Adventure Two - Tome of Destiny

Adventures of the 3rd SET, The Losers
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Corrigon
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Adventure Two - Tome of Destiny

Post by Corrigon »

With the range of Garnet Town’s radio limited, on the day before of the scheduled contact from Prescott Burch and his team, Sgt Vasquez took his squad out in their ATVs with the operator Adamson in tow to set up a relay half way to boost the signal.

That evening, Lieutenant Nunez sent a communique to the Losers, asking them to come to the command tent, though both Freya and Mica were already there working on converting the tent into a building with integrated services.

“Governor Penny Wise, members of the 3rd SET, I have received word from Sgt Vasquez. Prescott Burch and his team have missed their scheduled contact. They request further instructions, though Sgt Vaquez would like to note that his team isn’t trained for search and rescue efforts."

Nunez flipped a freestanding board to show a map of the area. It was lacking in detail of the areas more than a few miles from town, with several question marks denoting potential locations of settlements or points of interest. In the Ozark region to the southeast, Nunez has marked the co-ordinates of where Prescott Birch’s base camp was supposed to be.

“My apologies Savant, we’re not quite set up for your particular sensitivities. We’re hoping that Specialists Nowel and Kay will be able to come up with something for you.”

Those of you familiar with driving figure that you should be able to get there within 48 hours via vehicle depending on fording a river along the way.
OOC Comments
Presuming that you are going :lol:
It is mid-summer, after all, and game and water are plentiful. Lieutenant Nunez arranges a basic supply pack for each of you containing a week’s worth of dried rations, a bedroll, and a canteen before you leave Garnet Town.

Just as you head out, of the main gate, (which now looks more impressive with a tower and a proper gate), there is a pip of a horn as a heavily laden ATV comes into view. Jasper leans and waves in a friendly manner, though the Borg in the turret glares at the crazies as they pass.

Heading South East, it is an uneventful journey as you pass through fields and lightly forested areas, occasionally finding a trail to follow which allows your vehicles to speed up. On the first night, you are fortunate to find a homestead surrounded by a stockade. It was on Nunez's map and he'd asked you to check in along the way.
The family and workhands are initially wary of you, especially with the amount of weaponry your team possesses. Eventually, Penny, Langdon and Mica are able to convince the people in charge to let them inside, especially when Mica and Freya are able to fix their backup generator. They don't sign up with the Legion, but when they find out about a market day coming up in garnet Town, they agree to come and find out more.

Fording the river, you enter the Ozark region and speed towards the location provided, passing through a forest towards a small hilltop.

Initially, the campsite seems welcoming; a column of smoke rises from the centre and all seems peaceful. However, the smoke is suddenly disturbed by the presence of a towering UAR-1 Enforcer robot striding from north to south, its red-lensed sensors scanning the surrounding forest; soldiers in black spiked armour pace the robot on either flank. The Coalition military has beaten you here.

OOC Comments
Notice
Success - 14 CS troops and the UAR-1 Enforcer can be seen in the campsite area
Raise - the hero can tell the campsite looks as if a larger Coalition force was here recently. There are several humanoid figures lying still near the centre of camp—directly next to the Coalition forces.

No leyline is in the vicinity
It is late afternoon, so visibility is good
what do you plan to do now?
GM bennies 6/8
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Corrigon
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

Also you have not yet been spotted


Team is approximately 200 feet away, the grass is long enough to be able to sneak up. Certainly a headlong charge will be spotted by the UAR-1 Enforcer
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Savant
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Re: Adventure Two - Tome of Destiny

Post by Savant »

OOC Comments
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]
Ace Wild Die running total [dice]2[/dice]

Psionics Divination[dice]3[/dice]
Wild Psionics [dice]4[/dice]
Success = Yes/No answer
Savant turns to Pennywise. "Ma'am, hold just a moment; let me see if we have cause for immediate action, or if perhaps trying to follow them is a better idea." Turning her head upward, she opens her inner sight. "Are there any living D-Bee prisoners in the camp ahead of us?"
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Kidemonas
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Re: Adventure Two - Tome of Destiny

Post by Kidemonas »

Notice 11, Danger Sense Working
Kidemónas Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
  • Today seems to be the day for wild dice to ace [dice]2[/dice]
Looking around Kidemónas takes cover and assumes his human form. "I don't think they saw us. But do you see that? And looks at those marks over there. This is just a little bit of a much larger team." Pointing at the robot and the other Coalition troops. "I don't know if they are like the evil ones that have attacked before we should go kill them. But if they are like that guy from last week maybe we can talk to them. What are we going to do Penny, kill them or talk to them?" The idea of leaving them to mind their own completely not occurring to Kidemónas.
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Savant
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Re: Adventure Two - Tome of Destiny

Post by Savant »

A moment later, Savant shakes her head. "There are, sadly, no lives currently at stake, here. We could, I suppose, leave them to their business, or we can attack and try to capture some for interrogation, or we can attempt to follow their trail to find out where they are going. If we capture one, our best bet is probably for me to read their thoughts. Following the trail of the Robot Walker would be simple enough, though it might mean we have to interrupt them as they perpetrate another action like the one ahead of us."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Penny Wise
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Re: Adventure Two - Tome of Destiny

Post by Penny Wise »

Penny frowned, as she looked through the binoculars. "I don't think the Coalition military is going to want to talk to us, Kide. They're bad news. And I think we're outnumbered, so we might want to wait and see what they're up to before we go charging in." She narrowed her eyes at the deadboys milling around. "Maybe those of you good with a sniper rifle or long-range heavy weapons should pick out a good perch while we figure out what to do."
OOC Comments
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Langdon Steed
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Re: Adventure Two - Tome of Destiny

Post by Langdon Steed »

notice 3 stealth 7
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]

Stealth: [dice]2[/dice]
WILD dye: [dice]3[/dice]
GM wrote:Initially, the campsite seems welcoming; a column of smoke rises from the centre and all seems peaceful. However, the smoke is suddenly disturbed by the presence of a towering UAR-1 Enforcer robot striding from north to south, its red-lensed sensors scanning the surrounding forest; soldiers in black spiked armour pace the robot on either flank. The Coalition military has beaten you here.
Lang gazes at the scene through the scope on his JA-11, eyeing the UAR-1 uneasily. He looks for signs of a recent firefight but his vantage point is poor and he cannot get a good look. Strange that a campfire would be the only thing smoking after a fight with a UAR-1. Something seems off. I better take a closer look.
Savant wrote:"There are, sadly, no lives currently at stake, here."
Penny wrote:"And I think we're outnumbered, so we might want to wait and see what they're up to before we go charging in."
"I agree. If the Legionnaires are already gone there is no point in throwing good money after bad." But I want a closer look anyway. "I'll move up and see if I can get a better look, but be ready to exfiltrate if they see us." Lang moves to scout ahead but abruptly stops and says to Penny, "Uh, with your permission of course, Guv."
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Heracles
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Re: Adventure Two - Tome of Destiny

Post by Heracles »

Heracles listened carefully to what was being laid out for them. He frowned at the thought of a group being missing. He nodded, readily agreeing that they should go check it out despite no one asking him if that was a good idea or anything. He loaded up the gear he had, put on his enhanced armor and climbed on to the vehicle once they were ready to head out.

He smiled at the people they met in the homestead, but kept his teeth behind his lips and didn't speak up too much. He had learned the hard way how people could treat him, and any one of them could be spying for his stepmother. He stayed watch over the vehicle while some of the others helped to fix a generator.

He bristled a bit when he spied the Coalition soldiers and robot. "Grr. More of Hades' foul minions! Shall we vanquish them back to the underworld, my friends?" But then Penny cautioned them against a fight, so he deflated a bit and looked confused. "But...they are minions of Hades, brought forth from the underworld, evil beings. If we leave them, will they not drag others from this world and cause much chaos and trouble?"

He stood a bit straighter, his chest puffed out slightly. "I can be stealthy and scout if you like. I do not get to do so often, but Heracles IS a hunter, after all." He mentioned that he can make himself more stealthy using his Gods-given abilities (ie Boost on the Stealth skill, and/or Deflection with a Stealth trapping).
Notice 6
Notice +2 to total (included in the above total), +2 Olfactory if applicable (not included)
Notice die [dice]0[/dice]
Wild die [dice]1[/dice]
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • 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).
Wounds:

Currently playing in: 3rd Set The Losers
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Ximena
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Re: Adventure Two - Tome of Destiny

Post by Ximena »

Notice 5
Notice [dice]0[/dice]
wild [dice]1[/dice]

Knowledge Common for standard military unit practices [dice]2[/dice]
Wild [dice]3[/dice]
ace [dice]4[/dice]
Total: 12
Mica looks over the situation and considers, "Outnumbered, yes. Outgunned, questionable. However the bigger issue would be as an organized military force. the can easily radio for backup if trouble shows up and likely that is standard operating practice."
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Penny Wise
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Re: Adventure Two - Tome of Destiny

Post by Penny Wise »

"Permission granted to scout ahead. Good hunting and stay low." Penny turned to Mica, nodding. "Exactly my thoughts. A dozen can turn into another two dozen with them. Do you have any way of jamming their transmissions? Or making sure that we can take them out faster than they can get off a distress beacon?"
OOC Comments
Notice: [dice]0[/dice]
Ace Die: [dice]2[/dice]
Wild Die: [dice]1[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Heracles
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Re: Adventure Two - Tome of Destiny

Post by Heracles »

Heracles grinned widely and gave a quick salute to Pennywise, "Thank you!" He gave his fellow Crazy a comradely light arm slap before turning and heading towards the Coalition forces. He stalked forward at a quiet jog to start with until he got a bit closer. Then he stopped and concentrated for a moment, psionically calling upon Apollo's grace to dim the light around him. He slowed way down after that, moving more quietly and carefully as he moved towards the Minions of Hades.
Notice 5
Notice +2 to total (included in the above total), +2 Olfactory if applicable (not included)
Notice die [dice]0[/dice]
Wild die [dice]1[/dice]
Deflection 6
Darkness (Stealth) trapping, boosting Stealth die.
Psionics die [dice]2[/dice]
Wild die [dice]3[/dice]
Stealth 14
Stealth die [dice]4[/dice]
Stealth die ace [dice]6[/dice]
Wild die [dice]5[/dice]
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • 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).
Wounds:

Currently playing in: 3rd Set The Losers
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Corrigon
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

Langdon and Heracles are stealthy like ninjas as they crawl through the grass up close to the camp and the Coalition troops. Though a few of the troops look in their direction, they manage to avoid detection. As they get close, one of the black-armored guards removes his helmet to wipe a sweaty brow. The helmet’s commlink crackles with static, then a firm male voice speaks over the line:

“Patrol Alpha, status?”

The Coalition soldier taps a key to respond.
“No sign of trouble so far, sir.”

The voice on the other end sounds pleased.
“Good. Remain there to eliminate any Legion that come looking for their missing people. Use the journal for bait. The remainder of the company will find and eliminate this Dragon and send the book back to Chi-Town. Cross out.”

“The lieutenant is a bit paranoid, isn’t he?” mutters the Coalition soldier as he moves to put his helmet back on.

Meanwhile back in the woods, the other five members of the team debate what their next course of action should be. Penny asks the team to find a way to jam the Coalition radio signals to prevent any reinforcements

Mica and Freya put their heads together to ascertain how
OOC Comments
Roll an appropriate Knowledge skill such as computers or engineering to come up with an appropriate method

Repair roll at -2 and Macguyver to modify the communications system on either of the ATVs or Mica's bike/Battloid

or Technowizardy to create a device to do so
Kidemonas curls up waiting to be called on to be his amazing self, certain that nobody else would be able to do what he could.

Stood near the edge of the woods, Savant cannot sense anybody else in the vicinity with her radar sense.
GM bennies 6/8
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Ximena
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Re: Adventure Two - Tome of Destiny

Post by Ximena »

Corrigon wrote: Mica and Freya put their heads together to ascertain how
OOC Comments
Roll an appropriate Knowledge skill such as computers or engineering to come up with an appropriate method

Repair roll at -2 and Macguyver to modify the communications system on either of the ATVs or Mica's bike/Battloid

or Technowizardy to create a device to do so
Notice 8 Knowledge Electronics 10
on review of the cyclone, I found the sensor suite system provides me a +2 to notice checks. doh.

notice[dice]0[/dice]
wild[dice]1[/dice]


I actually think knowledge electronics is the appropriate skill for this. I have a +1 modifier but I lack macygver myself.
knowledge electronics[dice]2[/dice]
wild[dice]3[/dice]
ace [dice]4[/dice]
rolled 6 + 3 ace die, +1 for a total of 10, making it a raise
Mica turns to Freya, "if we can transmit on the same frequency and modulation as they are using, we can jam the communications with a powerful enough system. Let me see if I can figure out what they are using. The issue being, they make have a backup frequency. Alternately, we can do a broader spectrum and knock out everyone's communications. If we could make it sound natural, like a leyline it would be better. It could also put them on high alert if they think there is a rift opening though. The transmitter would be better to be more remote to this location." Mica starts scanning for what the CS are using.
Last edited by Ximena on Thu Dec 28, 2017 8:56 am, edited 1 time in total.
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Heracles
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Re: Adventure Two - Tome of Destiny

Post by Heracles »

Heracles stopped moving as the patrol of Underworld Minions came within range. He was tucked in to bush, crouching down to not be seen. He opened the faceplate of his armor's helmet and gave the air a sniff to see if the patrol had any psionic users with them, like Dog Boys or Psi-Stalkers. His eyes narrowed as he looked over the group. While he could likely take them out, as he was the mighty Heracles, it would not be a quiet affair and would definitely draw the ire of the rest of the Minions.

He sucked in a breath as he listened to what the radio transmission and conversation entailed. He suppressed a growl as he realized what it meant for certain. He closed the helmet once more and very quietly radioed back to the team. "Pennywise, it appears that the Minions of Hades are indeed responsible for the missing team, and are in fact after the same book we are I believe."
Notice 13 or 15 for psychic sense
Notice +2 (included above), +2 Olfactory if there are any psychics since he is checking for them as well as looking around.
Notice die [dice]0[/dice]
Wild die [dice]1[/dice]
Wild die ace [dice]2[/dice]
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • 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).
Wounds:

Currently playing in: 3rd Set The Losers
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Penny Wise
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Re: Adventure Two - Tome of Destiny

Post by Penny Wise »

"That's not good. As allergic as the CS are to magic, I don't want them to pick today to decide to start studying. And a book like that shouldn't be burnt on general principle - or worse, traded on the black market in exchange for God knows what." She turned to Mica and Freya. "Okay, soon as you're ready to jam frequencies, I think it might be a good idea to quietly grab Patrol Alpha down there and separate them from the rest of the group without killing them. The fewer we have to fight, the better - and we can interrogate them, perhaps, figure out what they know."
OOC Comments
Notice: [dice]0[/dice]
Ace Die: [dice]2[/dice]
Wild Die: [dice]1[/dice]
Ace Wild Die: [dice]3[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Corrigon
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

With a little bit of engineering knowhow, Mica is able to ascertain what frequency the Coalition forces are using and is able to crack their code. Listening in, the Deadboys are reporting in regularly with each other, but currently there is very little long distance communication. The troops here are out of a limb away from the main Coalition bases.

Mica will be able to jam their frequency for a few minutes or be able to spam their frequency with a false communication.

Whilst the Coalition troops are slightly spread out, with a few of the troops in the grass, they keep in sight lines of each other. Capturing the Sergeant would be very difficult without somebody noticing.
Langdon and Heracles hear this up close; Mica picks this up over the communication channel.

“What do you want us to do with the remaining journal entries Sergeant?”

"Bag it and tag it later boys if nobody arrives for these Dbee lovers. Leave the bodies for the crows. They deserve no less.”
OOC Comments
Notice – raise (if you have something appropriate for you to be able to see/sense this)
There is a book resting on a table near the fire.

There are the UAR-1 Enforcer and 14 Deadboys present. Heracles can sense that there are no Psi Stalkers or Dog Boys in the area.
GM bennies 6/8
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Ximena
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Re: Adventure Two - Tome of Destiny

Post by Ximena »

Notice 11
notice roll +2 from sensor suite
Notice[dice]0[/dice]
Wild [dice]1[/dice]
ace [dice]2[/dice]
Mica turns to Penny, "I got their frequency. actually I even cracked their codes. They are just chattering with themselves right now. so no long range communication. I can jam them but we need to hit them when I do. The robot is gonna make it tough. If only I had an Alpha. We need a plan of attack."

Mica hears the radio chatter about the Journal. "Journal?" She scans the area with her sensors. "On the table."
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Heracles
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Re: Adventure Two - Tome of Destiny

Post by Heracles »

Heracles looked around quietly as he stealthily stayed a little distance from the Coalition troops but close enough to see spy things. His eyes slowly tracked across them all, looking for a weak link, more tactical information, anything that could be useful.

"Pennywise, they have no psychics or Dog boys among them that I can smell." Suddenly he stopped and his eyes slid back a bit to where they had just passed over. His head tilted to the side. "I see the book, actually. Also, they mentioned 'D-Bee lovers' and leaving the bodies for the crows. Are we ready to meet them in combat now?"
Notice 24
+2 to total (included in the above number), +2 if olfactory comes in to play.
Notice die [dice]0[/dice]; Notice die ace [dice]2[/dice]; Notice die ace [dice]4[/dice]
Wild die [dice]1[/dice]; Wild die ace [dice]3[/dice]
Last edited by Heracles on Fri Jan 05, 2018 10:06 am, edited 1 time in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • 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).
Wounds:

Currently playing in: 3rd Set The Losers
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Freya Kay
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Re: Adventure Two - Tome of Destiny

Post by Freya Kay »

Freya, her face pale after hearing of their dead companions, volunteers herself to go fetch the book.
"With my SEP Field Generator I can go and get the book without being detected."
OOC Comments
It gives her True Invisibility, so she can't be detected by any means.
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Kidemonas
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Re: Adventure Two - Tome of Destiny

Post by Kidemonas »

Looking distracted with most of his focus on the UAR1 Kidemónas looks at Freya, what book? Then looking around to where indicated he feels conflicted and torn. He loves magic and thinks it makes the best kind of treasure. But then again he really wants to destroy that evil robot. "Oh, yeah we should grab that book I guess. If you want I could get it, dragons are very stealthy." Plotting in his mind that he would use the invisibility to get close to that robot and destroy it before he would actually get the book. But we would still have the book. Everyone wins...
He is however terrible at concealing his inner thought and everyone can tell that he would definitely kill the robot if turned invisible by Freya.
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Savant
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Re: Adventure Two - Tome of Destiny

Post by Savant »

Savant turns her eyeless face towards Kidemonas. "You may be stealthy, my good friend, but the robot's sensors will likely be able to pierce the veil you come up with. I believe that our chief engineer is more able to utilize her devices, able to conceal herself most fully from even the corrupt technology of the Coalition. Let her secure the prize, first, and then perhaps we can discuss the possibility of avenging the fallen." She pauses. "Or we could depart, and wait for them to, inevitably, seek us out. Then we can slaughter them all in self-defense. I believe that is considered acceptable."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Penny Wise
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Re: Adventure Two - Tome of Destiny

Post by Penny Wise »

Penny shook her head gently at Heracles. "Fighting is valiant, but fighting when there's this much risk is dangerous. We'll get them another day - or, if things go wrong, this one."

She turned to Mica, smiling. "Thanks, that'll be a big help in the event that we're spotted and have to fight." She finally turned to Freya, nodding. "Heracles says no sniffers, so a magical option should work. Secure the journal. If things go wrong, well: that's why we staked out good perches and fields of fire."
OOC Comments
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace Wild Die: [dice]2[/dice]
Ace Ace Wild Die: [dice]3[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Langdon Steed
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Re: Adventure Two - Tome of Destiny

Post by Langdon Steed »

notice 3
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]
From his vantage point partially concealed by a boulder on a low rise, Lang keeps a steady eye on the CS squad ahead of him. His professional instincts telling him the CS needs to pay for what they've done to the Legion here and his natural curiosity burning to examine the journals. When Freya mentions going after the journals alone he winces and keys open his comm, ">>I suggest we try to make this a bit easier. If Mica can key me into their radio channel, I can broadcast a distress message to try and draw some of them away - split them up. Even if they all take the bait and move out with the journals, the UAR-1 should quickly outpace the grunts. When it does, we can hit them from rear, take the book, and bug out before the UAR-1 catches on, or take it out after we wipe out the grunts.<<"
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Freya Kay
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Re: Adventure Two - Tome of Destiny

Post by Freya Kay »

Freya nods, somewhat afraid of the mission in front of her, and prepares to go fetch the book.
She uses her SEP Field Generator to become as invisible as she can fathom, and moves quickly to get the book. She runs there, and back to the group, after retrieving the book.
OOC Comments
SEP Field Generator (TW)
True Invisibility - Power Points: 10; Range: Self; Duration: 3 (1/round)
Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at -8.
True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a - 4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is the final arbiter of this power’s ultimate limits.

In case she needs to roll:
Techno-Wizardry: [dice]0[/dice]
Wild Die: [dice]1[/dice]
In case a Notice Check is needed:
Notice: [dice]2[/dice] (+2 if sight based)
Wild Die: [dice]3[/dice]
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Ximena
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Re: Adventure Two - Tome of Destiny

Post by Ximena »

notice 6
Notice [dice]0[/dice]
Wild [dice]1[/dice]
"Alright, here is the codes." Mica transmits the codes to Langdon. She prepares her cyclone for combat as Freya gets ready to head in. She also is ready to set off the radio jamming as well if the team needs it.
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Kidemonas
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Re: Adventure Two - Tome of Destiny

Post by Kidemonas »

Notice 23, Danger Sense
Kidemónas Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice] Ace [dice]2[/dice] Ace Aced [dice]3[/dice] Ace's Ace Aced [dice]4[/dice]

Stealth if Needed to get Close
Stealth [dice]5[/dice]
Stealth Wild [dice]6[/dice]
Kidemónas is primed and ready to jump, watching for any twitch or sign. If he sees any sign that Freya is spotted or in danger he will charge the Robot to distract it long enough for her to escape, or as he sees it maybe even destroy the thing before they call him off.
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Heracles
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Re: Adventure Two - Tome of Destiny

Post by Heracles »

Heracles grumbles silently at having to wait and try for a stealth plan, one in which he is not involved in as well, but he does recognize the quality and usefulness of the great invisibility spell that Freya can use. Once the decision is made, he makes accepts it. He quietly moves in to position, somewhat near the Enforcer, but as close as he can get (or at least line of sight on) to the book in case something happens and Freya is noticed, or - if going with Langdon's plan - they don't take the bait and things go Heraways (read: sideways). He pulls out his chain longsword, wishing for the much-quieter vibrosword but wanting something with more power.
OOC Plan
Moving to within 14' of the Enforcer if possible (and the book if possible). Going on hold, essentially, to multi-action cast a psionic power, move and attack.

If he can't get that close, then he will get as close as he can and pull out his laser rifle, going on hold to shoot.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • 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).
Wounds:

Currently playing in: 3rd Set The Losers
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Savant
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Re: Adventure Two - Tome of Destiny

Post by Savant »

OOC Comments
Ignore the earlier version of this post; I'd lost track of folks' positions. Savant isn't going to try to be sneaky, as she's no good at it.
Savant draws her vibrosword, crouching down and ready to sprint towards the Coalition troops as soon as trouble starts.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Corrigon
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

As Langdon and Heracles lay hidden, hunkered down in the swaying grass, they are able to avoid detection by the Coalition troops, though some of them do come perilously close to your position. A particularly annoying blade of grass tickles Heracles’ sensitive nose and threatens to make him sneeze, but he manages not to.
Both ready themselves in case they need to assist Freya and lay down covering fire or leap into against the UAR-1 Enforcer.
OOC Comments
Knock off a couple more turns of maintenance cost for any spells/psionics being maintained as the initial duration will have expired.
Using her TW device to cast invisibility, Freya is able to make her way through the grass completely hidden from sight. Unfortunately, her journey was not without incident as the UAR-1 Enforcer did a sudden about turn, its giant metal foot missing her by centimetres, leaving her a little rattled until the giant robot continued on its way.

Moving up into the camp, it is obvious that the bodies glimpsed earlier are the corpses of people in Tomorrow Legion gear. There is a slight feel of ozone in the air as she realises that it was the smell from the dead bodies. The Coalition forces look to have smashed or looted all Tomorrow Legion gear except for Prescott’s journal. This notebook is very obvious, placed on the remnants of a camp table by the firepit (no Notice roll required to find it). There are grimy, blunt fingerprints on the cover that suggest the Coalition soldiers have read through it already.


Taking a moment to compose herself and not be sick, she is able to grab the book unseen and as she places it in her coveralls, it disappears from sight as well.
On her way back, one of the troops notices some of the grass being moved slightly and heads over to investigate. Luckily he is unable to see her and cannot find her, though the barrel of the rifle almost brushes against her.

Back in the woods, Freya is able to drop the spell and show those present the journal. As you quickly read the journal, you find many pages torn out. The remaining entry, explains Prescott’s research on the Meganomicon and where he believes the book is now.
Now you have the journal, you know where you need to go next—the Valley of Mist in the Magic Zone.
The only complication is that the Coalition military is clearly after the same prize and currently there is a force between you and the path eastwards.

There is a commotion over at the campsite that Langdon and Heracles are able to see as several troops suddenly converging on the campsite and tearing the place apart as they searched through it.
Mica is able to overhear on the Coalition radio chatter.

“Dammit, the journal is gone. Something must have come in and taken it. Spread out and find them. Take the UAR-1 and sweep those woods. If need be, spray it with the rail gun.”

The noise from the campsite rouses Kidemonas from his slumber; perhaps now there was something of interest that would require his magnificent personage.
OOC Comments
Now you can do this as a fight, try to sneak away without them noticing, but bearing in mind that you have three vehicles with heat signatures that the UAR-1 can detect, a chase sequence to escape them or come up with a distraction to delay their hunt for you.
Heracles and Langdon are currently partway between the woods and the campsite and will require some time to get back to the group, unless they want to be spotted.
Attachments
journal TOD.png
GM bennies 6/8
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Savant
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Re: Adventure Two - Tome of Destiny

Post by Savant »

As the troops begin to mobilize, Savant turns her painted face towards Penny. "It would appear that the stealth option is no longer viable. If you are willing, mighty Kidemonas can bear me forward into battle, and you can signal Freya to use her force fields to provide us with some protection until we can engage the soldiers."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Freya Kay
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Re: Adventure Two - Tome of Destiny

Post by Freya Kay »

Freya, pale-faced and eyes widen with alarm, nods.
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Kidemonas
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Re: Adventure Two - Tome of Destiny

Post by Kidemonas »

Kidemonas tenses with excitement at mention of the plan from Savant. "An excellent plan. Let's do it." Looking at Penny he gives the impression he is going to leap before she even finishes her answer.
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Savant
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Re: Adventure Two - Tome of Destiny

Post by Savant »

Savant clambers aboard the dragon, drawing her sword, and waits for the go sign.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Langdon Steed
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Re: Adventure Two - Tome of Destiny

Post by Langdon Steed »

K-common 7 notice 3
Common Knowledge: [dice]0[/dice]
WILD dye: [dice]1[/dice]

Notice: [dice]2[/dice]
WILD dye: [dice]3[/dice]
Mica wrote:"Alright, here is the codes."
Langdon uses the codes to give his radio access to the CS channel.
GM wrote:There is a commotion over at the campsite that Langdon and Heracles are able to see as several troops suddenly converging on the campsite and tearing the place apart as they searched through it.
Damn, she's quick! Too late for a phony distress call. No way they fall for that now.
Over the 3rd SET channel he announces: ">>Looks like they've noticed the book is gone. I think things are going to get hot real soon.<<"
Lang momentarily laments he won't get to use Mica's code but then he gets an idea. ">>Heads up - don't attack the CS guy with the white striped helmet. That's me."<<
Spellcasting 7 PP spent 3
Spellcasting: [dice]4[/dice]
WILD dye: [dice]5[/dice]

Disguise spell to make him look like the CS soldiers present, except for white striped helmet
Duration: 10 minutes (1/10minutes)
Effect: It requires a Notice roll at –2 to see through disguise if someone is familiar with the specific person mimicked; the penalty increases to –4 with a raise. If unfamiliar, the penalties are –4 and –6 respectively
A shimmering illusion falls over Lang's armor and equipment, turning him into a doppleganger of the CS soldiers but with a white striped helmet. He readies his rifle and waits for the call.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Re: Adventure Two - Tome of Destiny

Post by Penny Wise »

Penny nods slowly. "Okay. It looks like there's no way out - they'll track our heat signatures. Steer clear of that gun, Kide - you're tough, but I feel it's got to be tougher. Freya, force fields are good, and Kide, Savant, that's as good a plan as any. The rest of you, if any of you need a lift or shelter, this ATV can hopefully take a hit." She readied her Triax rifle, flipping off the safety and letting the eclip counter light all the way up. "Good hunting."
OOC Comments
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]

And Penny will play the card that will cause the UAR-1's main gun to suffer a malfunction.
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Re: Adventure Two - Tome of Destiny

Post by Freya Kay »

Freya nods to Penny and erects her TW Portable Force Field Projector in such a way it blocks as many attacks from the enforcer as possible while letting her team attack it.
Techno-Wizardry: 21 (Nice! Does she gains anything because of the 4 raises?)
OOC Comments
Roll (+2 Machine Maestro): [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace!: [dice]2[/dice]
Ace!: [dice]3[/dice]
Uses the Stalwart Walls option, so cost is 2 PPE per 1" section. How many sections does she need?
Barrier - Rank: Seasoned; Power Points: 1/section; Range: Smarts; Duration: 3 (1 per section, per round); Trapping: Force.
Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent. It has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. It is very thin. The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first.
Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. They are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may not climb the barrier.
Stalwart Walls - Power Points: 2/section; Range: Smarts × 2; Duration: 3 (1 per section, per round)
In addition to the base 10 Toughness of barrier, this Mega Power adds 12 M.D.C. Armor to each summoned section.
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Re: Adventure Two - Tome of Destiny

Post by Ximena »

notice 10 stealth 9
Notice [dice]0[/dice]
Wild [dice]1[/dice]
wild ace [dice]4[/dice]

Stealth [dice]2[/dice]
wild [dice]3[/dice]
wild ace [dice]5[/dice]
Mica sets herself up in a stealthy position. She places her Gallent H-90 so she can switch to it quickly but readies her RL-6 first. "Any preferences on a priority target?"
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Re: initiative

Post by Corrigon »

Tome of Destiny

Langdon [dice]6[/dice] Black Joker
Freya [dice]4[/dice] 10D
Savant [dice]0[/dice] 9D
Kidemonas [dice]1[/dice] 8S
Heracles [dice]5[/dice] 8H

UAR- 1 [dice]7[/dice] 7S

Mica [dice]3[/dice] 7D

Coalition Grunts [dice]8[/dice] 4h

Penny [dice]2[/dice] 2S
GM bennies 6/8
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Re: Adventure Two - Tome of Destiny

Post by Freya Kay »

On her turn, Freya will try to activate her PROFP.
OOC Comments
Prime Oscillation Field Producer (TW)
Intangibility - Rank: Heroic; Power Points: 5; Range: Touch; Duration: 3 (2/round); Trappings: Ghost form of sorts.
With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items. The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.
Techno-Wizardry: 7 (Simple Success)
OOC Comments
Roll: [dice]0[/dice]
Wild Die: [dice]1[/dice]
She becomes translucent and moves "out-of-sync" with the rest of the reality, having "oscillated" into a parallel (but close) dimension.
OOC Comments
Added a benny for Langdon's Joker.
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Re: Adventure Two - Tome of Destiny

Post by Langdon Steed »

K-common 8 notice 6
Common Knowledge: [dice]0[/dice]
WILD dye: [dice]1[/dice]

Notice: [dice]2[/dice]
WILD dye: [dice]3[/dice]
stealth 21
Stealth: [dice]4[/dice]
-ACE: [dice]10[/dice]
-2nd ACE: [dice]14[/dice]
-3rd ACE: [dice]15[/dice]
WILD dye: [dice]5[/dice]
Langdon draws a bead on the Deadboy with the fanciest helmet as they begin to spread out and search for the book - and him. He draws in a slow steady breath.
Penny wrote:"Good hunting."
">>Roger that, Guv'nor.<<" Lang lines up the CS soldier he thinks is in command.

He then switches his comm to the CS channel using Mica's codes and announces in a loud mockery of military speak to the CS squad:
">>Breaker breaker One-nine, I got a dingleberry in my sights. Permission to fire sir? Permission granted, soldier! Aye-aye, sir!<<"
Taunt 4
Taunt: [dice]8[/dice]
WILD dye: [dice]9[/dice]
Lang pulls the trigger on his JA-11.
shooting 8+2 if taunt succeeds Damage 12+4 if shooting roll is a raise 2AP
Shooting: [dice]6[/dice]
EXTRA EFFORT: [dice]11[/dice]
WILD dye: [dice]7[/dice]

Damage +2 for joker: [dice]12[/dice]
WILD dye: [dice]13[/dice]
bonus damage for shooting raise: [dice]16[/dice]

summary
- taunt the CS squad over their own radio channel (Smarts roll to beat my 4 in Test of Wills)
- shoot at whoever Lang thinks is the leader with a regular non MD shot
- MAP negated by +2 bonus for joker
- added a benny for the joker and used it for Extra Effort roll
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Re: Adventure Two - Tome of Destiny

Post by Savant »

Of course, during this opening, Savant is just hitchhiking on Kidemonas. She doesn't want to have to pause to switch out to the sword once they get in close, so she's not bothering to shoot right now. Of course, that means she doesn't have to Lose It quite yet, either...

Instead, she speaks in a conversational tone--not loud enough to be heard by the ground troops, but quite possibly able to be picked up by the sensors on the technological behemoth that lies ahead of them.

"Quickly, my friend--we must hold their attention while Claudius takes the book south!"

Hopefully, that will distract the pilot of the UAR-1 for just a moment.

And THEN she chooses to let go of all this talky-talky thing and live in the chaos of the moment, Losing It with a howling challenge to the enemy.
Notice 23 Smarts Trick 8 UAR pilot
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]
ACE running total [dice]4[/dice]
ACE running total [dice]5[/dice]
ACE running total [dice]7[/dice]

Savant trying a Smarts Trick on the UAR-1 Pilot. -2 for being an Altaran Warrior Woman, but +2 for being a Tricky/Dirty Fighter.
Smarts Trick [dice]2[/dice]
ACE running total [dice]6[/dice]
Wild Smarts [dice]3[/dice]

Losing it as a Free Action after the Trick attempt.

She could've done more with Split the Seconds, but honestly, this is about it for her when not in melee.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Re: Adventure Two - Tome of Destiny

Post by Kidemonas »

Notice 5
Kidemónas Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Boost Fighting on self and Savant 6
Kidemónas Spellcasting Roll: [dice]2[/dice]
Wild Die: [dice]3[/dice]
Kidemónas charges as soon as given the okay, calling in his arcane power he infuses Savant and himself with the power of his ancestors. With a powerful roar he draws all attention to himself and away from Freya.
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Re: Adventure Two - Tome of Destiny

Post by Heracles »

Heracles focused his thoughts and silently sent a prayer up to his father and to Apollo to bless him, guide his arm true, and lighten his feet. He then grinned fiercely, opened his eyes and sprinted forth from his hiding place. He let out a mighty roar just as he swung his vibro-sword at the large robot as hard as he could. "HAVE AT THEE, MURDEROUS MISCREANT!" He let out a howl.
OOC Stuff
Keeping Deflection running (-1 ISP).

Split the Seconds gives 2 actions.

1st Action - casting Boost Fighting: Boost die [dice]0[/dice], Wild die [dice]1[/dice].
-spending 2 ISP for a +1 to total.

Losing It as a free action (Parry is reduced by 2 but add +2 to all Fighting, Strength, melee damage rolls, and Toughness)

Moving towards the UAR-1 (with a +2 Pace due to Jazz trapping on Boost).

2nd Action - Attacking with Vibro-Sword (+2 to total): [dice]2[/dice], Wild die [dice]3[/dice]

Damage (+4 to total): Strength die [dice]4[/dice], Sword die [dice]5[/dice], maybe Raise die [dice]6[/dice], Raise Ace (if applicable) [dice]7[/dice], Raise Ace 2 (if applicable) [dice]8[/dice].

Critical Hit Table roll (if applicable): [dice]9[/dice]
Last edited by Heracles on Sun Jan 21, 2018 4:19 pm, edited 1 time in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • 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).
Wounds:

Currently playing in: 3rd Set The Losers
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Re: Adventure Two - Tome of Destiny

Post by Penny Wise »

OOC Comments
If needed, here is an attack roll from Penny if she has a moment to pop the lid of the ATV and fire with her rifle:

Shooting roll (add +2 from firing a three-round burst) [dice]0[/dice]
Wild Die: [dice]1[/dice]

Damage: (add +2 from firing a three-round burst) [dice]2[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

Langdon
OOC Comments
MAP and Joker cancel each other out
[dice]0[/dice]
Damage exceeds his toughness and is a minion, dropping to the floor
"Who said that," the Sergeant called out just before Langdon opened fire and put a laser bolt into his side, putting a hole in his armour as he collapsed to the floor.

Freya activated her device and suddenly (TBD) barriers appeared just in front of Langdon between the Squad and most of the troops, leaving Heracles trapped on the other side.
OOC Comments
It was either barriers or intangibility.
You can't climb over the barriers
Savant rode on Kidemonas' back as the Dragon charged forward, speaking loudly enough hoping that the Pilot would be tricked by her plan. However, the pilot of the UAR-1 Enforcer was far more experienced than Savant thought and was not fooled. Kidemonas
OOC Comments
[dice]1[/dice]
Ace [dice]2[/dice]
[dice]3[/dice]
Heracles leaped out of the grass, charging forward, focused on the UAR-1 Enforcer, easily reaching it at high speed before the grunts are able to respond. Given his abilities, he was easily able to strike the giant robot and with great ferociousness, he sliced into the leg and to everyone's surprise, he caught a weak point as his blow kept going. With a resounding crash, the suddenly one-legged robot collapsed to the floor, sparks and small flames emitting from the damaged area. It was a blow worthy of Heracles himself; perhaps there is more to his claims than his squad believed.
OOC Comments
35 damage AP 4 is enough to take down a minion UAR-1 Enforcer as I checked the size difference made it easier for you to hit him enough for you to get a raise
However, 13 CS troops stood nearby, now acutely aware that Heracles was there.

Mica up next
OOC Comments
There are barriers between you and the CS troops. One CS troop in on this side of the barrier.

UAR-1 Parry 6, Toughness 33(15) Size 6 -shaken and 1 wound
Troops Parry 5 Toughness 13(6) minion
Smarts are d6, so any tricks feel free to roll that for them to determine if you are successful
GM bennies 6/8
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Re: Adventure Two - Tome of Destiny

Post by Ximena »

Notice 16 Shooting 18
Notice [dice]0[/dice]
ace [dice]4[/dice]
Wild [dice]1[/dice]
notice note: +2 to notice roll from HUD

16 on my notice roll, need to confirm if I can detect the barrier. and if any of the CS troopers are grouped together.
I have two options I am thinking of. shoot a rocket over the wall and hit a group or completely destroy the CS troop on our side as a distraction from Herc.


Shooting [dice]2[/dice]
Wild [dice]3[/dice]
Wild Ace [dice]5[/dice]
wild ace [dice]6[/dice]

Aiming shot, +2 bonus
shooting note: CVR-3 helmet has exceptional targeting system providing +2 to shooting rolls.

RL-6 Range: 100/200/400
medium range, TN 4+2=6
shooting 18 - 6 = 12, 3 raises

RL-6 DMG 4d6 AP 11 + 3d6 for raises

[dice]7[/dice] + [dice]8[/dice]
ace [dice]9[/dice]
ace on raise die [dice]10[/dice]
ace [dice]11[/dice]
ace [dice]12[/dice]

damage total 48 Mega Damage, SBT, AP 11 versus Toughness 13 (6)
AP 11 removes 6 from toughness due to armor being ignored, so toughness 7.
41 damage left. so 10 hits. 9 wounds.
Shooting 18 to hit TN 6 for medium range. 3 Raises. Total Damage 48 AP 11. Toughness accounting for AP, 7. Final damage 41

Mica takes a steady aim on the closest CS Trooper, assisted by her enhanced targeting system. She lets loose a rocket from her RL-6 and it flies 150 feet to aim strike the CS trooper true. Hopefully this will distract the other CS troopers from Heracles.
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Re: Adventure Two - Tome of Destiny

Post by Langdon Steed »

Lang grins as the CS sergeant falls to the ground with a smoking hole blasted out of his side. He starts to line up the next one when Freya's shield suddenly shimmers into existence in front of him, blocking his shot.
Uh, well that's an interesting tactic..

On the 3rd SET comm: ">>Freya, we really need to work on your shield placement choices at some point.<<"
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

WIP - will finish this evening
Time - Daytime
Visibility - excellent
No Leyline nearby
Completely not expecting the sudden assault from a Dogboy Crazy intent on tearing it to pieces, the giant robot collapsed as the leg was savagely cut from its body, collapsing to the floor. Having been knocked to the ground, the UAR-1 was able to shakily push itself to a sitting position, as it swatted at Heracles, whilst the gunner tried to open fire on Kidemonas with the Rail Gun, instead striking the barrier at several points as it rose up, tearing through it
OOC Comments
Fighting [dice]0[/dice]
[dice]18[/dice]
[dice]1[/dice]


Shooting [dice]2[/dice]
damage [dice]3[/dice] damage [dice]4[/dice] damage [dice]5[/dice] AP18

Mica's rocket struck true as the poor hapless CS Trooper disappeared in the resulting explosion, torn into a million pieces by the sheer explosive power of the rocket, combined with the fragmentation grenades held on his person. Over the next few seconds, bits of the trooper rained down in the area, a piece landing right by Langdon's foot, possibly part of his intestines.
OOC Comments
very very dead. So not surviving a hit of 48 MDC, plus three fragmentation grenades. Not a lot left to identify and no equipment left from that one.
Rocket and trooper = overkill

Heracles remained the only one of the Squad on the other side of the barrier

"Dragon," one of them shouted, spotting Kidemonas incoming

Spotting Langdon with his rifle putting towards their now dead sergeant, the 3 troops near him turn and open fire with their C-12 Heavy Assault Laser Rifles, peppering the area, intent on turning Langdon into swiss cheese. Alas, none of them realised that there was now a barrier, as the blasts struck futilely against the translucent forcefield.

The two near the UAR-1 are surprised as Heracles tore past them and attacked the giant robot, but recovered quickly to turn to fire on Heracles as he stood over the downed UAR-1.
OOC Comments
Trooper 1 [dice]6[/dice] ace [dice]23[/dice]
[dice]7[/dice] [dice]27[/dice]
Trooper 2
[dice]28[/dice] [dice]29[/dice] [dice]30[/dice]


[dice]8[/dice] [dice]9[/dice] [dice]10[/dice] [dice]19[/dice]
[dice]11[/dice] [dice]20[/dice]
[dice]12[/dice] [dice]21[/dice]
[dice]13[/dice] [dice]22[/dice]
forgot no raises against barriers so no effect
Near the other two barriers, the troops back away, moving into cover, whilst one of them at each site throws a fragmentation grenade at the barrier, though with everything going on, their aim is a little wayward, each grenade ending up at the other barrier, exploding but causing no damage against them.
OOC Comments
Barriers go from left to right -
Barrier 4 - Langdon with three troops on the other side,
Where Barrier 3 was- Heracles, 2 troops and the UAR-1 and the dead sergeant
Barrier 2 - 3 troops - 2 troops -2 to hit as in cover
barrier 1 - 4 troops - 3 troops -2 to hit as in cover

3 Troopers fire at Langdon and he is protected by the Barrier.
The others actually realised that there is a barrier and react accordingly, if not that useful a manner

The two barriers furthest away on the other side of the UAR-1 have grenades thrown at them

Throwing [dice]14[/dice]
[dice]15[/dice] vs 22 MDC barrier [dice]24[/dice] [dice]25[/dice] [dice]26[/dice] - just need to calculate where the grenades ended up exactly considering neither actually managed to roll a 4
Throwing [dice]16[/dice]
[dice]17[/dice] vs 22 MDC barrier

When Kidemonas gets in close next turn, the ones at the barrier you land at will have to make a fear test - spirit d6 - let you decide which barrier
GM bennies 6/8
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Re: Adventure Two - Tome of Destiny

Post by Freya Kay »

Langdon Steed wrote:On the 3rd SET comm: ">>Freya, we really need to work on your shield placement choices at some point.<<"
Freya, voice quivering, answer.
">>Sorry, I just want to prevent any of you from getting hurt.<<"
OOC Comments
Taking out 8 PPE from Freya for the 4 section walls. Are all of them still up?
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Re: Adventure Two - Tome of Destiny

Post by Penny Wise »

Still positioned in the ATV, Penny sighted again, and fired off another three-round burst at one of the dead boys not in immediate melee with anyone...
OOC Comments
Shooting: (add +2 for 3RB) [dice]0[/dice]
Wild Die: [dice]1[/dice]

Damage: (add +2 for 3RB) [dice]2[/dice]
Ace die: [dice]3[/dice]
Ace Ace Die: [dice]4[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Langdon Steed
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Re: Adventure Two - Tome of Destiny

Post by Langdon Steed »

GM wrote:Spotting Langdon with his rifle putting towards their now dead sergeant, the 3 troops near him turn and open fire with their C-12 Heavy Assault Laser Rifles, peppering the area, intent on turning Langdon into . Alas, none of them realised that there was now a barrier, as the blasts struck futilely against the translucent forcefield.
Freya wrote:">>Sorry, I just want to prevent any of you from getting hurt.<<"
">>Forget what I said. Well done, you succeeded!<<"
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

With nobody close by, Penny opened up at long range with her rifle, but was unable to hit anything.

Initiative

Mica [dice]4[/dice] AH

CS troops - 12 remaining [dice]8[/dice]KS



Langdon [dice]1[/dice] KH
Heracles [dice]5[/dice] reroll[dice]9[/dice] [dice]10[/dice] QC
Penny [dice]3[/dice] JD
Savant [dice]0[/dice] 7S

UAR-1 Enforcer [dice]7[/dice] 5H

Kidemonas [dice]2[/dice] 5C
Freya [dice]6[/dice] 3D

Mica first
GM bennies 6/8
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Re: Adventure Two - Tome of Destiny

Post by Penny Wise »

Penny cursed under her breath. "Hijo de puta," she muttered as she resighted on another soldier and let off another burst. The familiar zzt-ztt-ztt sound rang out once more...
OOC Comments
Penny shoots once more!
Shooting (+2 from 3RB) [dice]0[/dice]
Ace Die: [dice]3[/dice]
Wild Die: [dice]1[/dice]

Damage (+2 from 3RB) [dice]2[/dice]
Ace Die: [dice]4[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Kidemonas
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Re: Adventure Two - Tome of Destiny

Post by Kidemonas »

Cutting in Line
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice] 6 Clubs
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

You can reroll the 17 as that card is already taken
GM bennies 6/8
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Re: Adventure Two - Tome of Destiny

Post by Ximena »

Notice 5 Shooting 12
Notice [dice]0[/dice]
Wild [dice]1[/dice]

Medium range, TN 6
Aim bonus +2
Targeting System +2 to shooting
Shooting [dice]2[/dice]
Wild [dice]3[/dice]

1 raise
Damage: 4d6 ROF: 1 AP: 11

CS trooper toughness 13(6)
AP 11, reduces toughness to 7

CS trooper #1: total 13 net 6 ([dice]4[/dice] + [dice]5[/dice])
CS trooper #2: total 20 net 13([dice]6[/dice] + [dice]7[/dice])
ACE: [dice]10[/dice]
CS trooper #3: total 17 net 10 [dice]8[/dice] + [dice]9[/dice]
Mica takes aim at the CS troopers shooting at Langdon, plotting the trajectory to go over the barrier and hit them. She lets another rocket fly and it hits it's mark with another explosion.
Last edited by Ximena on Thu Feb 01, 2018 12:54 pm, edited 3 times in total.
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Freya Kay
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Re: Adventure Two - Tome of Destiny

Post by Freya Kay »

Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Langdon Steed
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Re: Adventure Two - Tome of Destiny

Post by Langdon Steed »

K-common 17 notice 5
Common Knowledge: [dice]0[/dice]
WILD dye: [dice]1[/dice]
-ACE: [dice]10[/dice]
-ACE 2: [dice]11[/dice]

Notice: [dice]2[/dice]
WILD dye: [dice]3[/dice]
Mica's grenade appears to clear the CS troops on the other side of Freya's screen, so Lang swings his rifle to the right to fire through the gap created by the previous loss of an adjacent screen. He lines a trooper up in his sites and fires. Though Lang scores a direct hit, the trooper's Deadboy armor protects him from harm.
Shooting 12 Damage 10 2AP
Shooting: [dice]4[/dice]
-ACE: [dice]8[/dice]
WILD dye: [dice]5[/dice]

Damage 2AP: [dice]6[/dice]
WILD dye: [dice]7[/dice]
Shooting raise bonus dmg: [dice]9[/dice]
summary
Firing through where Barrier 3 was- (Heracles, 2 troops and the UAR-1 and the dead sergeant)
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

WIP

Despite having to fire the rocket in such a way to angle it down over the barrier, which was not easy to see, Mica's aim was accurate as the rocket struck true amongst the three CS troopers

At such close range Langdon was able to see the effect of the rocket on the poor souls in front of him. One was caught at the edge of the blast and the body sent sprawling, but the other two were caught dead on and like the man Mica shot earlier, their grenades exploded causing their bodies to effectively be disintegrated.

The barrier was pelted with body parts, pieces of equipment and metal and smeared with blood, making it very difficult to see through as gravity took hold and everything sank down to the floor
OOC Comments
technically the same damage should be used for everybody caught in the same explosion - makes your rolling a lot easier
All three were minions and no chance of surviving
1 body is still intact for any salvaging.
Seeing through the barrier for anything behind it is -2 for any rolls from this side of the barriers.

Langdon, make a spirit roll to avoid chucking up from the sight
Barrier 1

One disappeared from sight, moving into the grass and the other trained his weapon on Kidemonas and his pilot (for it had to be a mindless beast)
OOC Comments
Aim action on Savant
Barrier 2
They hunkered down, training their weapons on Heracles, ready to pick him off and trying to compensate for his erratic movement.
OOC Comments
Both aiming at Heracles
Where Barrier 3 was

The two troops backed away, realising how difficult it was to hit Heracles and figuring that they were unable to damage the UAR-1 with their grenades, threw one apiece in as they spread apart to avoid rocket fire.
OOC Comments
1 Throwing [dice]0[/dice]
2 Throwing [dice]1[/dice] Ace [dice]4[/dice] total 7

[dice]2[/dice] LBT
[dice]3[/dice] LBT [dice]5[/dice] Total 21 damage

These go off literally just before Kidemonas lands

Barrier 4

Three dead CS troops
GM bennies 6/8
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Langdon Steed
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Re: Adventure Two - Tome of Destiny

Post by Langdon Steed »

Spirit 2
Spirit: [dice]0[/dice]
WILD dye: [dice]1[/dice]
After firing his shot, Langdon makes the mistake of glancing back at the barrier in front of him only to see entrails and other bloody viscera sliding down the sheer magical surface. Mica's rocket grenade had turned the troopers into a meat paste vaguely resembling a bowl of chili he had the prior night and the unexpected shock of resemblance causes a sudden bout of nausea. Lang pops open his faceplate and vomits on the ground.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Re: Adventure Two - Tome of Destiny

Post by Kidemonas »

With a mighty roar as he flies over the walls Kidemonas pounces on the fallen UAR1 tearing it to pieces as his mouth rips large chuncks of steal and cables free. The site is grusome and terrifying to those who now realize they are facing one of the most pwerful beings in the megaverse.
Unfortunately in his blind rage to tear the thing apart before it hurts and of his friends Kidemónas first bite lands solidly on his own claw gripping the chest plate. The yowl that escapes is loud, but not enough to slow him down.
Damage 34 AP 4, and 41 AP 4 versus the UAR1 robot
Rapid Attack -4, Wild Attack +2, total -2 (target may be prone for target 2 parry)
Fighting [dice]0[/dice]
Fighting [dice]1[/dice]
Fighting [dice]2[/dice]
Fighting Wild [dice]3[/dice]
I will extra effort for the raise if the UAR1 if it is not prone, if it is it is already a raise [dice]4[/dice]

Tear 2 Damage [dice]5[/dice] Strength +2 Wild + [dice]6[/dice] Claws + [dice]7[/dice] Raise
  • Ace [dice]11[/dice]
Tear 3 Damage [dice]8[/dice] Strength +2 Wild + [dice]9[/dice] Claws + [dice]10[/dice] Raise
  • Ace [dice]12[/dice]

Upon realizing they are facing a dragon the soldiers and pilot needs to make a Fear check.
Biting his own hand 26 AP 4 damage
OUCH!!! [dice]13[/dice] Strength +2 Wild + [dice]14[/dice] Claws + [dice]15[/dice] Raise (I mean come on it was a rage based critical failure)
  • Damage Ace [dice]16[/dice]
While no lasting damage is inflicted the wound stings and hurts. Kidemonas will be suffering for the rest of this battle as least. (-1 to Fighting for remainder of battle?)

GM Request, 3 Make the Fear check with raises 6 panicked
CS Grunt 01 Spirit [dice]17[/dice]
CS Grunt 02 Spirit [dice]18[/dice]
CS Grunt 03 Spirit [dice]19[/dice]
CS Grunt 04 Spirit [dice]20[/dice]
CS Grunt 05 Spirit [dice]21[/dice]
CS Grunt 06 Spirit [dice]22[/dice]
CS Grunt 07 Spirit [dice]23[/dice]
CS Grunt 08 Spirit [dice]24[/dice]
CS Grunt 09 Spirit [dice]25[/dice]
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Re: Adventure Two - Tome of Destiny

Post by Heracles »

Heracles rocked back slightly as the grenades exploded on and around him. He stared at the grunts who had thrown them, letting out a slightly-maniacal belly laugh. "You would needst to hit MUCH harder than THAT to harm ME! Tell your master that Heracles fears not his minions!"

Then he turned and launched himself at the two closest Coalition soldiers, vibro-blade leading the way as he carved into their armor and flesh. He seemed to be a bit of blur as he whirled and swung his sword in tight, powerful arcs.
OOC Stuff
Pace 12 total movement for the round.
Split the Seconds so 2 attacks and 1 movement for the round.
Parry 9.

Spirit to Unshake 6
Spirit die [dice]0[/dice], Wild die [dice]1[/dice].

Notice 4 +2 to roll, also +2 if olfactory applies.
Notice die [dice]2[/dice], Wild die [dice]3[/dice].

Fighting against nearest CS Grunt 6
+2 to hit from Berserk
Fighting die [dice]4[/dice], Wild die [dice]5[/dice].

Damage 1st attack 16, AP 4
+2 to total from Berserk
Strength die [dice]11[/dice], Weapon die [dice]8[/dice]

Fighting (2nd attack) against next (or same if needs be) CS Grunt, Split the Seconds 11
+2 to hit from Berserk
Fighting die [dice]6[/dice], Wild die [dice]7[/dice].

Damage 2nd attack 23, AP 4
+2 to total from Berserk
Strength die [dice]12[/dice], Weapon die [dice]9[/dice], Raise die [dice]10[/dice], Raise die ace [dice]13[/dice]
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • 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).
Wounds:

Currently playing in: 3rd Set The Losers
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Re: Adventure Two - Tome of Destiny

Post by Savant »

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

First Action: Flip off of Kid's back just as he's engaging the UAR, to come down right next to the guy who thought he had time to aim at her; as she lands, she attempts to put the sword straight into his skull (Losing It, Wild Attack: +4 to hit and Damage):

Agility Trick [dice]2[/dice]
Wild Trick [dice]3[/dice]
CS Trooper Resist Agility [dice]4[/dice] ACE running total [dice]7[/dice]
Since his resistance roll sets my Target Number, the Trick is barely a Success: -2 Parry for him, down to 3.

Fighting [dice]5[/dice]
Wild Fighting [dice]6[/dice]
Hit with, like, 3 Raises.
Raise Damage: [dice]8[/dice] + [dice]9[/dice] + [dice]10[/dice] + 4
ACE Running Total: [dice]11[/dice], AP 4: more than enough to puree his brainpan

Using Split the Seconds, she follows up with her second round as follows:

The guards were spreading out, but even if they went from adjacent to 'full move in opposite directions', she can cover 12" in one round, so ideally someone is within her movement range from this guy. She's going to use the blood-spattered force barrier as a parkour-style kick-off point to come around at an angle at one of the grenadiers from an unexpected angle. Again, Lost It/Wild Attack:

Agility Trick [dice]12[/dice]
Wild Trick [dice]13[/dice]
CS Trooper Resist Agility [dice]14[/dice]
He's Shaken even before she swings, as well as Parry 3.

Fighting [dice]15[/dice]
Wild Fighting [dice]16[/dice]
Once again, hit with a Raise:
Raise Damage: [dice]17[/dice] + [dice]18[/dice] + [dice]20[/dice] + 4 = 18, AP 4
Enough to kill a DeadBoy before the Trick and the AP, so... yup, he's dead, too.

Her Parry is now 7, with Uncanny Reflexes.
.
Consciously, Savant knows that they need to take at least one of these men alive. And if she were acting on conscious thought, she is fully capable of beating one of them into a nice nap. However, M.O.M. is in charge, now, and having Lost It during her dragon-ride, Savant is now fully in the grip of her berserker nature.

Noticing the man foolish enough to believe her a viable target, she rolls backward as Kid sweeps in towards the Robot Armor, and then kicks off, launching herself in a lovely arc, coming down with the Vibro-Sword straight through the man's skull. She frowns, slightly--he was only slightly off-balance before he died, a poor performance on her part. Need to up my game.

Time moving slowly around her, she kicks his corpse free of the blade and begins running in a long, loping arc, leaping up off the blood-spattered barrier at the last second to launch herself towards one of the grenadiers, sliding in low to take his legs off at the knees. He barely had time to register her approach with an expression of utter, dumbfounded shock before he fell, screaming his dying breath, his boots still standing with the leg-stumps in them. Savant nods in satisfaction. Better.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Corrigon
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

At the sight of Kidemonas tearing apart the UAR-1 (and himself) in frenzy of claws and teeth, the nerve of most of the remaining CS Troopers failed them as they scattered to the winds.

As Kidemonas exulted in the destruction of the UAR-1, the Pilot and Gunner are able to extract themselves from the remains of their once formidable Robot and begin running after their fleeing compatriots.

The two Crazies rip through the troops who hold their nerve with Penny able to bring down the last hold out.
OOC Comments
If you wish to chase after the survivors, you can do, but they are no threat. Up to you if you want to prevent the Pilot and Gunner escaping
Combat is over and calm descends over the camp; but for some fortuitous circumstances and luck, it could have ended very different for The Losers.
OOC Comments
Make a post about anything you want to do here

Once you are done here, I will move you over to http://savagerifts.com/sr/viewtopic.php?f=48&t=2013 to meet up with Sula
GM bennies 6/8
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Penny Wise
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Re: Adventure Two - Tome of Destiny

Post by Penny Wise »

Penny helps ensure that everyone's unwounded, and inspects the camp while the rest secure it, looking for anything out of the ordinary.
OOC Comments
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Savant
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Re: Adventure Two - Tome of Destiny

Post by Savant »

Savant has, indeed, Lost It. Barring a direct order to return, she continues on her death-spree, ensuring that the soldier-boys who run only manage to die tired. On the upside, this will mean that none of the soldier-boys manages to report in. On the downside, it means that the pacifists in the group get a reminder of what it means to work with a Crazy.

The good news is, she isn't going to try to go after the guys in the fallen UAR-1; if Penny wishes to capture a target for interrogation, that's probably a good bet.

Eventually, once she's sure the runners are dead, she takes a bit to get herself under control, then turns back and rejoins the others, whistling happily as she wipes blood and viscera off her armor (naturally, the vibro-sword is essentially self-cleaning).
OOC Comments
Getting It Together (+2 Off the Handle, -2 Altaran Smarts Penalty): [dice]0[/dice]
Wild GIT: [dice]1[/dice]
ACE Running Total: [dice]2[/dice]

Raise! [dice]3[/dice] 1 Minute. She'll be fine by the time she gets back from running them all down....

.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Langdon Steed
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Re: Adventure Two - Tome of Destiny

Post by Langdon Steed »

K-common 12 Notice 5
Common Knowledge: [dice]0[/dice]
-ACE: [dice]4[/dice]
WILD dye: [dice]1[/dice]

Notice: [dice]2[/dice]
WILD dye: [dice]3[/dice]
Lang considers helping Savant finish off the fleeing CS squad but decides against it. He quickly moves to the body of the fallen sergeant to search his corpse before anyone else tries. My kill, my loot. He also gathers up a spare C-12 Heavy Assault Laser rifle from one of the fallen if any survived intact.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Corrigon
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

OOC Comments
Each trooper has the following
CA-1 Heavy Body Armor (+6 Armor,+2 Toughness, Full Environmental), C-12 Heavy Assault Laser Rifle (Range 30/60/120, Damage 3d6+1, RoF 3, AP 2), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2), vibro-knife (Str+d6, AP 4, Mega Damage), 2 × frag grenades, (Range 5/10/20, Damage 3d6, LBT, Mega Damage), 4 extra clips each firearm.

Assuming Penny prevents a massacre by Savant, there should be 5 bodies that can be raided

Obviously all the armour is damaged but can be repaired, only 7 Frag grenades remain
GM bennies 6/8
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Freya Kay
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Re: Adventure Two - Tome of Destiny

Post by Freya Kay »

Freya will try to rein-in her companions so the soldiers can escape, and then check the fallen ones to see if she can help any of them (healing, last rites, hold hand).
Finally, she will go to the UAR-1 robot to see if there is something salvageable there.
Repair: 23
OOC Comments
Roll (+4 Machine Maestro): [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace!: [dice]2[/dice]
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Penny Wise
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Re: Adventure Two - Tome of Destiny

Post by Penny Wise »

Penny kept her voice level, and calm, as she addressed Savant and Heracles. She'd had some experience with the MOM enhanciles before and had a decent idea of what to say to help lower them into a more steady state.

As she helped catalogue weapons and got the prisoner ready for interrogation, she took a moment to kneel by Langdon. "You looked pretty shaken there. You all right?"
OOC Comments
Penny is, in fact, going to try and save one for interrogation, and she'll try and get Savant and Heracles to settle down a bit so they don't keep chopping off more heads than are strictly necessary.

Notice:[dice]0[/dice]
Wild Die: [dice]1[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Savant
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Re: Adventure Two - Tome of Destiny

Post by Savant »

Savant probably got the next one in line, but then heard Penny's voice, took a deep breath, and got herself under control. She recovered from the rage-fit fairly quickly too, going back to the group in short order. "The crew of the UAR should be easy enough for us to interrogate, if they survived the fall. If you tell me what questions you want asked, I can take a walk through their minds, if they are uncooperative."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Corrigon
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

Mini update

Freya’s pleas to Savant were ignored by the Bloodthirsty Altaran, but Penny’s order came in time to prevent Savant from finishing off more than one of the fleeing troopers. He vainly tried to defend himself, but stood no chance against Savant’s superior skills. Freya could see Savant attack the soldier from a distance and felt disgusted at her teammate.

The Pilot and Gunner from the UAR-1, seeing what was happening, tried to flee into the wilderness but found themselves face to face with two crazies, who were coming down from their psychotic fits. Meekly, they surrendered, not willing to risk further life or limb in face of such savagery.

With the barriers no longer needed, Freya let them lapse after their initial casting period, not willing to waste any more power than was necessary.

Langdon quickly gathered up the gear that the sergeant had, claiming it for himself and moved onto the other bodies, piling it up in the camp.

A quick search of the camp showed that other than where the book had been, all the Legion equipment had been destroyed or was missing, presumably in the hands of the other Coalition force.

As the others interrogated the two hapless prisoners, Freya began examining the remains of the UAR-1, able to quickly distinguish what was still usable and what had been rendered to scrap.

OOC Comments
1 extra of everything found except for 2x Frag Grenades
After Kidemonas’ handy(claw)work and Heracles’ swordplay, the Robot is in pieces. It might be repairable with a lot of work, but neither out in the field nor at Garnet Town are there sufficient facilities to do so.
However, the weaponry can be salvaged and parts could be sent back to Castle Refuge for additional funds or be used to repair Strickland’s robot in the event of a critical failure.
Currently, there is a Heavy Grenade Launcher (use WI-GL20 stats)
„„Heavy Rail Gun
„„Light Missile Launchers (two)
„„Medium Lasers (two turrets)
„„Medium Missile Launcher
„„Mini-Missile Launcher (turret)


Whom is interrogating the two poor souls?
GM bennies 6/8
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Re: Adventure Two - Tome of Destiny

Post by Freya Kay »

Freya makes a quick mental note of the items that can be salvaged, and how they can be used to improve Garnet's town defenses, or the Tomorrow's Legion goals.
She stands next to Savant.
"That wasn't nice of you... To hurt them, like that, when they are running. We are supposed to be the good guys."
She will stand next to the prisioners, give them water, and make sure they aren't tortured or anything like that.
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Re: Adventure Two - Tome of Destiny

Post by Heracles »

Heracles didn't chase after the fleeing soldiers. He let out a huge belly laugh as he finished off the two Coalition soldiers facing him. He clapped Kidemónas on the back with a hearty slap and congratulations, "Well done! Your strength and speed were almost too much for even you!" He then cleaned off his blade and stepped away from the others a little distance, but still within eye line and earshot - so the surviving Coalition could see and hear him still.

He began praying loudly, though it almost sounded like he was just semi-yelling up to the air or nothing at all. "Zeus! Apollo! I dedicate this victory to you! By your guidance and gifts, by the divine blood that flows in my veins, I helped fell the large metal man, what some here call a roh-bat armor. With one mighty blow I struck it from its feet so that my dragon companion could strike it with his ferocity!"

He wandered back over with a slightly puzzled look on his face. "Aye, Father, I'll ask them!" He looked at the two Coalition soldiers. "Tell me, dogs! What is my Uncle up to? What foul deeds have you been commanded to do in this area? Where did you put the bodies of the Legion members you killed recently? Answer truthfully or the wrath of Zeus shall fall mightily upon you! My father brooks no lies from the conquered! Answer me, and whatever questions my comrades have!"

Getting It Together 10+, 3 minutes to do so
No penalty: Smarts die [dice]0[/dice], Wild die [dice]1[/dice].

Time To Get It Together in Minutes: [dice]2[/dice].
OOC Notes and Intimidation roll 13
Heracles is not truly attempting to intimidate or persuade them. He has been asked by his father to find out what his Uncle Hades is up to. However, here's the roll since he is 'trying to get information out of them'....sort of, LOL. But...wow...holy hell. I guess craziness CAN be intimidating!

-4 total to the roll, heh.

Intimidate die [dice]3[/dice], Wild die [dice]4[/dice], Wild die ace [dice]5[/dice], Wild die ace [dice]6[/dice].
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • 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).
Wounds:

Currently playing in: 3rd Set The Losers
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Corrigon
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

Having seen Heracles in action up close, the two CS troopers glance at each other as Heracles looms over them and it does not take long for the nerve of one of them to break.
“Specialist Burnham; the people we found here are over there. Lieutenant Cross ordered them killed. Said we didn’t need them anymore and that Dbees and traitors. Lieutenant Cross ripped some of the pages out, said it told them exactly where to go. Took the rest of our reinforced company, leaving us here to deal with anybody who came looking within the next few days.”

Please don’t kill me!”

His companion glared at him, but was cowed enough by Heracles that he dared not say anything.

To Heracles’ sensitive nose, he can smell that the one who spoke has marked his territory in his underwear.

Both are too scared to take any water from Freya at this second, whilst the Crazed Dog Boy stood in front of them.

OOC Comments
+2 situation bonus for having been the one who cut the leg off the Robot
There are five bodies where Specialist Burnham indicated.
What do you plan to do with your prisoners? And your salvage?
GM bennies 6/8
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Langdon Steed
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Re: Adventure Two - Tome of Destiny

Post by Langdon Steed »

K-common 9 Notice 2
Common Knowledge: [dice]0[/dice]
WILD dye: [dice]1[/dice]

Notice: [dice]2[/dice]
WILD dye: [dice]3[/dice]
CS soldier wrote:“Specialist Burnham; the people we found here are over there. Lieutenant Cross ordered them killed. Said we didn’t need them anymore and that Dbees and traitors. Lieutenant Cross ripped some of the pages out, said it told them exactly where to go......Please don’t kill me!”
Persuasion 11
Persuasion +7CHA/TWband: [dice]4[/dice]
WILD dye +7CHA/TWband: [dice]5[/dice]
Lang's TW comm band hums softly in his ear as it's enchantments augment his voice subtly. "Tell us which way Lt. Cross is heading, soldier. You don't want Heracles here to get excited again. Trust me."
Penny wrote:"You looked pretty shaken there. You all right?"
Damn! She saw that. "What? Oh, just some bad chili I ate a few days ago. It's nothing."
GM wrote:There are five bodies where Specialist Burnham indicated.
To change the subject from his embarrassment he turns to Penny and says, "I'll check their bodies. Maybe they were able to keep a clue or message hidden from their executioners." No sense leaving anything else that might be useful behind, either.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Penny Wise
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Re: Adventure Two - Tome of Destiny

Post by Penny Wise »

Penny nodded with approval as Langdon stripped the bodies. "What my friend here said. Tell us where they're heading and we'll go easy on you. If you don't, well - I don't want to do anything about it, but they sure do." She waved towards the more militaristic members of the group.
OOC Comments
Persuasion: [dice]0[/dice]
Wild Die: [dice]1[/dice]

Notice: [dice]2[/dice]
Wild Die: [dice]3[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Re: Adventure Two - Tome of Destiny

Post by Kidemonas »

Testing the weight of the robot Kidemónas realizes it is to heavy to drag around very easily. Instead he removes the head and places it in his treasure box Freya made him.
Looking around carefully Kidemónas says. "Anything you need done?" Without further direction he will start messing around with the large laser on the robot. "Freya, can you make this into a gun for me?" Otherwise spending his time cleaning up and sorting the spoils for later.
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Corrigon
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

Beguiled by Langdon's mesmerising voice, "Glimmer Valley," they both blurt out, indicating with their heads the direction to go.

This matches with the information in the book Freya stole from under their noses.

OOC Comments
I will let you wrap up what you intend to do with the prisoners. You can easily move on without any problems from here, so just narrate it and move to here http://savagerifts.com/sr/viewtopic.php?f=48&t=2013

Of course, anything completely outlandish and strange being narrated will be abused by the GM :twisted:
GM bennies 6/8
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Freya Kay
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Re: Adventure Two - Tome of Destiny

Post by Freya Kay »

Kidemónas wrote:Testing the weight of the robot Kidemónas realizes it is to heavy to drag around very easily. Instead he removes the head and places it in his treasure box Freya made him.
Looking around carefully Kidemónas says. "Anything you need done?" Without further direction he will start messing around with the large laser on the robot. "Freya, can you make this into a gun for me?" Otherwise spending his time cleaning up and sorting the spoils for later.
Freya smiles at the dragon.
"I can try!"
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Heracles
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Re: Adventure Two - Tome of Destiny

Post by Heracles »

Heracles wrinkled his nose slightly at the fresh smell of urine, human at that, suddenly appearing. He didn't, though, stop his intimidating, glaring stare as the pair gave up the information. He did slyly glance at Penny to see if she was pleased with his effectiveness. It wasn't something he did often, especially not since he had been reborn. But he WAS a demigod, after all, and should be feared and respected. He gave a nod to the prisoners, satisfied that they had answered truthfully as he and his comrades had desired.

He then grinned as he looked upwards. "See, Father? It's not ALWAYS about death and destruction...or a thunderbolt!" He looked down with a half-wry and half-disgusted look on his face, and muttered, "...or turning into animals or golden rain to have sex with women for instance..."
Last edited by Heracles on Sun Feb 18, 2018 1:08 pm, edited 1 time in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • 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).
Wounds:

Currently playing in: 3rd Set The Losers
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Ximena
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Re: Adventure Two - Tome of Destiny

Post by Ximena »

Mica has not been looking too good. Obliterating the CS soldiers has gotten to her a little bit. I'm supposed to be killing Invid, not people. She thinks. She looks at the surviving CS soldiers then looks to Penny, "What are we going to do with this prisoners?"
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Langdon Steed
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Re: Adventure Two - Tome of Destiny

Post by Langdon Steed »

Mica wrote:"What are we going to do with this prisoners?"

If it were up to me we'd shoot the angry one and let the helpful one go. Sets a good precedent.

"I say we handcuff them together with a pistol and a single pair of boots. They'll have more of a chance than those Legionnaires did."
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Penny Wise
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Re: Adventure Two - Tome of Destiny

Post by Penny Wise »

"Yeah, I'm inclined to agree with Langdon, more or less. Basic survival knife, and we head out ahead and leave one of the faster soldiers behind to cut them loose before they speed off to catch up with us."
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Ximena
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Re: Adventure Two - Tome of Destiny

Post by Ximena »

"I've got the... motorcycle, so I guess that would be me to catch up."
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Penny Wise
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Re: Adventure Two - Tome of Destiny

Post by Penny Wise »

"Okay, then I say that's what we do. Do you need me backing you up while you're on leave-behind duty?"
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Heracles
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Re: Adventure Two - Tome of Destiny

Post by Heracles »

Heracles gave a shrug. He didn't care if the minions were killed or set free. They served the Lord of the Underworld, after all - even if let go, their lord would likely just kill them for their failure, and then even possibly make them serves as the walking dead as well! He shook his head at the insanities of the world but let things progress as Penny directed.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • 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).
Wounds:

Currently playing in: 3rd Set The Losers
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Freya Kay
Posts: 125
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Re: Adventure Two - Tome of Destiny

Post by Freya Kay »

Freya will make sure that, if released, the soldiers have plenty water and some food. And a compass.
"Take care, and keep out of trouble."
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Corrigon
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Re: Adventure Two - Tome of Destiny

Post by Corrigon »

The rest of the squad moved out in the ATV and Zone Ranger, leaving Mica behind with both prisoners.

Having waited for a couple of hours for the others to get ahead, Mica notices that the grass moved slightly against the wind direction. After cutting their bonds, the pilot and gunner look confused as Mica then drove away, expecting to be taken prisoner or executed. As she did so, very quickly a few CS troops broke cover to escort them to safety as it were, but they showed no interest in attacking Mica.
Considering the devastating attack by the Losers earlier, that was very wise of them.
GM bennies 6/8
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