Brodkil Boogaloo Loot

GM: Freemage
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Brodkil Boogaloo Loot

Post by Freemage »

Here's the loot list.

14 NG-L5 Laser Rifles (most of these were dropped by fleeing Brodkil, the rest were either destroyed by missile fire or kept by one of the escapees).
9 Long E-Clips (besides those still in the rifles)
14 Vibro-Swords (ditto)
8 CS Utility Belts
  • Canteen (half gallon) (canteens are currently empty).
  • Communicator (5 mile range).
  • Compass/inertial mapper.
  • Firestarter kit (solar-powered lighter and flint & steel).
  • Flashlight/signal light (with bright halogen and infrared options).
  • Mini first aid kit (+1 Healing check, only one use).
  • Pouch capable of holding 3 Power Bars--currently empty.
Grenades, 5 each:
  • Frag
  • Armor Piercing
  • High Explosive
3 CP-40 Pulse Laser Rifles (30/60/120, 3d6+2, AP 2, RoF 3, 3RB, 60 Shots)
CTT-P40 Particle Beam Cannon (30/60/120; 3d8+5 MD, AP 6; RoF 1; 40 Shots; Snapfire)
CV-212 Variable Light Frequency Rifle (30/60/120; 3d6+2 AP 2; RoF 3; 3RB; Snapfire; Bypass Laser Resistance; Reduce Range/Lighting penalties by 2; 30 Shots; do Mega-Damage with 10 Shots)
Portable Rocket Launcher (50/100/200; SBT; Snapfire)
Standard Rockets x2: 5d6 MD, AP 6
Juicer Assassin Plate, Enhanced (FEP; +9A/+1T; Targeting System gives +2 Shooting) (Size +2; in addition to possible TD {see below}, this will need to be re-sized in a workshop to be used by anyone smaller than a Brodkil--that said, it's a sweet piece of gear)
C-29 “Hellfire” Heavy Plasma Cannon (18/36/72; 3d10+4 MD; 16 Shots; On a 6, Ignition 1d10; Snapfire; Plasma Bypass)
Light Railgun (100/200/400; 2d10+4 MD, AP 10; RoF 3; 45 Shots; Snapfire), Loaded except for 3 shots, no reloads
Great Chainsword (Str+2d10, AP 2, Mega Damage, Parry -1)
Two Wired Skill Port Chips:
  • +4 DT Shooting
  • +4 DT Fighting
ANY Gear picked from this list for personal use other than the belts, the eclips, or the rockets, may have been damaged in the battle. Post your claim here (possibly talking about it here or in Hangouts first), then roll 1d12-6 for each item claimed, and read it on the Technical Difficulties Table. The Particle Cannon is one category higher than whatever was rolled, since it glitched at the start of battle:
  • Less than 1:
  • No significant damage. You might want to clean it, though. Brodkil innards are even more disgusting than their outtards.
    1– 3
  • Glitch: The device or gear applies a −1 to all Trait rolls where it’s used, or its applicable bonus is reduced by 1.
  • Repair: 1d6 × 5 minutes and a Repair roll at −1
  • Repair Success = Fixed
    4 – 5
  • Serious Problem: The device orgear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.
  • Repair: 1d6 hours, a Repair check at −2, and parts equal to 20% of the item’s cost.
  • Success: Item now has a Glitch. Raise: Item is fixed.
    6
  • Severe Failure: The device or gear applies a −4 to all Trait rolls where it’s used, or its applicable bonus (such as with
    Armor) is reduced by 4.
  • Repair: 1d6 days, a Repair check at −4, and parts equal to 40% of the item’s base cost.
  • Success: Serious Problem; Raise: Glitch; Two Raises: Fixed.
A Critical Failure on a Repair roll pushes the damage category one level higher. Note that you don't have spare parts handy, so currently cannot Repair anything worse than a Glitch.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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SnackHappy
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Re: Brodkil Boogaloo Loot

Post by SnackHappy »

Snack Happy is going to try to see if the Hellfire is any good.

[dice]0[/dice]

Attempt to repair
-2 for damn brodkil +2 for sweet repair suit
Repair: [dice]1[/dice]
Wild die: [dice]2[/dice] Ace: [dice]3[/dice]
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Echo
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Re: Brodkil Boogaloo Loot

Post by Echo »

Looking over the gear Echo says. "I think we keep the e-clips and sell the rest. Maybe fix up some of it first. Nothing here I would want to use."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Kutter
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Re: Brodkil Boogaloo Loot

Post by Kutter »

Kutter looks over the inventory...

"I'll grab me one o them swords and let me take a look at that particle cannon right quick and see if i ken git er shootin right gain...if no one minds, I'll keep her here on Sally, and whenever we needs some POP, we can bring out the fire works!"

Kutter grabs one of the Vibro swords, and has a "kid at christmas" smile plastered across his face.
Tech Diff Vibro-Sword
[dice]0[/dice]
No damage
Looking over the sword, Kutter sees bits of gore and blood, but the weapon was in working order. Kutter wiped the blade off on his armor, and went to find his new toy.

The Particle Cannon was a pretty piece of technology, and despite his lack of culture, was actually a pretty smart dog. He relished the opportunity to tinker on one....
Part Cann TD
[dice]1[/dice]

Glitch: The device or gear applies a −1 to all Trait rolls where it’s used, or its applicable bonus is reduced by 1.
Time = [dice]2[/dice] Minutes, -1 Repair

MacGyver for any lack of tools/parts, -1 Glitch Penalty

[dice]3[/dice]
Repair Roll to Fix = 5

Result = Fixed
Kutter starts looking over the cannon and suddenly lets out an honest-to-god belly laugh.

"Ohh....ohhhh...mann...(laughs)...I tell you boys, them Bradkeels is dumber than a box of rocks...They had this thing ready to blow up if they kep on tryin ta shoot it...They got they polarity reversed on the left coil...I mean...How stupid! Anyone knows that charged particles need to stay the same damn charge or they gonna cancel out...They was about to overheat this thing, and POOF, plasma greenade...."

Kutter spends 10 minutes resetting the polarities and resetting the power cables and the weapons is right as rain.
Kutter
Wounds: 0/4
Bennies: 2/4
Active Effects: None
Parry: 5
Toughness: 6+3 = 9 PLUS Armor 6(5) = 15 (5)
Pace: 4, Run d4

Common Skills: Notice d8,

Encumbrance: Str * 8 (Brawny)

Abilities: Detect Arcana with Notice Check using Sense of Smell

Edge Effects: +2 Boating, Driving, Piloting, May Soak Vehicle Wounds at -2. Ignore MAP for making Boating/Driving/Piloting roll and firing a weapon. Suffer no penalty to Repair for lack of proper tools. McGyver Jury Rig. +2 Fear Checks. Unskilled Smarts Linked Skill Rolls ad d4. Aim if doesn't move in a round.
Redraw 5 Value or less for Initiative. Double Damage on Shooting attacks in round when dealt a Joker. Scrounger. Connection(Black Market).
Bennies 4/4

ACTION CARDS HELD:

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.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current
“scene” (typically a combat or immediately thereafter).

Armor Worn: SFD Hutnsman
Weapons On Person: Wilk's 227 Laser Pulse Pistol
Vehicle
  • Mountaineer ATV - “Sweet Sally”
    • Size 5, Acc/Ts 10/50, Toughness 25(14) MDC Armor, Crew 1+5, All Terrain, Handling 1, Environmental Systems, Sensor Suite, Amphibious
    • Weapon Systems
      • Heavy Laser (Top Mounted)
      • Mini Missile Launcher (Rear Sides) Shots : 11/12
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Zakkael
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Location: Castle Refuge

Re: Brodkil Boogaloo Loot

Post by Zakkael »

At his convenience, Zakkael stops to pick up two of the vibro swords. "There may not always be a reason to draw the Sword of Vengeance. These should serve as appropriate insurance."
TD
vibrosword 1
[dice]0[/dice]

vibrosword 2
[dice]1[/dice]
He tests the two blades out. One seems to have a minor hitch in the vibration, making it slightly off balance. The other sword vibrates violently and intermittently, making it difficult to use. "My friends, at your leisure, these appear to be slightly faulty. I have no capacity for repair. I will leave them in the vehicle until either SnackHappy or Kutter can attend to them. These are for backup use only. You need not concern yourselves with them if we have no time. The Word of the Light is my sword, and stronger than any weapon on earth or in heaven."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Calyx
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Re: Brodkil Boogaloo Loot

Post by Calyx »

Calyx picked up one of the utility belts. "Oh, this is kind of neat. I can maybe stop carrying this huge frickin' pack around all the time!" He picked up one of the E-Clips as well, and then looked over the rifles. He wanted something with maybe a bit more range then his lightning bolts, just in case.

He looked at his companions and grinned. "Wow. Seems t'be in good workin' order."
CP40
CP-40 Pulse Laser Rifle
Technical Difficulties [dice]0[/dice]
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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Peta Chante
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Re: Brodkil Boogaloo Loot

Post by Peta Chante »

[dice]0[/dice]

Utility Belt
CV-212 (glitch)

With no desire to use weapons, particularly those of the CS tainted further by sub-demons, Herra holds her nose and picks up one that appears least repulsive. At the very least she could trade it for something useful the next time they encounter a trading post.

"This is vile. If I were not such a pragmatist I would say burn it all to try and get rid of the smell"
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Echo
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Re: Brodkil Boogaloo Loot

Post by Echo »

OOC Comments
As Echo is taking nothing for herself from this loot pile is there a chance she finds something useful for someone else or repairing the Mark V?
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Brodkil Boogaloo Loot

Post by Freemage »

Echo wrote:As Echo is taking nothing for herself from this loot pile is there a chance she finds something useful for someone else or repairing the Mark V?
This loot pile is set--it's the stuff there, nothing else. I'm assuming it all got snagged, this thread is just for declaring what you guys wanted from that pile, and checking for TDs.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Brodkil Boogaloo Loot

Post by Ndreare »

Ah I see, this is the OOC for the loot, but I posted IC for the loot. I was thinking this was a separate loot opportunity in which case the only thing I would want you gave in the other thread. NM then on all of that.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Brodkil Boogaloo Loot

Post by Freemage »

Well, there were two loot-drops. This was the loot from the fight, where you just got what they were equipped with. The IC post was for raiding their base, for stuff they'd left lying around.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
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