (only once durimg this dramatic task) and or I know a guy edges. Use the normal rules for connections minus any scene penalty: they can aid you in the dramatic task by adding 1d4 ( +1 per level of aid rendered) to your trait roll.

Each stage is laid out like below and players choose one stage to participate in for the duration of the dramatic task.
Location, skills allowed
Scene penalty: x
GM benny to have an enemy show up( if applicable)
# of successes needed to succeed
Cost if any
Narrative:

So recap:
1) choose your scene
2) choose resources
3) look at scene modifer
4) decide if you have an ally or contact you can call on, make appropriate rolls at the scene modifier
5) choose your skill and roll with all applicable bonus and minues accounted for.
6) Narrate results


Stage 1
Stargazers Private Sanctum, skills: Persuation, fighting and shooting( increase number of successes needed by 1), Stealth, kn politics
Scene Penalty:-4
Gm benny spent to activate enemy Bane: addition scene penalty Original post: 1d4 = 1 (1)
5 successes needed

Narative: Captian Lumkiss' words ring true when you get to the top of the tower to Star Gazeers inner sactum. Most folk know it is warded against magic and psionics so that kind of trickery is out of the question. The four legionairs in gladdius seem to only be the first barrier to entry. Their vibro halbards look imposing and deadly. Inside the chambers anyone hoping to calm things down because Captian Bane of the Dweomer defense force is in full tirade mode. The word Traitor is sandwiched inbetween some choice language.
" This latest travesty is unbecoming of your orginization. First the blunder with the black company. Oh yes we heard of your bloodthirsty and savage bounty. Now, you cannot keep guests and dignitaries safe in your castle walls. Don't even get me started on the murder of my people outside while you did nothing! Duscon will get an earful and so will the lords of magic. Not even the music of Drie Marbles Left will save you from their wraith. No legion member will find safe passage through the fed by the time I am through with you."
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Stage 2
Mystic Knight Confrontation: skills allowed combat skills, kn battle, kn arcana, arcane backgrounds as long as you have an offensive power.
Successes needed: 5
Cost: each player takes 3d6 MD ignore armor but not toughness. Bennies may be spent to soak.
Scene modifier is: -4
Narrative: indeed it is chaos out in the vast Dweomer encampment. Spells, enchanted swords, tk machine gun fire is every where. The mystic knights are pulling folks out and yelling at them. The mystic knight commander the last and 5th son of Morgoth, greets the heroes warmly and smiles with all the friendliness of a wolverine, " So... It comes to you lackies, and ill received heroes to do the masters work. I give you one chance. Where is Geist! She owes us nothingless than fealty and a large sum of money. She promised a spell of legend for our services. We know she is here... One chance... Fuck it! Men rip their spines out and we will pull the answers from their dead lips!" Mystic knights pop out from everywhere their eyes ripplimg purple and blasting heroes in the chest, or enchanted sword arms swinging wild and bringing the hurt. Even some lay down fire with tk machine guns bursting away.
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Stage 3
Wayward Library: skills allowed notice, investigation, kn computers, intimidation, streetwise
Scene modifier:-6( +1 benny to Jitters for his klepto hindrance)
Scene Successes: 5 successes needed
Narative: All points to the Library with regards to the missing wand. Everyone worth asking and easy to find video footage would indicate one of the last people Captain Bane spoke to before loosing his wand was the head Librarian. Word is, is that wand is full of destructive power the like none had seen before.
The Great Library in the castle is truely a marvel to be held. Well normally, but at this time it is disorganized with papers, books, nicknacks, maps, and historical artifacts set hilter kilter giving the sense that the Library has been ransacked! Which is far from the truth to a well trained eye.
Isaiah Comstock Pokes his out from under a table and stands greeting the heroes without his usual civility. In fact he seems very distracted, " I am so sorry I cannot see visitors right now, I... I have rather misplaced some small but priceless items. I should have never brought them accross the castle to show my peers in the scholar's ward. Erin will have my head if I cannot find them. First the wand and now this. I thought I had them in the box over there. I set the box down for a second near the debreifing rooms waiting for my collegues to come out of 2A... Bah, so sorry I cannot help you right now I must find the eyes of Ra. Library computers are over there..." Isaih goes back looking for His lost treasure and given his general attitude does not seem to be of much help unless he can be snapped out of his frantic funk. A keen eye will notice a few folks are milling in the lounge area of the Library. A pair of Altarn's are listening to audio books. A large Grackletooth looks to be lounging in an oversized chair reading a novel by Authur Coanan Doyal. Master Dev Black seems to be taking a nap. Two humans looking like something out of the wild west are trying to play cards, but a funny looking dwarf, he is pencil thin and a bit taller than normal seems to be having a quiet but heated discussion with them. He is the shop keeper, specializing in gems, Alenhammer Ironguts. He seems to have some of the facial features of Klaus, Sono and Herr... Maybe a distant relation. What is probably Isaih's lovely assitant is rumaging through the upper level of the Library helping her "boss" look for those eyes of Rah. Finally at the entrance to the Library, a shifter, Mind Melter, and man in PA barr the exit keeping an eye on everyone for now. Looking arround it would seem the Library does appear to have a couple security cameras, although access to their security feed does seem to be heavily restricted.
  • Player Note: try not to get thrown by the new missing item introduced, it is just the narative explaination of why Isaih is not able to help you very much. Make your roll and feel free to make up any narrative exchange deemed appropriate based on those rolls.
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Ok have fun folks! Please Read the player directions.
Tally: updated 4/13
Stage 1: Social Combat:4 successes left to go (Flint)
Stage 2:Mystic Knight combat: 0 success left to go (Libertas and Zan)
Stage 3: Where is the wand: 1 successes left to go ( Jitters and Max)

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Fri Apr 13, 2018 7:29 am
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OOC Comments
Stage 2:
Burning one Device, as well, to temporarily have access to Blast, Acid Burn Trapping. Applying Scene Penalty to Burn roll.
Build Roll (at Scene Penalty) 1d12+1 = 12 (11)
Wild Die 1d6+1 = 3 (2)

No Matter the Cost (12 PPE spent--7 from Device, 5 from personal pool)
Base roll: 1d12+5
Scene Modifier: -4
Resource Modifier: +4

Techno-Wizardry 1d12+5 = 13 (8)
Wild TW 1d6+5 = 8 (3)
Extra Effort Bennie Running Total 1d6+13 = 17 (4)

17 = 4 successes! Almost, not quite a one-shot!

Combat Damage 3d6 = 13 (3, 5, 5) MD, bypasses Armor
1 Wound suffered, not soaking.
Device has 10 Points left.


The Glitterboys are all working amazingly well by the time Lib leaves--though no one thought to test the Boom Guns right away, apparently.

As soon as Lib heard the word "thief", he'd been standing by the door, ready to make a hasty exit if it was needed. When Lumkiss laid out the situation, he saluted to Cantrell. "I can help deal with the Knights, Boss!" Pulling the Shadowcloak around him, he faded from view, pulling gear from his belt as he moves.

Outside, without warning, rain starts falling on groups the Knights. And immediately, their flesh and the ground under their feet begins to smoke and dissolve, scored by droplets of high-potency acid. Again, and again, the acid falls on them. Meanwhile, every so often, one of the Knights' eyes glow purple-black-green, and they turn to a companion and strike out with a spell-blast.

The battle is savage, and almost too easy. Eventually, Libertas lets the Shadowcloak fall back over his shoulders, becoming visible and looking for stragglers. A few of the Knights remain, but they are badly scattered and in disarray. However, one emerges from the ground, behind Libertas, and takes a shot at his head, sending him staggering forward, blood coming down over his goggles.

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 3/2
Wounds: 0
Arcane Machinist Remaining: 4/6

Active Devices/Remaining PPE:
  • Blast (Acid Trapping): 10 PPE
  • Dispel (Etheric Trapping): 6 PPE


Fri Apr 13, 2018 9:20 am
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Jitters leads Jude to where the boy had been last, the Maintenance Room, only to find the child gone and Jude out of breath trying to keep up with Jitters walking at a snails pace (to him). "Dammit, he's already gone to go sell the gem. We need to try and intercept him. With that, he starts off in the direction of the marketplace. Halfway there, Alen bumps into them and makes Jitters his offer before running off to find his missing credstick. His hand comes up to his face as he processes what just happened. The second that Alen is out of sight, Jitters glares at his tail, putting his hand out motioning for it to hand the item over. "I guess he was more eager to buy his own power armor than I thought. We have to get it back, somehow, and find out to whom it originally belonged to!" A message over the PA system calls for the 13th to report to Captain Lumkiss immediately. "Damn, that doesn't sound good! Come on, let's get going, before I get into anymore hot water."

During the briefing, Jitters notices the calls for all maintenance personnel to report to the battlements for emergency repairs on the Chromium Guardsmen. His first thought was there as a saboteur in their midst, then he notices Lib's tail playing with something, and his eyes go wide with disbelief! Could it be that it's already too late and that Lib willfully disarmed all of the castle's Glitter Boys? Jitters shakes that thought away almost the instant it enters his head, what's much more likely was that Lib's tail decided to do that. But could his tail see into Lib's soul and see the evil that lurks there? Then Capt. Lumkiss makes a remark about someone stealing Bane's wand and he immediately shouts out "I didn't take a damn thing! The second that I realized my tail had tried to take it, I handed it back over to him! Wait, someone actually stole it?" Jitters is torn in deciding to go talk with Isaiah and fighting the Mystic Knights outside, but when he notices Lib practically vanish through the door so fast that even Jitters was impressed at the sound of the word thief, and the fact that most of the Mystic Knights take an acid shower, melting them where they stood, it made his decision all the more easier. He wasn't going to be needed outside, plus he needs to at least try and fix one of the things that his tail has broken. When Pender calls for a group chant and has everyone put a hand in, Jitters makes sure to wrap his tail around the wrist of his other hand, holding the tip in his palm, just so that he knows where it is.

Stage 3
Resources: No matter the cost +4 -12 ISP
Scene modifier: -6
No allies/contacts available
Notice 10
1d6 = 2 (2)
Wild Die 1d6 = 2 (2)
+2 from Heightened Senses
-6 from Scene
+4 from No Matter the Cost
-1 Benny Re-roll
Notice 1d6 = 2 (2)
Wild Die 1d6 = 1 (1)
-1 Benny Re-roll
Notice 1d6 = 3 (3)
Wild Die 1d6 = 5 (5)
-1 Benny Re-roll
Notice 1d6 = 3 (3)
Wild Die 1d6 = 5 (5)
-1 Benny Re-roll
Notice 1d6 = 5 (5)
Wild Die 1d6 = 4 (4)
-1 Benny Re-roll
Notice 1d6 = 6 (6) Ace!
Notice Ace 1d6+6 = 10 (4)
Wild Die 1d6 = 5 (5)
2 Successes


Upon entering the library, his jaw hits the ground as he looks upon the mess and general disorder the library is in. He goes to ask Isaiah about the wand but hears him muttering about having misplaced something else. So that's where they came from! Damn, now I have to figure out how to get the other one back from Alen so that I can return it to it's proper home... Unsure about what he's about to do, Jitters' uneasiness doubles when he realizes Alen is here as well. He needs to return the Eye of Ra he still has, tell him to stop worrying about the other one because it is currently safe, if not in his possession. After a moment of internally debating it, Jitters realizes that right now may not be the best time to give the Eye back, so instead he just activates the Speed ability of his armor and starts searching the library at break neck speed. As Jitters searched for the wand he briefly sees a treasure map that he thinks he puts to the side, but his tail rolls it up and hides it...

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 20 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe)
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs)
ISP: 14/30
Bennies: 3

Encumberance: 56 lbs/60 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Adventure Card
27 Joker's Gone Wild
Use this card to swap your initiative card with any Joker drawn for initiative.

6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.


Fri Apr 13, 2018 5:09 pm
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Max in the Stacks +2 successes
Max is contributing to the search for the wand in the library
Notice with dog boy detect arcana scent, -6 scene, +2 dog boy scent, +4 no matter the cost; net zero bonus
1d6 = 3 (3)

WD Notice
1d6 = 5 (5)

Benny for Extra Effort with Elan and prior result
1d6+7 = 10 (3)

Taking 2 Fatigue for his efforts

Max's eyes perk up, and his tail wags, as there's talk of a lost wand in the library. "Hey, I can fetch anything! I helped Lib find that stick in Gloom. I can find this wand!" With that, Max is off like a shot to the library. Immediately as he walks through the doors, he takes several short sniffs, then one big inhale. "Oooh, I smell it. It's in here. Just...hang on...sniff sniff sniff..." He goes nosing around some of the stacks of books, nooks, crannies, and desks. "Nope. Not over there." He moves to a different area. "Hm. Getting closer."

Before too long, he's gone to all fours, crawling around and sniffing the floor for any sign of the wand. Unfortunately, his exuberance gets the best of him, and he knocks his head rather severely on a desk leg. "HOOOWLLL...son of a human chick!" The headache he develops as a result takes him off of his game, but he's certain the wand is in the room and...moving. "Someone has it. Someone has it on body. They're in that half of the place." He points to the back of the library, then he rests his head on the bottom shelf of a bookcase and covers his eyes.

_________________
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 4 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand)
Wounds / Fatigue: 0 / 2
Parry: 7
Toughness: 20 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: CV-212
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger

Bizarro Alex
Bizarro Alex - Sidekick character sheet
Bennies: 3
Wounds / Fatigue: 0 / 0
ISP: 30 / 30
Parry: 5
Toughness: 11(5) (SFD Huntsman Light Personal Armor)
Pace: 6
Edges: Master Psionic, Rapid Recharge, Mentalist (+2 mental attacks), Telemechanics
Weapon in hand:
JA-9 Laser Rifle
    Range: 40/80/160
    Damage 3d6+1, AP 3
    ROF 1, Payload 30, integrated scope removes 2 points range/darkness penalties
Weapon in holster:
NG-33 Laser Pistol
    Range: 15/30/60
    Damage 2d4+1, AP 2
    ROF 1, Payload 20, Semi auto
2 spare e-clips


Fri Apr 13, 2018 7:39 pm
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From his spot on the floor of Castle Refuge's largest kitchen freezer where he is curled into a slumbering ball, Z'Anomandir opens a tired eye as the portal appears and Mel, the Red Robin chef from Gloom, emerges from it.

greenskin chef wrote:
" Master, this will do nicly for our plans... What else do you require of our Red Robin employees?"


Master? he thinks to himself. Yes. I suppose as a mighty dragon I shall have to get used to people offering their fealty to me. It's the smart thing to do, after all. Then he sees the food. More gifts!

OOC Comments
(only has 1 sword right now)
Image


He veers down into his more compact human form and graciously takes the steaming food from the burly greenskin. Why do they insist on heating the food before consuming it? Seems unnecessary. I would complain but I don't want to be rude. He digs a hand into the dish and scoops a portion directly into his mouth like a shovel. "Mmmm! Excellent as always, Mel. Thank-you."

As he chews his breakfast, Zan considers what orders he should have Mel relay to his new staff at the Red Robin. Then his eyes go wide and he exclaims, "Oh! I know what I need you to do. Here, take this thing," he fishes in one of the pouches sewn into his new armor with his clean hand and pulls out one of the two credit chips he was gifted after the battle with Geist and hands it to Mel. "I am told there are 25,000 money units in this thing. I suspect it is some sort of Bag of Holding, and precious gems and metals are locked within. I'm not really sure how I know what a Bag of Holding is, but that's not important right now. What I need you to do is figure out a way to get my treasure out of that and into my home lair back at the Red Robin so I have a proper bed on which to sleep and display my accumulated riches, as a symbol of my prowess and virility. A bed worthy of a mighty dragon!" Zan then straightens his back noticeably and looks valiantly off into the distance before concluding, "Yes...this will please me."

As Mel rolls up the Dres Marbles Left tarp to take back to Gloom along with the 25k credit chip, Zan emerges from the freezer and into the large Castle Refuge kitchen. From there he walks out into the cafeteria to join the rest of the 13th SET at their table. Zan's attention seems to be more focused on Libertas than anyone else at the table as he continues to shovel Mel's food into his human maw with his bare hands. More than once Lib looks over to see Zan's eyes drilling into his own, squinting in thought and clearly pondering something as he gazes unnervingly at the red haired techno-wizard. Eventually Captain Lumkiss comes over to give his orders.

*****


Spellcasting=4 - Stage two, 1 success
-4 scene, -1 fatigue, +4 No matter the cost = -1 total mod

Spellcasting: 1d6-1 = 4 (5)
WILD dye: 1d6-1 = 3 (4)


Damage=6 fails to shake/wound
Damage: 3d6 = 6 (2, 3, 1)


When he hears Libertas volunteer to face the mystic knights Zan exclaims "Me too!" to Cantrell and Jude and heads out to the Dweomer encampment. He quickly loses sight of the techno-wizard when Lib activates his Shadow Cloak so he wades into the encampment in his human form, eager to experience battle as a flightless biped for the very first time. He activates his TW sword with the 'M' engraved on it when suddenly, just a short distance away, Libertas reappears after spreading devastation among the ranks of the troublesome mystic knights.

Libertas wrote:
Eventually, Libertas lets the Shadowcloak fall back over his shoulders, becoming visible and looking for stragglers. A few of the Knights remain, but they are badly scattered and in disarray. However, one emerges from the ground, behind Libertas, and takes a shot at his head, sending him staggering forward, blood coming down over his goggles.


Seeing his friend get hit enrages Z'Anomandir. He launches himself forward to aid his friend, sliding effortlessly and swiftly on an icy slick sheen emerging from the ground before him, to confront the mystic knight before he can attack Lib again. With a human version of his usual draconic roar, Zan brings his TW blade down in a vicious diagonal slice that effortlessly cleaves the knight in half. As the knight's body tumbles in two different directions, Zan reaches down and grabs Lib by the arm and easily yanks him to his feet. The dragon-man's iron grip around Lib's arm keeps the wounded techno-wizard from falling back down - or moving away.

"Are you ok, friend Libertas? I can use my new armor to heal you if you'd like," he says proudly. As Zan speaks to Lib, several more mystic knights notice them and begin to move toward them. Still looking intently at Lib as he does so, Zan waves a hand in the knights direction. A pulse of frigid magic spreads among the knights feet as icy stalagmites rise from the ground at their feet and lock them into place. Before the mystic kights can hack their way free the crowd they had so recently attacked tears them to pieces.

"You know what?" Zan asks Libertas while still holding him by the arm. "Someone recently asked me if you were evil. They said you might be using something called necro-mancy and they seemed very concerned about this. They said it was 'evil' and asked me if you were from Stormspire. Are you from Stormspire, Libertas?" A flash of arcane sparks erupts from Zan's side as a dying mystic knight launches a final attack at him before being overwhelmed by the crowd but it seems to have no effect on Zan as his eyes never leave those of the techno-wizard he holds at arms length. "What is necro-mancy, Libertas?"

summary for Stage Two
[*]-12 PPE cost for No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent to gain a bonus of +4 to this roll.
[*]got 1 success for Stage 2
[*]damage roll of 6 not enough to damage Zan's Toughness of 7 while in human form w/ TW medium ck armor

_________________
Z'Anomandir
Z'Anomandir FATIGUED (-1 to all trait rolls)
Ice Dragon
Bennies: 4/3
  • +1 for following directions during debriefing
  • +1 for including Shalla in interlude
  • -1 to unshake from brainburn due to crit fail psionic roll
Agility d8, Smarts d6, Spirit d8, Strength d12+4, Vigor d8
Charisma: -2; Pace: 6 (Fly 12, Climb 0); Parry: 6; Toughness: 34 (16 MDC); In human form w/ armor on = 13 (6); PPE: 20; ISP: 20
Notice d6, Common Knowledge d6, K-Arcana d4
Hindrances:
  • TBD
  • TBD
  • TBD
  • Outsider(-2 CHA)
  • Large (+2 to be hit)
  • Enemies (CS)
  • Territorial
Edges and Abilities of Note:
  • AB (Psionic), Major Psionic, AB (Magic)
  • Power Surge: gain 2d6 PP or ISP when dealt a Joker for initiative
  • Icy Breath: 12/24/48 for 4d6 MD or Cone for 2d10 MD
  • Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
  • Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage)
  • Impervious to Cold: Ice and cold do not affect an Ice dragon at all. Non-variable frequency lasers do only half damage due to the reflecting nature of their icy hide.
  • Infravision (Iconic): halve the penalties for dark lighting against living targets
  • Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.


WOUNDS:

Adventure Cards
-Villanious Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
-Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

PPE: 8/20
Powers: Freeze entangle ; Battle Shards deflection ; Fortify/Sap boost/lower trait
ISP: 14/20
Powers: Hibernation slumber ; Cold Snap dispel ; Blizzard Spirit intangibility

TW Medium Cyberknight Armor: healing


Sun Apr 15, 2018 6:27 am
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Lib shakes his head slowly to clear it. "I'd appreciate the patch-up, yes. And that's a lot of questions." He smiles. "That's good. Most people aren't curious enough about the world around them. It's good that you are. Lemme run through it, then."

As Zan gets to work on the head-wound, he starts counting off.

"The easiest question to answer first--yes, I am from Stormspire. It is a city of great Techno-Wizards, and I have ever intention of one day being recognized as its greatest son." This claim is said bluntly and plainly--in the casual tone one might say you come from a northern city and enjoy winter.

"No, I am not evil, and I am glad you recognized that. Sometimes I get a bit... well, hoard-y, to put it in dragon terms. But other than this tail--" here, the appendage named waggles a bit, having picked up a blade from one of the Mystic Knights,"--I focus on what is rightfully mine. If I'm supposed to get paid, I get paid, and I'm willing to do a job if it pays well. But there's lines I won't cross--bad jobs, if you follow me."

"Now, necromancy... It has some fluid meanings, which is where your other friend probably got confused. It can just mean any magic dealing with the dead or the energies of life and death--heck, by some reckonings, healing magic is a form of necromancy, as would be a spell that consults your ancestors for advice. By that sense, yes, this staff does necromancy. But in this world, the term 'necromancer' has a more specific meaning, and I think that's what your other friend was using--it's one who harvests power from death and suffering, and uses it to perform dark arts. One of their most common tricks is animating the corpses of the fallen as zombies; some create even fouler forms of undead as well, including Murder Wraiths. I do not practice such arts, nor would I."

"I don't know if you were around when the Annihilator Missiles hit Gloom. They were powered by necromancy, and they would've destroyed the town. I was able to tap into their energies and drain them from the storm; this staff still retains some of that power, which is why I use it. But--and this is the important bit--I'd never do the sorts of things that would've been required to create that energy in the first place. To build the missiles, Geist would've had to perform sacrifices of various sentient creatures, and probably horrific torture prior to her victims' deaths. That--that, yes, is evil, of the highest order. But I just happen to be using the energy that was already there--I stole it from an evil woman, and am using it to do good things, or at least try to. Am I being clear?"

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 3/2
Wounds: 0
Arcane Machinist Remaining: 4/6

Active Devices/Remaining PPE:
  • Blast (Acid Trapping): 10 PPE
  • Dispel (Etheric Trapping): 6 PPE


Sun Apr 15, 2018 8:40 am
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Location: Former CS Zapper, 13th SET Member.
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Lasting Shadow (roll burn die) for scene. 1d10 = 1 (1) <-- No Burn burned!
Walk in Invisible, and use Persuasion roll 1d6+2 = 6 (4) -5 +EF, and Wild Die 1d6-5 = 0 (5), and use Extra Effort 1d6 = 5 (5), to calm down Captain Bane of the Dweomer defense force. Total 11-5 = 6 (1 Success). Used 1 bennie for EF.
Stargazers Private Sanctum

    Four guards in NG-EX10 “Gladius” Light Exoskeleton Battle Armor feel the strain of wearing 80 lbs of armor with no power as an electromagnetic pulse (EMP), also sometimes called a transient electromagnetic disturbance, a short burst of electromagnetic energy, ripples out of Flint and through the guards and the room they are in, distracted and feeling the weight of their duty, none of them see the completely shrouded in Invisibility Zapper using the Ring to simply walk past them into the room beyond. Flint reflects that he is glad he does not rely on technology, using his own inner strength instead. However, he notes, in this sanctum, unlike to room with the guards, accessing his inner strength seems impossible. Being cut off from his psionics gives the Zapper a jolt, mentally, then seeing that the lovely Ring still has his body Invisible, Flint takes a big breath and quietly calms himself. Still unseen by the bellowing Bane, or any of the assembled Legion members, Flint takes in the room, looking for more guards and just listening to Bane as the former CS commander thinks of the best words for this heated situation.

    I know ol' Jitter's tail got wild, but someone else took the wand afterwards...the actions of one in contrast to the actions of the whole Legion? We are outside saving Bane's people right now, why is he in here and not out there helping?

    Positioning himself in the best location of the sanctum to be heard by all the assembled, Flint prepares to speak.

    Captain Bane yells: "This latest travesty is unbecoming of your organization. First the blunder with the Black Company. Oh yes we heard of your bloodthirsty and savage bounty. Now, you cannot keep guests and dignitaries safe in your own castle walls. Don't even get me started on the murder of my people outside while you do nothing! Dunscon will get an earful and so will the Lords of Magic. Not even the music of Drie Marbles Left will save you from their wraith. No Legion member will find safe passage through the federation lands by the time I am through with you!"

    With an air of authority, mustering a deep baritone and a commanding voice, Flint startles a few in the room as his in command voice states: "Commander Bane."

    Pausing for a moment as many assembled glance wildly about looking for the source of the voice. Captain Bane himself looks caught off guard, and looks towards the general location of the unseen Flint.

    "Commander Bane, as of right this moment, you are letting the actions of one man, one single mind altered Crazie with a tail, hold more importance to the Legions denomination, our creed, our job to save lives, that which encapsulates the beliefs and ideals guiding this organization, the fact that the Legion, right now, in mass has sent a force outside the walls to help your people. Legion members are out there willing to lay down their lives to save your people! Do you not see that we, the Legion, are not your enemy, in fact we are your friends, allies, we are out there with your people fighting the same enemies, why debate here, why not join that fight to save your people, as their commander, then when we jointly have succeeded, let us reconvene and discuss as allies with a common goal, how to locate the stolen wand. The Legion has already dispatched investigators and trackers to locate it, to find and return, the wand...to you Sir."

    Stepping closer to Captain Bane and lowering his voice Flint says, "Now is the time to be the big damned hero Sir, show your troops you are there for them, fight along side them and us to stop a common enemy. Afterwards, we will find the wand. Together. Then, you can leave the Castle and go home knowing that no matter how you feel about the Legion, you know they are not traitors and wish to be your allies. What do you say Commander? Shall we try working together on this? I am not your enemy Sir."

    Dropping the sharp knife, it falls straight down from Flints outstretched hand, midway to the floor it becomes visible, landing about a foot in front of Bane, the knife impales its pointed tip in the floor, embedded there for all to see it, unused on Bane.

    "I do not seek your death, I seek to work along side you. I am headed out to help your troops now, by fighting or providing medical care as they need."

    Flint quietly, and still invisible, exits the sanctum, hoping for the best.



[ 1 Success for Stage 1 ]

_________________
Flint
Stats: Age 62, Pace 6 (8 in Armor, +5 ft leaping, Wall Walker), Parry 7, Toughness (varies)
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d6, Vigor d6
Hindrances: Overconfident, Loyal, Anemic.
Skills: Psionics d12, Stealth d6+2, Fighting d10, Intimidation d6+2, Investigation d6+2, Notice d10, Shooting d4, Streetwise d4, Survival d6.
Edges of Note: Greater Bolt 6d8 MD and AP, Rapid Bolt RoF 3, Read the Current, Investigator, Danger Sense & Sixth Sense, Energy Control Fire, Rapid Recharge.
Psionics (Mega): Darksight, Smite, Telekinesis, Armor, Boost/Lower Trait, Blind.
I.F. Powers: Broadcast, Electric Aura, Electric Mastery, EMP, Stormwalker.

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Full Character Sheet: Flint


Sun Apr 15, 2018 8:57 am
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Notice 7
Notice 1d8 = 7 (7)
Wild 1d6 = 5 (5)


***

Oops!
See other thread for scene with Alex about the Eyes of Ra!


Jude sighed as he listened to Captain Lumkiss’ woes. “Well, being big, damn heroes didn’t last long, did it?” he asked Cantrell. “I miss our Bane. He never yelled.” Jude stood up. “I’ll try and smooth things over with the Fed brass.”

Jude was a bit surprised to find Flint come up alongside him, and even more when the man vanished. They heard Bane before they even saw the man, and Jude sighed.

Then Flint started speaking.

Well, there goes my prepared speech, Jude thought. Though the creepy nowhere talk and the knife weren’t likely to make friends.

Time to kiss ass.

“Commander Bane,” Jude said, stepping forward. “I am truly sorry for everything that has occured. Steps are being taken right now to see to all of your complaints. We could do no less for one of the heroes of Gloom. Without the help of you and your forces, we could never have prevailed over Geist. This attack by her mystic knights just shows she knows who was truly responsible for her defeat.

“I have personally spoken with the Legionnaire that is accused of stealing your wand. He assured me it wasn’t him who took it, that he gave it back before when he realized what had happened. We are currently discussing arrangements so that will never happen again.

“I have my best dog boy on the hunt for you wand, sniffing it out in the library. As you know, they can smell magic. If anyone can find your wand, it is him.”

Jude felt tension building behind his eyes, a throbbing migraine. God damn, the man was an insufferable prick. This much sucking up was making his head hurt.

“Do you really want to bring this before Lord Dunscon?” Jude let a concerned tone seep into his voice. After all, he’d heard the stories. Dunscon wasn’t the most sane or stable ruler. He had power, yes, and powerful allies, but such power could be used to smite capriciously. It was best to remind Bane of that. “However, should you wish it, I would go before the Lords of Magic themselves and personally testify to your bravery and leadership in the Battle of Gloom. They really should have a medal waiting for you when you return.”

Careful, Jude, don’t inflate his ego too much that he gets himself into trouble.

God, I need an aspirin.

Persuasion 31 7 Successes
-5 scene penalty, No Matter the Cost +4 to roll for 2 Fatigue
Persuasion 1d12+9 = 21 (12)
Ace 1d12+21 = 31 (10)
Wild 1d6+9 = 13 (4)


***

Conditions
Fatigue -2
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Bennies: 9/6
Adventure Cards:
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • Once More with Feeling: Play to take any one Adventure Card from the discard pile.
  • Power Surge: Immediately recover all spent Power Points.


Mission Objectives

_________________
Jude Maverick
Jude Maverick, Seasoned Human MARS Vagabond
Parry: 6, Toughness: 10(4)
Armor PPE: 15/15
Healing Stone PPE: 15/15
Rifle Ammo: 50
Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots; 2 x 60 shots
Pistol Ammo: 16
Spare clips 2 x 16 shots
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Danger Sense: Get a Notice roll to avoid surprise
    Brave: +2 Fear tests
    Elan: +2 on Benny rolls
Bennies: 10/6
Adventure Cards:
    Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
    Once More with Feeling: Play to take any one Adventure Card from the discard pile.
    Power Surge: Immediately recover all spent Power Points.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Wed Apr 18, 2018 12:51 am
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Kn: Computers 1 Success
Using Kn: Computers (d12), -6 Scene modifier
Kn: Computers 1d12-6 = -1 (5)
Wild 1d6 = 3 (3)-6 = -3
Benny to Reroll with Elan
Kn: Computers 1d12-4 = 7 (11) = Success
Wild 1d6-4 = 0 (4)


Cantrell listens as Lumkiss and Ms. Dee describe one disaster after the next. With Jude and Flint headed upstairs to deal with the stick-in-his-ass version of Bane, and Libertas and the dragon headed outside to mete out the requisite violence, she decides -- with a sigh -- that her attention is most needed in the library.

Jitters and Max appear to have turned the place upside by the time she gets there. Rather than wade into the bedlam, Cantrell sits down at the security console as if she owns the place, plugging in a thin wire to connect the computer to the skillsoft port implanted behind her ear. The hacking skill chip slotted there engages immediately and she slices into the encrypted security footage with little difficulty.

Half a minute later, she has a series of video clips that show the sequence of events that led to the disappearance of the wand -- and it's current location.

In the first clip, Bane can be seen talking briefly to the chief librarian, then walking to a secluded area of the library where he has an animated conversation with someone using a TW communicator. Most of what is said is unintelligible on the recording, due to distance from the security mics, but at the end of the call, he can be heard to say "You know where to find me."

For the next several minutes, the Dweomer investigator peruses a few of the texts on display in the library, his back to the door. At the 3 minute mark, his coat is moved out of the way as he is pickpocketed by an invisible hand. The wand can be seen for a moment before disappearing into the invisible thief's clothing. To the camera, Bane appears oblivious, studiously paging through a library book.

Moments later, another camera captures the wand appearing and being placed on a low shelf in the back of the library by the invisible thief. A few minutes after that, Master Dev Black walks into the library while carrying on a conversation on his own communicator.

"Sure Hans, I can keep it secure for you until you return. No need to explain - you know I owe you from the last time," the dwarf says. After ending the call, he heads straight for the bookcase where the wand was hidden and places it into an ivory case inscribed with mystic symbols, which he then stores inside a cleverly concealed pouch hanging behind his gnarly dwarven beard.

Cantrell smiles as she finishes uploading the files to a chip, then stands up and stretches. Nonchalant, she signals Jitters and Max, then moves to Master Dev Black. With cybernetically enhanced speed, she draws the particle beam pistol at her hip and points it at the dwarf's surprised face.

"Sorry to be so forward, Master, but I've dealt with enough magic users of late not to take chances. How about you very slowly and carefully remove the pouch hiding behind your beard and hand it to my associate, Maximillian. I'd hate to have to make a mess all over the history section behind you."

_________________
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 6/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d8
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 21 (10); Strain: 10/14
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d8+2, Intimidation d8+2, Persuasion d8+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will)
Adventure Cards: 29 - Payback: Play after damage is rolled to double the total of a successful ranged attack; 45 - Dressed to Kill: Dressed to the nines, gain +4 to Charisma for the duration of the current scene; 51 - Let's Settle This: Play at the start of a round with no Jokers. No character can soak wounds until a Joker is drawn.


Wed Apr 18, 2018 9:49 am
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"So that's why we haven't found it yet! We were just checking places and not people!"

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 20 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe)
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs)
ISP: 14/30
Bennies: 3

Encumberance: 56 lbs/60 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Adventure Card
27 Joker's Gone Wild
Use this card to swap your initiative card with any Joker drawn for initiative.

6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.


Wed Apr 18, 2018 1:13 pm
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GM post incoming.

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Thu Apr 19, 2018 4:55 pm
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Something is at work set against the heroes of the 13th. The wheels turn and the so called villains pull back the curtain. With the heroes having gained the upper hand the remaining mystic knights, dissidents in the council chamber, and foes or could be allies in the Library spring into action in one last perhaps futile attempt to acheive their goals.

Player Directions
Check your name on the OCC tags, you will see the initiative and narative plus any GM damage or dice rolls that need to be resolved.
  • Each set of heroes has their own initiative deck and it takes a full turn to move into another groups scene and you will be delt in on the next initiative order.
Story award: All heroes are +2 to all trait rolls and damage for the first round(Joker stacks, and only Cantrell gets the benefit of joker).
  • For initiative I deal out all the appropriate cards and for ease of use whichever side draws the highest card goes first. Then the action happens as people post.
Please start your post with your location.

Benny Bonanza: This whole adeventure probably caught many heroes to be surprised, and to some extent it might be odd to walk arround the castle during your time off decked out in your resplendant gear armed to the teeth prepared for battle. If you decide you are without items +1 benny, If you decide you do not have your armor +1 benny. That is a possibility of two bennies.


Libertas and Zan, The last gasp of the mystic knights
Initiative Order: Players then Mystic knights.
Combat Details on Mystic Knight's: Cha: +2; Pace: 8; Parry: 7; Toughness: 20 (12); -1 to hit range attacks
OOC Comments
Mystic knight 4 total: Invalid dice code! 9H
Libertas(quick): Invalid dice code! level headed Invalid dice code! KH
Zan Invalid dice code! reroll Invalid dice code! reroll Invalid dice code!

From high on the battlements of the castle the chromium legion gazes down on the icy acid smoked dredges of the Dweomer Shanty town. The mystic knights are frozen melted scraps of metal. The sword in Libertas's tail twitches precariously near Libertas' head as of deiven by the will of its dead master. Captian of the Chromium legion, Sunny Golden Calls out to Libertas, Zan, and their Dweomer allies, "More mystics knights are coming from the south, We have reports of a scuffle in the library and a litch is trying to take out the council in Stargazeers private sanctum." Another glitterboy with a fair amout lf surprise counters, "Isn't that place suppose to be a magic free zone? Can someone find the damn fire control rods?"

A cyber knight familiar to Zan leads much of the forces of Dweomer to route the rest of the mystic knights. The cyber knight commander seems well adept in countering these evil magical knights. Spell after spell seems to bounce off his armor. Down the hill Libertas and Zan can see his almost gleeful smile as he drives his shinning psi-sword through head after head of the evil mystic knights. Even ones that seem to be invisibly cloaked find themselves at the mercy of this knight. His fervor is so thorough that when some of the mystic knights retreat he offers them no quarter and disapears into the surrounding countryside presumable to hunt them down.

However, four determined ones slip through and find Libertas and Zan discussing necromancy and Geist. The lead mystic knight calls out to them, while his allies grab women and children as hostages, " Where is she wizard? You speak of the one we seek. Call her to you and we will set these pour souls free." His voice seems filled with curbed rage, and more than a little desperate in hoping Libertas can do what he asks. The knights seemed armed with magic blades and pump pistols with arcane tw sigls on them. Their armor is twisted and fearsome. They each seem to have a dark etheral glow about them that would indicate some sort of protective shroud.



The knights are 10-20" away the leader does not have a hostage, but the other three do. You could easily hit all four with a large burst templet or cone and 2 with a medium. Zan and Libertas it is your go!


Jude and Flint, against the Federation Shape Shifter and undead litch Necromancer
Initiative Order: Players then bad guys.
--Flint saw this coming a mile away and has a drop.
--Club draws: Jude
Bad Guys data:
--Undead Litch Necromancer (WC): Cha: 0; Pace: 6; Parry: 5; Toughness: 12 (4)
--Shape Shifter: Cha: 0; Pace: 6; Parry: 6; Toughness: 15 (7)
--Zombies(2): Pace: 4; Parry: 5; Toughness: 8

OOC Comments
Federation of Magic: Invalid dice code! 7C
Jude: Invalid dice code! 2C
Flint saw this coming a mile away and has the drop: Invalid dice code! 9D

Bane seems to calm down for the time being. He looks at Jude and for the recently disapeared Flint. His head nods at much of what Jude says, although the mention of his wand being taken, even innocently by Jitters, still holds a bitter taste for him to swallow.
" Your words make sense, Jude... Yes your name is known to even me, you are the commander of the allied forces... Your skill, cunning, and trust you place in so called allies is something even I admire. Perhaps much of what has happened here is an innocent mistake that can be overlooked... A voice also made sense perhaps one of your comrades, a skilled ventriloquist... Perhaps it does not matter." His voice drops to a seething whisper, "Jitters will rue the day."

Bane gestures for an errand boy and whispers to him, the boy leaves. Bane gazes at all members of the council as well as Jude " My people will fight the mystic knights. I have sent word to an ally, Cyber Knight Commander Zee Hail, he will lead my forces while we finish here. I know the knight is much vaunted for his ruthlessness against magic users who have lost their way." Bane steeples his fingers, " I will not hinder the councils efforts in paralence with the Lord's of Magic. But know this I maintain the peace in Dweomer and I will not tolerate thievery of any kind in my city."

A figure wearing a dark shadow cloak appears out of nowhere next to bane surprising most in the chamber. She has a knife drawn and reaches for him attempting to hold him captive. She is a radiant beauty with locks of golden hair. Her face shifts briefly and suddenly she has raven black hair. She has a dark heavy set armor. She exclaims clutching hold of Bane," What would the Lords say when they hear word their precious captian has been slain in the Tomorrow Legions own inner sactum!" Bane's face is one of shock as he clearly thought as did most that magic in these chambers did not work.

2 gaurdsmen burst in, " Sorry for the intrusion, we have reports of more mystic knights coming from the south, and Isaiah has called for help in the grand Library. Someone has also disabled the Chromium... Hey whats going on here!?". Before the guards can react they grab their throats falling to the ground with a dark green energy wafting off their bodies.

From a corner in the sanctum a person overlooked by most rises. She has withered hands and a face beaten down by time so that all remaining is half a crooked skeleton. Her black garb makes her almost look like a Spector of death. She holds a white crystallin dagger aloft, it has been dretched in black blood. By the gash on her green rotting arm, her blood most likely. Her voice is harsh and filled with dread, " Blood magic, Captian, more old than you know and easily capable of foiling Stargazer's precious wards." She points at the two gaurds who rise ashen faced and with yellow eyes. " Grab the pretty one and find that old man, Flint... His blood will be useful against the women he so dearly loves. As for the rest of you... Stay still and don't speak."

The two zombies gaurds start to move towards Jude as Flint is nowhere to be found. A series of black blood glyphs entrap the feet and mouths of most other council members. A nefarious peice of sticky magic: the blood filled version of carpet of adhesion. One raven haired muscular women leaps from her seat avoiding the entangling spell. She goes back to back with Jude offering him a vibroblade that could only be made from Nurini enterprises. Her scent is as sensual as it is disorienting. Her body is lithe and althletic, she flashes Jude a grin. The woman known as Sadie says to the hag of a woman, " In your dreams Rogellia you undead bitch, If I know Flint he is going to fry you before you can use him against me. " She smiles at Jude warmly and whispers to him, "Its been a long time Jude, not since you warned me about the CS hit squad coming after me in my little queendom of Ebonmore. These zombie gaurds don't look like murder wraiths but if these guys are Feds, we need to take the zombies out by decapitaction and do not let them bite anyone! If we make it out I will thank you properly. Now where did my husband run off too!"



Jude you are in the center of a room about 2-6" for everyone. Sadie is offering a sword in case you came with no weapons. The only kind of magic that works here is blood magic.

Flint you can be anywhere(in the room, in the staircase leading up to it). I think you thought about leaving the room, but your spider senses tingled and so stayed... Zapper innate abilities will work fine but your psionics powers not so much. The one ring works fine.


Jitters, Max, Cantrell, A race for the wand and a 3 way kerfuffle
Initiative Order: players(Cantrell with a Joker), Team Ironguts, Team Dev Black
Players in this scene get a benny!
Dev Black (WC): Cha: 0; Pace: 6; Parry: 7; Toughness: 13(4)
Team Dev Black:
  • Shifter(Rift runner): Cha: 0; Pace: 6; Parry: 6; Toughness: 9 (3)
  • Mind Melter: Cha: −2; Pace: 6; Parry: 5; Toughness: 11 (5)
  • Samson Power Armor: Pace: 8; Parry: 6; Toughness: 21 (12) MDC
  • Catalina(CS specialist): Cha: 0; Pace: 6; Parry: 6; Toughness: 14 (6)
Alenhammer Irongut: Cha: +2; Pace: 6; Parry: 6; Toughness: 11 (5)
    2 gunslinging bandits: Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (5)

OOC Comments
Dev Black's Team: Invalid dice code!
Alenhammer Ironguts Team: Invalid dice code!
Cantrell: Invalid dice code! lH Invalid dice code!
Jitters(quick) Invalid dice code!
Max(quick) Invalid dice code! LH Invalid dice code! ILHInvalid dice code!

Narative:
The team from the 13th figured out where the wand was not, what half of the Library it was in and who exactly had it. Dev Black stands up from half sleeping during the search. " Oh youdda like the pouch wouldda?" He grins at Cantrell who is holding the pistol at him. "Seems like the legendary 13th is out numbered and out gunned." The shifter, mind melter, and Samson PA that were gauding the entrence all step forward all brandishing weapons: magic, mind, and plasma rifle.

The soldier in the Samson PA says in a crisp command of english, " Boss. Someone has disabled the Legions glitter boys. And reports coming out of the council chamber indicate some kind of federation attack. Now is the time to get out.". The soldier levels his plasma rifle at the heroes of the 13th.

Dev taps the pouch and chuckles, " Now, I know a friend in Dweomer, a small dwarve, who will be mighty happy to have this. Seems like there are two lost little cyberknights hanging onto 2 or 3 dragon eggs and he tells me this little stick will help him find them. Imagine a couple of dragons to do your bidding, that would certainly make you the main man."

Nearby Alenhammer, the uncle to Sono cries foul. His two western looking friends pull their blasters and aiming them warily at everyone. " Dev, that was not the agreement! The Brethan wand was to be mine. I have half the payment here!" He pulls out a red ruby from his satchel.

Master Dev Black laughs hard, " It was for the pair friend, no hard feelings yeah? Tell ya what, you help us oudda here and I'll set you and your nephew up for life in the Federation.". Alanhammer looks at his two gunslining allies considering Dev Black's proposal.

From behind a disheveled desk Isaih Comstock peaks out exclaiming at Aelenhammer, " What! You have one eye of Ra!! If I had the other one I would wipe my own blood on it fix them to my eyes and burn you to a crisp. Well maybe not all that, but I will get the Legion security to arrest all of you." He lifts his radio to his mouth only to have his eyes roll into the back of his head. Isaiah slumps to the ground and his mousey blond assistant is standing behind him with a syringe.

Dev sneerks at the heroes tick tocking the pouch with the wand, " That will do Catalina..." The two Altarans listening to audio books also slump to the ground. A laser pistol and vibro knife lying near their limp hands. Dev continues," I figure after reading your after action reports, you guys are some goddam heroes. The 13th so quiet they can save the world twice over. Legends... Heroes heroes. Desitined to eat legion gruel and lick the boot print of mucky mucks. I thought about cutting you in... I did... But I figure having Catalina poison Isiah and those two Altaran's would be insurance enough. I beleive the antidote is all the way in the infirmary on the far side of the castle you would be lucky to make it ..." He stops is villianous monolog when as if for the first time realizing Jitters is in the Library. It is clear he and his goons are going to try to make a getaway. Angrily he looks at Jitters, " Now you stand still hotshot or this stick breaks." He holds the stick within the pouch in such a way he will get the chance to break the stick should any sudden movements happen.

Max still woozy from the effort put in to fetch finds a shiny tablet near the desk he collided with. You are not sure how a 8x11 pad made it there. Etched into the back of it is a famliar future brigade emblem, and the words The best gal that ever walked both earths- Alex The large stained glass of the Librarys east wall ( closest to the gaggle of folks) is near the RA motor pool!

Isiah feeling the poison coursing through his body still fights through it enough to whisper in his open comm channel, " The Library, we need back up."



Everyone is about 1-6" apart, and the exit is 8" away.
Infimary is 120" away.
Max, if you choose to operate Nadine you are at a -2 using the remote control interface.





Ok guys a little combat! Make sure you read the player directions and good luck.

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Sat Apr 21, 2018 8:11 am
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Notice 9
1d6+2 = 7 (5)
Wild Die 1d6+2 = 3 (1)

Common Knowledge 3
1d8-1 = 1 (2)
Wild Die 1d6-1 = 1 (2)

Smarts 8
1d8-1 = 6 (7)
Wild Die 1d6-1 = 5 (6) Ace!
Wild Die Ace 1d6+5 = 6 (1)


Jitters focus's his mind inward on being more stealthy.

Split the Seconds Action 1
Expert Training Pisonics 11
1d10+2 = 9 (7)
Wild Die 1d6+2 = 5 (3)
-8 ISP
Boosting Strength


Split the Seconds Action 2
Pick Pocket the Wand off of Dev Black and Activate Deflection
This action is no longer needed
1d12+1 = 10 (9)
Wild Die 1d6+1 = 6 (5)
-1 Benny Extra Effort 1d6+10 = 13 (3)

Improved TK Forcefield Psionics 6
1d10+1 = 6 (5)
Wild Die 1d6+1 = 3 (2)
-8 ISP


Paul Bunyan and Rator vs. Dev Black
Fighting Attack 1 18 Damage 25 AP 2
Attack 1 1d12-2 = 10 (12) Ace!
Attack 1 Ace 1d12+10 = 16 (6)
Attack 2 1d12-2 = 6 (8) This roll is no longer needed
Wild Die 1d6-2 = 1 (3)

Paul Bunyan Damage
Str 1d12 = 4 (4) + 4 (Boosted)
Sword 2d8 = 9 (2, 7)
Raise 1d6 = 4 (4)
+2 Electricity Damage
+2 Bonus Damage

This Damage is no longer needed
Rator Damage
Str 1d12 = 9 (9)
Sword Damage 1d10+2 = 8 (6)
+1 Electricity Damage

All attacks against Jitters now suffer a -4 to their rolls.

In a blur of speed almost to quick to register, Jitters rushes forward and slashes Dev Black's arm off at the elbow, saying "I just dis-armed, bitch!"

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 20 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe)
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs)
ISP: 14/30
Bennies: 3

Encumberance: 56 lbs/60 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Adventure Card
27 Joker's Gone Wild
Use this card to swap your initiative card with any Joker drawn for initiative.

6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.


Last edited by Jitters on Sat Apr 21, 2018 2:24 pm, edited 2 times in total.



Sat Apr 21, 2018 12:44 pm
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Jitters Disarmed him and He took 2 wounds
Dev Black str to resist the disarm:
1d8 = 2 (2) wild 1d6 = 1 (1)

Dev Black benny to soak with elan 1d8+2 = 6 (4) wild 1d6+2 = 5 (3)


Dev stumbles back grabbing his bloodied stump, the look of shock is on his face. His severed hand twitches slightly. Dev cries out putting in everything he has to stay upright," You crazy quick bastard! My fucking arm, wudda you doing cutting off arms! Well you might have the wand but..." Dev jerks his head to Isiah and the Altarans dying from the poison, " You were there only hope you bloodthirsty crazy!"

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Sat Apr 21, 2018 2:13 pm
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Pender Lumkiss wrote:
Jitters Disarmed him and He took 2 wounds
Dev Black str to resist the disarm:
Original post: 1d8 = 2 (2) wild Original post: 1d6 = 1 (1)

Dev Black benny to soak with elan Original post: 1d8+2 = 6 (4) wild Original post: 1d6+2 = 5 (3)


Dev stumbles back grabbing his bloodied stump, the look of shock is on his face. His severed hand twitches slightly. Dev cries out putting in everything he has to stay upright," You crazy quick bastard! My fucking arm, wudda you doing cutting off arms! Well you might have the wand but..." Dev jerks his head to Isiah and the Altarans dying from the poison, " You were there only hope you bloodthirsty crazy!"


"Don't worry about them, I still have plenty of time!" Jitters boasts.

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 20 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe)
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs)
ISP: 14/30
Bennies: 3

Encumberance: 56 lbs/60 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Adventure Card
27 Joker's Gone Wild
Use this card to swap your initiative card with any Joker drawn for initiative.

6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.


Sat Apr 21, 2018 3:09 pm
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Notice 11, CK 9
Notice 1d8+6 = 11 (5)
Wild 1d6+4 = 5 (1)

Common Knowledge 1d8+4 = 9 (5)
Wild 1d6+4 = 5 (1)

Rolls
Activates Fires of Reality (greater smite) from the Red Gauntlet on p-beam pistol with a Spirit roll, -2 MAP, +4 to rolls this round
Spirit 1d12+2 = 9 (7) = Success with a Raise, +8 damage
Wild 1d6+2 = 7 (5)

Uses Rapid Attack to fire 6 shots from the pistol, starting with Dev Black, then the shifter, mind melter, Catalina, and finally 2 shots at the Samson
Shooting is 1d12+6 normally, +4 bonus this round, -2 MAP, -4 Rapid Attack
Shooting vs. Dev Black 1d12+4 = 16 (12)
Ace 1d12+16 = 18 (2) = Success with a raise
Shooting vs. shifter 1d12+4 = 9 (5) = Success with a raise
Shooting vs. mind melter 1d12+4 = 8 (4) = Success with a raise
Shooting vs. Catalina 1d12+4 = 5 (1) = Success
Shooting vs. PA soldier 1d12+4 = 6 (2)
Shooting vs. PA soldier 1d12+4 = 9 (5) = Success with a raise
Wild 1d6+4 = 10 (6)
Ace 1d6+10 = 12 (2) = Success with a raise, subbed for first shot agains PA soldier

Damage is 2d8+4, +8 for greater smite, +4 this round

Damage vs. Dev Black 2d8+16 = 28 (7, 5) + 1d6 = 3 (3) = 31 damage, AP 4 = 5 wounds
Damage vs. shifter 2d8+16 = 25 (8, 1) + 1d6 = 1 (1) = Ace! 1d8+26 = 33 (7) = 33 damage, AP 4 = 6 wounds
Damage vs. mind melter 2d8+16 = 29 (5, 8) + 1d6 = 4 (4) = Ace! 1d8+33 = 35 (2) = 35 damage, AP 4 = 7 wounds
Damage vs. Catalina 2d8+16 = 31 (7, 8) + 1d6 = 3 (3) = Ace! 1d8+34 = 38 (4) = Shouldn't have been raise damage, so = 35 damage, AP 4 = 6 wounds
Damage vs. PA soldier 2d8+16 = 26 (6, 4) + 1d6 = 1 (1) = 27 damage, AP 4 = 2 wounds
Damage vs. PA soldier 2d8+16 = 25 (3, 6) + 1d6 = 1 (1) = 26 damage, AP 4 = 2 wounds


Cantrell has Dev Black dead to rights, but before she can pull the trigger, Jitters hacks off the dwarf's arm, which drops to the ground holding the purloined wand. The dwarf starts screaming and swearing vengeance, which is annoying, so Cantrell focuses that annoyance into the temporal lodestone embedded in the Red Gauntlet, which glows with white fire, imbuing her particle beam pistol with magical energy. Then she starts pulling the trigger, and doesn't stop until pretty much everyone is lying on the floor, bleeding out. (Greater smite with a raise, then Rapid Attack to fire 6 shots.)

Her first shot plugs Dev Black in the eye (31 damage, AP 4 = 5 wounds). The second shot blasts through the skull of the shifter, temple to temple (33 damage, AP 4 = 6 wounds). The third shot burns a smoking third eye in the forehead of the mind melter (35 damage, AP 4 = 7 wounds). The fourth shot burrows between Catalina's eyes (35 damage, AP 4 = 6 wounds). The fifth and sixth shots target the Samson power, one through the neck and the other shattering the visor (27 damage, AP 4 = 2 wounds and 26 damage, AP 4 = 2 wounds).

As smoke trails from the barrel of her gun, she turns to Alenhammer Ironguts.

"I kind of like your nephew, so how about you drop your weapons and don't make me choose which two of you I shoot before changing clips."

_________________
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 6/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d8
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 21 (10); Strain: 10/14
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d8+2, Intimidation d8+2, Persuasion d8+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will)
Adventure Cards: 29 - Payback: Play after damage is rolled to double the total of a successful ranged attack; 45 - Dressed to Kill: Dressed to the nines, gain +4 to Charisma for the duration of the current scene; 51 - Let's Settle This: Play at the start of a round with no Jokers. No character can soak wounds until a Joker is drawn.


Sat Apr 21, 2018 9:10 pm
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Team Dev Black and Dev black himself die how Cantrell says
Dev Black-dead: last benny 1d8+2 = 6 (4) wild 1d6+2 = 8 (6) ace 1d6 = 2 (2)

Samson PA: Gm benny 1 1d8+2 = 5 (3) wild 1d8+2 = 8 (6) ace 1d6 = 2 (2)
Samson PA-dead: GM benny: 2 1d8+2 = 5 (3) wild 1d6+2 = 5 (3) reroll GM benny 3 1d8+2 = 7 (5) wild 1d6+2 = 7 (5)


Dev Black sprawls to the floor blood sputtering from his lips, " Fucking Hans." He chuckles at the humor of it all and stops breathing.

The two gunlingers, and Alenhammer look at the five dead folks and the wand lying on the ground in a pool of blood. They look at Cantrell stupidly weighing their options. Then Alen looks at the dogboy max and asks, " So what do you think? Do we got good odds? I hear you used to run with the black market. I got friends there still, a monkey man named Geroge just took me out to breakfast earlier today. Gattica!"
Gattica
one of the most sacred of all Black Market phrases... translates to Parely.

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Sat Apr 21, 2018 9:56 pm
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Notice 2
Notice 1d8 = 2 (2)
Wild 1d6 = 2 (2)


***

“Just leave Jitters be, Bane,” Jude said. “The wand will be returned, no harm, no foul on our part. We don’t plan any thievery.”

Then Jude gasped in surprise as a figure suddenly appears, putting a vibroknife to Bane’s throat. She is a radiant golden beauty, but then her form shifts to dark-haired gorgeous.

Guards rushed in, announcing more trouble with the mystic knights, and in the library.

Great.

And then a desiccated near corpse rises, turning the guards into zombies and locking the council members in place.

One of the council members leaps from her seat, avoiding the magic, and presses a blade into Jude’s hands.

"It's been a long time Jude, not since you warned me about the CS hit squad coming after me in my little queendom of Ebonmore. These zombie guards don't look like murder wraiths, but if these guys are Feds, we need to take the zombies out by decapitation, and do not let them bite anyone! If we make it out, I will thank you properly. Now where did my husband run off too!" the woman said.

“Sadie?” Jude said with surprise. It had been a long time. And she looked at beautiful as ever. “Take care of yourself. Bane, just...hold tight.”

Jude eyed the zombies. Great. He didn’t have armor, or his usual weapons, and he had a raging headache. He had his necklace and the healing stone in his pocket, but they wouldn’t work in the wards.

“You seriously think this is enough when you face members of the Thirteenth?”Jude asked. “I took down a mystic knight with one hand. I put a laser through the head of an ex-girlfriend. You really think I won’t drill you through Bane? I FUCKING PUT SCARA AND GEIST IN THEIR GOD DAMNED GRAVES!”

Intimidation 18
-2 Fatigue, -2 MAP
Intimidation 1d10-2 = 7 (9)
Wild 1d6-2 = 2 (4)
Extra Effort 1d6+7 = 13 (6)
Ace 1d6+13 = 18 (5)


Jude lifted his vibrosword and met the first zombie, swinging to strike off its head, but he whiffed completely.

Decapitation -2
Called shot -4, Fatigue -2, MAP -2
Fighting 1d8-8 = -2 (6)
Wild 1d6-8 = -7 (1)


***

Conditions
Toughness: 6 (No armor)
Fatigue -2
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Bennies: 10/6
Adventure Cards:
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • Once More with Feeling: Play to take any one Adventure Card from the discard pile.
  • Power Surge: Immediately recover all spent Power Points.


Mission Objectives

_________________
Jude Maverick
Jude Maverick, Seasoned Human MARS Vagabond
Parry: 6, Toughness: 10(4)
Armor PPE: 15/15
Healing Stone PPE: 15/15
Rifle Ammo: 50
Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots; 2 x 60 shots
Pistol Ammo: 16
Spare clips 2 x 16 shots
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Danger Sense: Get a Notice roll to avoid surprise
    Brave: +2 Fear tests
    Elan: +2 on Benny rolls
Bennies: 10/6
Adventure Cards:
    Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
    Once More with Feeling: Play to take any one Adventure Card from the discard pile.
    Power Surge: Immediately recover all spent Power Points.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Sun Apr 22, 2018 2:22 am
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Notice=5 Common Knowledge=5
Notice: 1d6 = 5 (5)
WILD dye: 1d6 = 3 (3)

Common Knowledge: 1d6 = 4 (4)
WILD dye: 1d6 = 5 (5)


Zan finishes healing the wound on Libertas's head as he listens intently to the techno-wizard give detailed answers to his questions.

Libertas wrote:
"I am from Stormspire..its greatest son..
If I'm supposed to get paid, I get paid...But there's lines I won't cross--bad jobs..
..necromancy... It has some fluid meanings..
..by some reckonings, healing magic is a form of necromancy...
..one who harvests power from death and suffering...
..I stole it from an evil woman, and am using it to do good things, or at least try to. Am I being clear?"


The dragon-man takes this all in with a look of open wonder on his face as he looks at Libertas. "Amazing. I have so much to learn from you, Greatest Son of Stormspire! So you are not a necromancer but you use items infused with necromantic power to try to do good things, sort of like..." Zan gets a confused look on his face for a moment as he searches for the right word. "..atonement. Yes, it is as if you use the dark power already locked within these items to atone for their very creation!"

Zan releases Libertas's arm as the continuing battle once again arrests his attention. He sees the familiar cyberknight tear through the mystic knights. Zan points at him and tells Libertas "Hey! That's my friend from the battle with Geist! He was one of the ones asking about you." But before Zan can follow his cyberknight friend more mystic knights show up.

Mystic knights wrote:
" Where is she wizard? You speak of the one we seek. Call her to you and we will set these pour souls free."


With a confused look on his face Zan tells them, "But I thought Geist is dead. We already defeated her." Zan starts walking toward the knights and their prisoners. "So you will set them free now!" he yells as he unleashes a psychic attack on the 2 nearest mystic knights but the inexperienced dragon fails to prepare himself properly for the exertion. He drops to his knees and unleashes a raw psychic scream in an expanding wave around him as pain lances through his skull, strangely reminiscent of Tiamat's overwhelming presence during the battle with Geist. Blood runs from his human nostrils and stains his white cyberknight armor. He looks at the red river, first with mild fascination and then with alarm as realizes what has happened. He shakes his head clear and glances back at Libertas, fearing the worst. "Son of Stormspire, are you alright? I seem to have had an accident.."

Psionics=CRIT FAIL
Hibernation (Slumber)
  • Power Points: 2
  • Range: Smarts x 2
  • Duration: 1 minute (1/minute)
  • Effect: The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep. Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.
  • Trappings: Frigid winds sap the energy from the target(s), causing them to fall into an unnatural slumber. By reducing the power's range is to half, numb hands and involuntary shivering require a Vigor roll (at –2 on a raise) to avoid cold-based Fatigue. This additional effect is negated by any resistance to cold.

Major Psionic ===> use 4 ISP for +2 to roll

Psionics: 1d6+2 = 3 (1)
WILD dye: 1d6+2 = 3 (1)


summary
[*]walked @ pace 6 toward the mystic knights
[*]tried to use sleep psionic power but crit failed (LBT psychic scream centered on Zan; he is shaken and other allies must make Spirit roll)
[*]-6 total ISP for failed psionic attack (Base 2 + Major Psionic ===> use 4 ISP for +2 to roll)
[*]use 1 benny to unshake

_________________
Z'Anomandir
Z'Anomandir FATIGUED (-1 to all trait rolls)
Ice Dragon
Bennies: 4/3
  • +1 for following directions during debriefing
  • +1 for including Shalla in interlude
  • -1 to unshake from brainburn due to crit fail psionic roll
Agility d8, Smarts d6, Spirit d8, Strength d12+4, Vigor d8
Charisma: -2; Pace: 6 (Fly 12, Climb 0); Parry: 6; Toughness: 34 (16 MDC); In human form w/ armor on = 13 (6); PPE: 20; ISP: 20
Notice d6, Common Knowledge d6, K-Arcana d4
Hindrances:
  • TBD
  • TBD
  • TBD
  • Outsider(-2 CHA)
  • Large (+2 to be hit)
  • Enemies (CS)
  • Territorial
Edges and Abilities of Note:
  • AB (Psionic), Major Psionic, AB (Magic)
  • Power Surge: gain 2d6 PP or ISP when dealt a Joker for initiative
  • Icy Breath: 12/24/48 for 4d6 MD or Cone for 2d10 MD
  • Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
  • Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage)
  • Impervious to Cold: Ice and cold do not affect an Ice dragon at all. Non-variable frequency lasers do only half damage due to the reflecting nature of their icy hide.
  • Infravision (Iconic): halve the penalties for dark lighting against living targets
  • Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.


WOUNDS:

Adventure Cards
-Villanious Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
-Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

PPE: 8/20
Powers: Freeze entangle ; Battle Shards deflection ; Fortify/Sap boost/lower trait
ISP: 14/20
Powers: Hibernation slumber ; Cold Snap dispel ; Blizzard Spirit intangibility

TW Medium Cyberknight Armor: healing


Sun Apr 22, 2018 4:09 am
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Posts: 506
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OOC Comments
Decline Benny for leaving behind gear. Lib knows that there's thieves around the castle, nothing gets left unguarded!
ALL ROLLS GET AN ADDITIONAL +2. I forgot to add the first-round scene award.

Resist Brainburn:
Spirit 1d6+1 = 4 (3)
Wild Spirit 1d6+1 = 5 (4)
Easily resist Brainburn with the +2

Actions: Construct Dispel Device. Activate Exalted Dispel. Draw Pummel Device. Use Greater Pummel to try to scatter the Knights from their hostages.
-4 MAP to all actions

Build Roll (Dispel) 1d12+1 = 3 (2)
Wild Build 1d6+1 = 4 (3)
Even iwth the +2, that's a 6--Basic Success: Dispel device with 12 PPE

Activate Exalted Dispel 1d12+1 = 11 (10)
Wild Dispel 1d6+1 = 5 (4)
Extra Effort Benny Running Total 1d6+11 = 13 (2)
Exalted Dispel of 15 (due to +2) vs TW gear (shuts down ALL of the TW gear of the Mystic Knights for 1d6 = 6 (6) minutes--enjoy your tinker-toys, lads.)
Knights must resist Dispel for any active Powers. Since their casting is a different 'flavor' from TW, Lib's roll against them is only an 13, meaning they need a 14 for each Power they have cast to resist the dispel.
Drains 6 PPE from the Device, leaving it with 6 more.

Activate Pummel Device 1d12+1 = 5 (4)
Wild Pummel 1d6+1 = 7 (6)
ACE Running Total 1d6+1 = 2 (1)
Er, that should've been +7 for the running total, not +1, so the Greater Pummel total is 10 after the +2 bonus, a Raise, cone burst template affecting all the Knights.
All targets must roll Strength -4 or be knocked 3d6 inches away (roll separately for each target that fails to resist), are knocked prone, and Shaken. As there are innocent hostages in the mix, Lib will maneuver so as to knock everyone along the street, rather than into a wall.


Lib had started to reply to Zan's statement about 'atoning' for the items' creation, when their conversation is so rudely interrupted by the resurgent Mystic Knights. Wincing only momentarily at the psychic scream, he nods to Zan. "I am fine." He continues speaking, even as hand and tail go into action. "Here, allow me to give a practical demonstration of the Staff's operation." Cables drop from the Staff in his left hand, plugging into the gear Lib keeps ready as he hurriedly forges an Etheric Destablizer, which he then points at the Knights, shutting down their gear, and hopefully some of their active magics, as well. "The Staff allows me to automate several functions for building and operating devices. This lets me be even more amazing than normal. You'll note that our enemies have lost much of their protection, and their gear is suddenly less useful than it had been."

Meanwhile, the tail pulls out his Marianas Cannon and fires it, spraying a powerful jet of water at the entire crowd--it shouldn't actually injure the hostages, but hopefully it will scatter and disable the Knights long enough for the innocents to clear the field of fire. "One of these days, I should arm-mount the cannon so I don't have to waste time unholstering the nozzle..."

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 3/2
Wounds: 0
Arcane Machinist Remaining: 4/6

Active Devices/Remaining PPE:
  • Blast (Acid Trapping): 10 PPE
  • Dispel (Etheric Trapping): 6 PPE


Sun Apr 22, 2018 6:56 am
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Location: Outside, Mystic knights
OOC Comments
Leader Mystic knight Spell Casting 1d10 = 1 (1)
Leader Mystic knight Str Casting 1d10 = 7 (7)
3d6 = 8 (2, 5, 1)
Shaken!

1 Mystic knight Spell Casting 1d10 = 3 (3)
1 Mystic knight Str Casting 1d10 = 4 (4)
3d6 = 9 (1, 5, 3)
Shaken!

2 Mystic knight Spell Casting 1d10 = 7 (7)
2 Mystic knight Str Casting 1d10 = 8 (8)
Holds his ground

3 Mystic knight Spell Casting 1d10 = 9 (9)
3 Mystic knight Str Casting 1d10 = 4 (4)
3d6 = 13 (4, 4, 5)
Shaken!

Civilians 3d6 = 9 (5, 1, 3)Shaken!



The leader and two of his knights along with all the civilians are tossed into the middle of the shanty village about a good 55 ft or so, now they are 100ftish (30-40") away from Lib and Zan. The one that holds his ground drops his magical gear and extends a pair of vibro claws from his armored gauntlets. He shouts at Libertas and Zan quit possibly further annoying Libertas, " I am Draken, of dragon blood. Second in command of the grim reaper cult of Dweomer! You may have murdered my brothers, but mark this day... We seek Geist and now we seek you!!" Emboldened and possibly seeing that Liberta's albino guard Zan is momentarily distracted in a fit of rage he rushes Libertas meaning to take him out.
(( I will do their turn once all players have posted))



Location: Stargazeers inner sanctum
Jude is successful with the raise in intimidating the shapeshifter, also don't forget the +2 to rolls and damage all players got as a story reward
Shapeshifter resist vs indimidate 1d6 = 1 (1)

The shape shifter drops her blade she was going to slice Bane's neck with. She seems to be thoroughly considering a career change from assassin to home maker. Sadie whispers to Jude half joking, " Sounds like you had a bad week Jude. We get out of here and massages are on me... I know this grack with the softest hands."
(( Will do the NPCs turns once all players have gone))

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Sun Apr 22, 2018 11:43 am
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Posts: 528
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Intimidation
Max is not wearing his armor. +1 benny. Max never goes without company. At least one vibrosword and pistol are on him at all times.

Intimidation to keep Ironguts and his goons in check - unskilled, -2, fatigue, -2, scene bonus, +2, net -2
1d4-2 = 1 (3)

WD Intimidation
1d6-2 = 1 (3)

Benny EE with Elan and prior
1d6+3 = 6 (3)
Add +2 for Ironguts being scared - 8, success and raise

Max snatches up the tablet and tucks it under his arm. Attaboy, Alex. He grins at Ironguts as he lunges for the wand. "Sure. Gattica. But that's after we understand that breaking trust results in not only blacklisting from the Black Market, but Nadine pops off through the glass there, and makes your blacklisting a minor inconvenience in your last few seconds of life." He tap tap taps on the pad, and Nadine offers two stomps to acknowledge that she's listening. "Alright, Ironguts. Talk. And if you crawfish, you'll wish you had gotten what Cantrell just dished out instead of what Nadine has on tap." Max's hand hovers over the control pad.

_________________
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 4 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand)
Wounds / Fatigue: 0 / 2
Parry: 7
Toughness: 20 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: CV-212
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger

Bizarro Alex
Bizarro Alex - Sidekick character sheet
Bennies: 3
Wounds / Fatigue: 0 / 0
ISP: 30 / 30
Parry: 5
Toughness: 11(5) (SFD Huntsman Light Personal Armor)
Pace: 6
Edges: Master Psionic, Rapid Recharge, Mentalist (+2 mental attacks), Telemechanics
Weapon in hand:
JA-9 Laser Rifle
    Range: 40/80/160
    Damage 3d6+1, AP 3
    ROF 1, Payload 30, integrated scope removes 2 points range/darkness penalties
Weapon in holster:
NG-33 Laser Pistol
    Range: 15/30/60
    Damage 2d4+1, AP 2
    ROF 1, Payload 20, Semi auto
2 spare e-clips


Sun Apr 22, 2018 10:35 pm
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