Part 3 of SoD: Off at Last (Getting Geared Up)

Adventures of the 13th SET
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Pender Lumkiss
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Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Pender Lumkiss »

The quarter master sees you approach and he is besides himself with anticipation. He exclaims, ” Oh gosh! You really are larger than life! What... What can I possibly help you with?” His brow is bushy and quivers with excitement. His round belly ripples with joy. His area is a repository for the facinating, the odd, and much needed. Well organized heaps of gear litter the storage shelves behind the man. His area has a side exit that is marked Vehicles and Power armors.
Each character can requisition 1 item for themselves. Add this little conversation and persuation roll down below.
How do I go about doing this Pender?? See the answer down below.
  • Choose your option and make a persuation roll: 1 choice only
    • Persuation +4: Success gains: 1 personal item out of the sci-fi companion items general list, or TLPG personal items, weapons( Pender, does this include battlefury blades? Why yes it does, Mwahahaha), and personal body armor. Failure and you are doing KP that night.
    • Persuation (no modifier) vehicles, PA, and RAs ( different weapon loadout as well), or vehicular weapons. Failure, the motor pool needs ALL the vehicles cleaned.
    • +1 benny if you want Beckwith to hate your guts for some reason (possible explained in a flash back), and he will not give you anything.
Little misc items like food, e-clips and whatnot you can get no problem. Just make a note of what you are asking for. Patron items can be given by QM Zion Beckwith
Field Team Six Bennies
3/6
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Libertas Magicum
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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Libertas Magicum »

OOC Comments
Going for a Vehicle (TK Flyer). Kleptomania is not yet a known thing, so no Charisma Penalty. Using Communications Band (gives a total of +3 to the roll).
Persuasion w/ Communications Band (Unskilled, but with +3 from CB) [dice]0[/dice]
Wild Persuasion [dice]1[/dice]

Bennie to evade that 1 on the Skill die
Persuasion [dice]2[/dice] ACE Running Total [dice]4[/dice] ACE Running Total [dice]5[/dice]
Wild Persuasion [dice]3[/dice]
.
Libertas comes in, greeting Beckwith warmly--it's a sincere warmth, for how dear is someone whose very job it is to give you stuff for free?

"Beckwith, my man. No need for the awe--I'm still just the same guy who bugs you for supplies every chance I get." He winks. "So, for this mission, I'm thinking one of each type of grenade--they can be useful for charges, as well, after all--4 long and short E-clips, a spare set of supplies for the NG-S2's consumables, and... Ooh." He looks through the door. "Oh, man, is that a TK Flyer--I see you put a Particle Cannon on it--good choice! Any chance that's on the table? It'd be just the thing for giving the group some overwatch during the trip." He lets his voice drop a bit. "Oh, almost forgot, I got that Drei Marbles Left bootleg from the last concert I was telling you about.... Remember, you didn't get it from me...." The tail slides the datachip across the counter to the man deftly.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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.
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Jackal
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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Jackal »

Beckwith eyes Flint with a grin. A grin that slips away quickly. The usually jovial Beckwith watches the old man named Flint reach down to pick up a canteen. As he does so Flints sleeve pulls back. The blue T shirt was covering a Deaths Head skull with ISS across it. Usually unseen on his upper arm, Beckwith spies it and immediately grumbles about a sister and her kids, once in the burbs, now locked up by CS dogs in Chi Town.

Trying to remain calm Beckwith bits his tongue. Not wanting to cause issues by screaming at the former CS ISS Officer the Supply Officer closes his mouth.

Flint drops the canteen back into the pile of canteens and looks at the hate in Beckwiths eyes. Even silent now Flint can feel the hate.

With a sigh the Zapper turns to leave.

I never worked in the Chi Town burbs. But. I am sure I killed someone like you’s Sister or kids. All in the name of the Empire.

Flint leaves Beckwith alone and heads to the pub.
Character
Jackal

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

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Pender Lumkiss
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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Pender Lumkiss »

Libertas
Take a quick look at the persuation skill and then decide if you want to stand on rolling a 1 on the persuation die roll
Flint
I believe not taking anything gets you a benny
Field Team Six Bennies
3/6
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Jitters
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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Jitters »

"You! Get out of here right now! And get that damn tail out of here before I blast it off!" Beckwith yelled the second Jitters entered the Supply Room. Jitters gives the man a curious look as he's totally clueless as to why he's getting grief from the quartermaster, his mind and hands instantly went to his tail to see if it had taken something that it wasn't supposed to, but for a change it was actually empty for a change. Looking back to the quartermaster, he tells Jitters "It's because of your damn tail that me daughter's no longer innocent! It happened Tuesday two weeks ago!"

Jitters, realizing that nothing he can say change the quartermaster's mind right now, opts to leave and go talk to Cantrell, because it just so happened that two weeks ago, Jitters was out of the castle from Monday to Thursday of that week.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (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), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
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.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Maximilian
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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Maximilian »

Persuasion
Unskilled Persuasion, easy acquisition (+4), net +2
[dice]0[/dice]

WD Persuasion
[dice]1[/dice]
Max strolls into the quartermaster's office. "Beckwith, you magnificent son of a gun. How have you been? You're a sight for sore eyes. Scrounging for eclips and scraps of food in the wilderness makes you appreciate some of the comforts of home." He shakes hands with the excited fellow. "Listen, it looks like we've been assigned again. Gonna be a rough one. Might need a little extra...kick over the edge, you know what I mean?" Max scans the walls and datapads.
"Oooh, there she is." He points to an NG-E4A heavy plasma ejector. "I'm not always around Nadine, and sometimes, you know...I guess I just feel like I'm chasing Cantrell in firepower. Now something like that...that'll help me keep up with the Top Dog, you know what I'm sayin'?" Beckwith does his best to lug the monster weapon to the counter, but just can't quite get it there. "Lemme help out. No worries." Max, with the benefit of his enchanted armor, whips the behemoth up and over, setting it gingerly on the counter. "Oh, yeah, baby. She's a beauty. Maybe a few eclips to go with, that sort of thing? OH! Hey, I heard they got some new tactical overcoats shipped in. I know they were spec'ed out for one of the other SETs, but..." Beckwith beats him to the punch. "Got one just for you, Max!"
Max spends a few minutes in smalltalk and jokes with Beckwith, donning the duster and rigging some eclips to the various carry points. Finally, he bids his goodbyes and exits, lugging a shiny new plasma ejector with him. He drops the new acquisition inside Nadine, then makes for the Northern Gun rep. After some cajoling and laughs, Max settles on an NG-IP7 and a whole mess of grenades. "These...well, these are gonna do just fine. Thanks!"
New Toys
Max requisitioned the heavy plasma ejector from Beckwith
Claimed the LG6 from the 13th Loot Stash with the extra 4 AP
Purchased an NG-IP7 Ion Pulse Rifle for 20,000 credits
Purchased:
20 AP grenades - 14,000
20 frag grenades - 11,000
20 HE grenades - 15,000
10 plasma grenades - 18,000
Total spending: 78,000
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (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: none
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
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PandionKnight
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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by PandionKnight »

WD Persuasion
[dice]0[/dice]

Unskilled Persuasion
[dice]1[/dice]

Pandion strolls into the quartermaster’s domain and eyes-up all the goodies. Lots of things are tempting,but let’s be practical. What don’t I already have (that’s most things) and what can I carry and utilise in the field? ”Can I get me of those NG57 Heavy Ion Blasters?
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Cantrell
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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Cantrell »

Persuasion 6, Repair 15
Persuasion [dice]0[/dice]
Wild [dice]1[/dice]

Repair to install [dice]2[/dice]
Wild [dice]3[/dice]
Benny for Extra Effort + Elan [dice]4[/dice] Ace! [dice]5[/dice]
"Hoy, Beckwith. Command been treating you okay? Not nickle and diming you for tube of plasteel bonding glue?" Cantrell says as she strolls into the armory.

"Can't complain, Sergeant -- oh, someone's got a new promotion, I see," the quartermaster says, grinning and throwing up a playful salute.

Cantrell had shared a couple of pitchers of beer with the quartermaster during her last visit to the Castle, when she'd been healing up after cybersurgery. They'd bonded -- he used to run with a mercenary squad that did some work for (and against) the Coalition, and she'd helped him run a couple of problems up the chain of command, avoiding a nit-picking supervisor.

"Eh, I think they just felt guilty for sticking me with a bunch of pickpockets and teenage boys," she says. "You think you can get me a box of AP grenades for my rifle and some new e-clips? The ones I've been using are six months old and don't hold a charge like they used to."

Beckwith grabs the requested ammo, then gestures around at the walls festooned with implements of death. "Can I interest you in some new firepower? Explosives? I've got some refurbished power armor in the back."

Cantrell shakes her head. "Nah ... I'm carrying a platoon's worth of gear as it is, plus a couple of magic doodads I picked up along the way ... wait. What's that on the shelf there, next to the Triax pulse rifles. Is that Naruni or something?"

Beckwith grins as he brings over the tubular weapon, which features a gracefully curved drum magazine and trigger mechanism clearly designed for non-human hands.

"No, picked this up from a trader who said he got it on Central. It's an EMP launcher, meant for disabling electronic devices - computers, lasers, powered armor, you name it, this thing fries it, as long as it penetrates the shielding. I've got a couple of loads of ammunition, if you're interested."

Cantrell nods absently, examining the firing mechanism, which incorporates some wiring that looks compatible enough, if oddly configured.

I bet I could take this three-fingered grip-thing off and mount it on a shoulder-gimbal ... patch it into my armor's targeting system, maybe with a voice prompt ...

"Yeah, load it up and I'll do some field-testing for you, let you know how it performs," she says, before heading back to her room to break out her tools.

Alien EMP launcher: Range 24/48/96; 3d6*; ROF 1; AP *; Shots 20; Weight 8 lbs + .25 lbs per grenade; Knocks out electronic devices in MBT; Does nonlethal damage vs. constructs, power armor or shielded devices against base Toughness, no armor. Military and combat grade hardware and electronic devices have a toughness of 8 and sometimes higher if so designed to be resistant against EMP. They become disabled after taking a wound; Has 2 spare loads.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Jude Maverick
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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Jude Maverick »

Notice 3
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

“Beckwith! How you doing?” Jude asked. He seemed to know everyone that could get him something. “Got anything new?”

“Well, we got these new stylish armored trenches in,” Beckwith said, holding out the black, padded cloth.

Jude shook it out and held it up. “Oh, very nice!” he said, putting it on. “Good fit. Stylish. I’ll definitely take one.”

Jude’s eye fell on something. “Wait, don’t tell me. Is that an actual personal force field! Like in Dune?”

Beckwith chuckled. “Somewhat. Not effective against magic, but otherwise, yeah.” He pulled down the belt with the black emitter box at the back.

“I’ll definitely take that,” Jude said.

“Anything else?”

“Should be good. Next time, come on up and visit. I’ve gotten this great bottle of single malt I need to share.”

“You got it, Maverick!”
Persuasion 34
Persuasion [dice]2[/dice]
Ace [dice]4[/dice]
Wild [dice]3[/dice]
Claimed
Bandito Arms Armored Duster (Patron item)
Personal Force Field (from Sci Fi Companion)

***
Conditions
Parry: 6; Toughness: 13 (4)
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Bennies: 12/6
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
Go to Dweomer for...something.
Stop by Whykin on the way to make a delivery for Black Market Carol.
Get something that belongs to Lord Dunscon.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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