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 Hell & Gone: Frozen Over 
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The Jokers are nothing if not alert, and so most of the company actually wakes up as things start happening. Those Jokers who are conscious see glowing lines form near your beds, on the floor, and begin to expand, very rapidly. Spontaneous Rifts, opening mere feet from you, and growing! Some of you can also sense this happening elsewhere in the guesthouse where you've been staying until your departure. Surely, some of your companions have already been snared--and indeed, some of your gear seems to have already fallen through the Rift (despite, bizarrely, ignoring the furnishings of the room). Still, you could try to escape, possibly--or you can go through, awake and aware, at least.

Those who lacked the forewarning (namely, Echo and SnackHappy), of course, simply wake up, finding their beds replaced by snowbanks. It is still night, wherever you are, and your companions--save one very notable exception, First Specialist Artemeisia--are nearby, but the town is gone. Your gear is here, scattered in the snow like your associates--even the Big Boy and Sasha were caught up in whatever's going on here. The Rifts have already closed before you open your eyes, so there's no way home--you didn't even know it WAS a Rift until some of the more attuned members of the SET informed you how you all got here.

It's not just cold. It's BITTER, nasty cold. Looking around under the faint light afforded by the Milky Way above (of course it's a new moon out), you can see the looming forms of forest all around you, and the scent of pine is in the frozen air. As you scramble into your armor before the chill starts to steal the breath from your lungs, and collect your gear, you hear the unmistakable sound of railgun fire, just beyond a nearby rise to... whatever direction that is. Looking that way, you also see flashes of light, the sort you'd see from an exchange of laser fire.

What do you do?

OOC Comments
Okay, as noted in the Hangouts, Justin being out of touch will be handled with Artemeisia not being here when the rest of the SET comes through. Depending on if/when he comes back, I can bring Arte in at almost any point (since she could've just landed someplace else in the forest, without her radio handy), or if Justin is (sadly) unable to continue for whatever reason, then Arte never came through the Rift at all.

It truly is bitterly cold out here. Feel free to post an IC bit about what happens when you wake up/get pulled through the Rift--there's a few moments before the battle over the rise starts, because I didn't want to force you guys to roll d6s to put your armor on and gather up your gear.

Given the deep snow, getting into the vehicles is about the only way to move about at the moment, unless people who can want to fly. Anyone on foot (other, possibly, than Echo--see below) treats the ground as Difficult Terrain, so half-movement. Sasha and the Big Boy are both able to move without penalties here.

If the decision is made to investigate the conflict on the far side of the hill, you should all make Notice rolls (danger sense is unnecessary, what with the gunfire and all). Illumination penalties are at -4 (Dark). Low-Light vision eliminates this penalty. Thermal vision (either racial or technological) cuts the penalty in half, but please note that you're using Infravision in your total, since it will affect some of what you perceive. Likewise, Growler and anyone else with specific senses should note those as a separate total (FREX: "Notice 7, Infravision/9 with scent").

Oh, in case Echo says, "Screw it, I'm going native", she can use these stats for a Polar Bear and not worry about being out in the cold at all:

Attributes: Agility d6, Strength d12+4, Vigor d12
Skills: Fighting d8, Notice d8, Swimming d6
Pace: 8; Parry: 6; Toughness: 10
Special Abilities
• Bear Hug: Bears don’t actually “hug” their victims, but
they do attempt to use their weight to pin their prey and
rend it with their claws and teeth. A bear that hits with a
raise has pinned his foe. The opponent may only attempt
to escape the “hug” on his action, which requires a raise
on an opposed Strength roll.
• Claws: Str+d6.
• Size +2: These creatures can stand up to 8’ tall and weigh
over 1000 pounds.
• White Fur: In a snowy environment, such as this, get a +1
Bonus to Stealth rolls. In addition, the polar bear is insulated
against mundane cold, and resists magical cold effects at
+2, gaining +2 armor from cold-based damage.
• Big Paws: Polar bears are capable of crossing snowy ground
(though not bare ice) as if it were normal terrain.

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Tue Sep 26, 2017 10:55 am
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    A search for Arte nets no leader.

    Roath stands beside Snack Happy. Gently clearing his throat to alert SH that he is now standing next to the big guy the old Line Walker says:

    ”With Arte ... away for now ... you have the most time in service ... you will need to keep us in line and moving along. We have some important issues to attend to. However priority seems to be carefully investigating that fire fight. I feel good having you take charge my friend. If you need anything let me know.”


    Roath smiles and hands SH some bacon. “You got this.”

    Activating his Flaming Sword and using his armors Darksight he moves to investigate and feels for Arcane details in the area, other than the distant lines of power.

    Cold. Wow. ... Where are we?




Notice 4
Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action. Active :)

Notice 1d6+2 = 6 (4), WD 1d6 (2)
Spellcasting 10
Spellcasting 1d10 (3), wd 1d6 (6), Ace 1d6 (4)
Snack Happy
Snack Happy if you do not want leadership just say: Pass. Otherwise I (Dan/Lars) believe in you! :)



1 bennie left for Q3

_________________
OOC Comments
Roath 7th SET Ley Line Walker
Bennies 3/3 PPE 40/40 Sword PPE 10/10
Roxcryth's Flaming Sword: Str (d6) +d10 AP 6
Active Powers: --
Quick Stats
Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength in Armor d6, Vigor d6
Charisma: +2; Pace: 5; Parry: 8 Toughness: 9 Toughness in Armor:16 (7)
Skills
  • Spellcasting d10 (starts at a free d8, 2 points)
  • Knowledge (Arcana) d8 (3 points)
  • Kn: Dimensional d4 (1 point)
  • Fighting d10 (7 points)
  • Shooting d4 (1 point)
  • Stealth (sneaking, palming and picking pockets) d6 +2 (3 points)
  • Notice d6 +2 (2 points)
  • Tracking d6 +2 (2 points)
  • Taunt (test of wills pg 86) d6 (2 points)
  • Piloting d4 (1 point)
  • Wilderness Survival d4 (1 point)
  • Persuasion d6 +2 (racial skill 0 points)

Ley Line Walker Special Abilities
  1. Expanded Awareness: Ley Line Walkers can use detect arcana a twill, with no PPE cost, as a free action.
  2. Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  3. Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  4. Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  5. Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  6. Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  7. Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Additional Known Ley Line Walker Edges
  1. Ley Line Phase
  2. Ley Line Gate

Known Spells (40 PPE)
  1. Greater Smite (Trapping: Any)
  2. Greater Armor (Trapping: Darkness, Earth, Black Stone Shrouded)
  3. Greater Deflection (Trapping:
  4. Greater Boost/Lower Trait (Trapping: Electricity, Jazz)
  5. Bolt/Onslaught (Trapping: Electricity AP, Spasms)

Spells from Devices
  1. Farsight (Body Armor)
  2. Darksight (Body Armor)
  3. Greater Fear (Cloak) (Darkness: Frightful tendrils of Darkness)
  4. Greater Invisibility (Cloak) (Darkness: Shadowy whisks of Darkness)

Spells from Patron Devise: Great Flaming Sword (10 PPE)
  1. Greater Teleport (Fire: A Spark of Fire between locations)
  2. Greater Burrow (Fire: Like Lava through the Earth)
  3. Greater Quickness (Fire: burns under the skin, behind the eyes)


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Tue Sep 26, 2017 11:27 am
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Echo wakes shivering in the cold, and a little confused as he looks around figuring out what is happening. Without conscious thought Echo alters his body to into a giant white bear capable of better handling the cold. Then thinking of what is needed to help the others he concentrates for a moment he creating an igloo around the team, flushing away the snow from a small area to start a fire he gets one going and sets about gathering the gear with the help of his splinter.
Once the igloo is heated a bit he returns the male form he has been using for the medical armor and gears up looking around.
Looking to Roath Echo asks. “Where is Artemeisia? I should go look for her befo...” His words are cut off as the raport of rail gun fire can be heard in the distance.
Looking to Roath for permission Echo states. “I will scout this out, be right back with intelligence.” Seeing Roath’s eyes signal to SnackHappy as he clears his throat and acknowledges that Snack Happy is in charge. Echo understands his assessment of the next in line was off. “Sorry about that, no disrespect intended sir. With no objections I will be back.” Waiting for acknowledgment Echo nods and turning into a great snowy owl launches into the air to see what is happening with the rail guns situation and scout for clues related to Artemeisia.




Notice 16 Psychic awareness allows Echo to ignore all obscurement or lighting penalties, Stealth 9
Echo Notice 1d12+9 = 16 (7) (Psychic awareness allows Echo to ignore all obscurement/lighting penalties)
Notice Wild 1d6+9 = 12 (3)

Echo Stealth 1d12+2 = 9 (7)
Stealth Wild 1d6+2 = 4 (2)

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 2
  • -1 Extra Effort to kill CS zombies

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


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Tue Sep 26, 2017 11:49 am
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Shivering, Herra pulls her Razorback cloak tight against her Huntsman Armor. I hate the cold, she thinks to herself as condensation puffs from his nostrils when she exhales.

Watching Echo fly off the Mind Melter rolls her eyes, I could do that from here with no need for flying and being seen. Not bother to duplicate work she turns her attention to looking for clues of there whereabouts.

Peering into the sky and spotting the Milky Way, she attempts to ascertain some sense of direction.

Survival 2
To determine direction from the stars.

EDIT: rolled wrong skill die
1d8 (2)
1d6 (1)
1d6 (2)


Notice 5
Notice: 1d6 (1)
Wild: 1d6 (5)

_________________
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Tue Sep 26, 2017 1:11 pm
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That bacon was so tasty and warm...wait a second is it cold? What the heck is all over me? Slowly waking from his sweet dreams Jacob jumps with a start as he realizes he is not in Dugginsville anymore and he is surrounded by snow. "Aww! Hell NO! Snow! What is going on?!"

Jacob pulls the cloak tight around as he scans the area letting out a sigh of relief as soon as he sees Sasha. I'm thankful you made it girl or I would definitely be lost.
"No Arte?, that's no good. Bacon's good if a bit cold." As the gunshots go off Jacob jumps a bit very uncomfortable in the cold. "Well that aint good either." I guess we get tested right away. Jacob nods to Echo allowing him to scout at will. "Lets find out what the neighbors are doin', where we are, and see if we can find Arte." I sure hope she's close.

Hustling over to Sasha, Jacob climbs in, turns on the heat and begins scanning the area for activity.

OOC Comments
+2 for Sensors/-4 for visibility IR sensors would add 2 to my total for 11.
Notice 1d8-2 = 3 (5)
Wild 1d6-2 = -1 (1)
Benny for extra effort: 1d6 (4)

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, 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 RailGun (chest) | (Range 100/200/400, Damage 3d10+4, 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)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 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).
Ammo:
    72 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 4

Currently playing in: 7th Set Joker's Jokers


Tue Sep 26, 2017 3:47 pm
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Posts: 131
Location: Castle Refuge
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Zakkael sees the rift open beneath him, as some of his gear falls through. He closes his eyes for a moment. Light of Heaven, you are my deliverer. He pitches forward and falls through the rift. Alighting on a snowbank, he finds his armor has made a fine imprint in the snow. He plants the Staff of Justice in the ground and sets about donning the armor. This moves quickly with all four arms working in tandem. The armor quietly comes to life, sealing him in an environmentally sound cocoon. There's only one thing missing. He looks around for a moment, then comes across it.
The Sword of Vengeance.
He bends down to take it up, and hesitates. Keep your wits, Zakkael. Remember your first calling. Justice. Let not vengeance surpass mercy. Then he hears the railgun fire, and all hesitation is gone. He quickly grabs the sword in its scabbard and lashes it to his waist, then checks his radio on the Jokers only frequency. "I have landed. Jokers, come in. Who else has fallen through the rift?" He takes off, making a quick circuit of the area and finds the rest of his companions have grouped near Sasha, which SnackHappy has fired up and begun to scan with.
In a flash, he realizes Artemeisia is nowhere to be found. He tries the radio, but receives no reply.
Landing near the igloo, he nods and bows slightly to those assembled; Herra, Roath, and Happy in Sasha. Growler and Calyx will be greeted as they arrive. "It appears Echo's work here is done. She has gone to investigate? May Heaven protect her."
Zakkael takes a moment to focus and peers into the darkness around them, where nothing is hidden from his sight.
Notice
Notice with Alertness, and mystic sight
1d8+2 = 5 (3)

Wild die notice with Alertness and mystic sight
1d6+2 = 6 (4)

He finishes his look into the dark night. Kneeling in the snow, he bows his head. Gabriel, my chief...where are we?
Divination
Faith - Divination
1d8+1 = 6 (5)

Benny for extra effort with Elan and prior result
1d6+8 = 11 (3)

Wild die Faith - Divination
1d6+1 = 5 (4)

Vigor to resist fatigue
1d6 (4)

Wild die Vigor
1d6 (3)

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 0 Fatigue
Bennies: 5 (+1 max post quarter reward, -1 extra effort quick combat, +1 raise in quick combat, +1 heroically healing Herra)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.
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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Tue Sep 26, 2017 8:55 pm
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OOC Comments
Notice: 1d8 (3)
Wild: 1d6 (1)
Extra Effort: 1d6 (4)
Result: 7 (Totals of 5 for Visual (Including 2 offset for armor cancelling illumination penalties), and 9 for Scent)

Knowledge (Arcana): 1d4 (3)
Wild: 1d6 (1)
Extra Effort: 1d6 (5)
Result: 8 - Success with Raise.

Survival: 1d8+2 = 10 (8)
Ace: 1d8+10 = 12 (2)
Wild: 1d6+2 = 7 (5)
Result: 12 - Success with 2 Raises.


With the openings of the spontaneous Rifts, Growler thought about leaving the area, convinced that it was the actions of someone from the Federation of Magic out to get them, but seeing some of his new Pack members have already gone through the Rifts, Growler makes up his mind. After a quick look at the Rifts to determine anything he can find out about them, he jumps into one, as ready as he can be for any danger.

With the cold air on the other side of the Rifts, Growler is happy for his fur… or at least what fur he has. His bare patches allowed the bitter cold to bite with a vicious intensity when he opens his helmet to get a good smell of the air. Looking around for his Pack Leader, Growler quickly realizes she is not here, not even a trace of her scent nearby. After finding out Snack Happy is now the Pack Leader, Growler looks around and to the sky for any hint, besides the bitter cold, of where they are.

With the flash of Laser fire and the roar of Rail Guns, Growler looks to Snack Happy for his orders.

”Y-y-your orders, Pack Leader Snack Happy?”

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 (d10) ; Parry: 8; Toughness: 13 (4)
ISP: 10 / 10

Active Powers:
None

Bennies: 4/3
  • -1 vs. Zombies
  • +1 for Raise in Quick Combat vs. Zombies
  • +1 from Camping Alone

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Fri Sep 29, 2017 12:34 am
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Calyx woke up suddenly. His head was a bit fuzzy from sleep but something felt...off. He looked around slowly, blinking the sleep from his eyes. There was like a charge in the air, but not like a coming storm. Something...different. Something...not right.

Then the rift happened and Calyx and his gear were dropped in to a frozen hell. He began shivering almost immediately. He quickly began rummaging through his pack, and after a moment pulled out his insulated sleeping bag. He pulled it around him like a makeshift poncho, holding it as tight to him as he could, still shivering.

"S-s-s-shit it's c-c-cold out here....wherever h-h-here is!" He jumped at the sound of gunfire and electricity began to dance around him for a few seconds. He calmed himself and breathed in and out a few times. "Okay. So. I'll just wait while they scout then? I wanna know what's going on, though!" He pulled out his infrared distancing binoculars and began to look around slowly and then began to slowly start making his way towards the gunfire. As he did so, he began to Listen as well.

He glanced at the Grackletooth and muttered, "wish there was room for more than one person in there...man it's cold!"

OOC Comments
Notice: 15 (before penalties). Wow. So 11 normal, 13 with Infrared Binoculars.

Notice die 1d6 (6), Wild die 1d6 (3), Notice ace 1d6 (6), Notice Ace 2 1d6 (3).

Well this will be bad. Calyx doesn't wear armor. Heh.

Also, with his Broadcast ability he will 'listen' for any radio transmissions in the area, see if there is chatter to identify who they might be dealing with.

_________________
Calyx Calder
Character Summary
Human Zapper
Active effects:
Parry: 6 (7 w/ vambraces); Toughness: 11(6)
Weapon in hand: NG-33 Laser Pistol or Vibro-Blade Vambraces
Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich
Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
Charisma: 0
ISP: 30/30
Bennies: 4
Adventure Card: 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.)

Currently playing in: 7th Set Joker's Jokers


Fri Sep 29, 2017 9:40 am
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Everyone: Two large groups exchanging laser and railgun fire; one group is in a brightly lit area in the middle of a clearing, while the other is in the forest, in the dark. The lit group has a Spider Skull-walker which is bringing its railgun to bear, troops in Deadboy armor, and several SAMAS troops, who, oddly enough, are not going airborne; it's obviously a Coalition team. Just you crest the hill, a lantern at the very edge of the forest goes out in a shower of sparks. Skelebots, Deadboys and Dogboy Grunts are all still emerging from the tents.

Echo, SnackHappy, Growler, Calyx: The lights are from a large number of lanterns and bonfires spread around to create near-daylight-level illumination throughout the clearing. The defenders are wearing insignia indicating that they are part of a desert unit, and the camo markings on their tents match that sort of environment. The lantern was destroyed by almost point-blank laser fire from an attacker at the very edge of the clearing; this figure is also wearing Deadboy armor.

Echo, SnackHappy, Calyx: The attackers' unit insignia matches that of the defenders. They are moving slowly and without much coordination, just a steady, unflinching march forward, firing steadily. The defenders, meanwhile, are using standard CS military tactics, with two key exceptions: First, the illumination in the middle of their encampment (even the interiors of the tents are lit up!) makes no sense for a defensive position--sure, light up the perimeter, but keep your own positions as concealed as is feasible. Second, the Skelebots having been kept inside tents until now, instead of placed on the borders is just weird--especially as they move not to attack, but instead are apparently assigned to set up shooting cover for the Grunts.

SnackHappy, Calyx: Your infravision makes it clear the attacking Deadboy at the edge of the circle has no heat-signature, neither do any of the other shadowy figures in the darkness of the forest. In fact, the one attacking Deadboy at the perimeter has armor that is iced over in many spots, and is actually colder than the surrounding air....

Roath, Growler: The attacking forces in the forest are definitely supernatural in nature, with twisted, corrupted auras.

Zakkael: "In lands far to the north, called by one in great need."

Growler: Judging by the stars, yeah, someplace in Canada. Northern Canada, at that.

OOC Comments
So, you've obviously got several options here:

1: Come to the aid of the CS troops in the light.
2: Come to the aid of the iced-up, not-right CS troops.
3: Wait for the fight to finish, then go down and take out whatever's left of the winners.
4: Turn around and decide to let them sort it out amongst themselves, and start driving south.
5: Something else I didn't think of, but you all probably will.

SnackHappy, at the moment, is the one in charge, though if anyone has strong feelings against his orders, well, it's not like there's a court-martial board anyplace nearby, right?

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Fri Sep 29, 2017 8:25 pm
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Reporting back Echo tells SnackHappy and returns to the human male form that fits his armor relays his observations and any details the others may have not caught. He then draws on the ground an improvised map of the battle field and where the demonic beings are.

Question for Freemage
Did Echo see them well enough to give a description to the others?
Consider also she is able to ignore all obscurement penalties such as cover, invisibility and obscure powers. So hiding in shadows and in partial cover would not have hidden them from her.
With a coldness normally not shown for humans Echo says. "I do not think we should interfere. The demons will kill the Coalition men and in doing so will be weakened themselves. After that we can finish them off."
Looking around at the disappointment in some of the others faces, especially Zakkael Echo feels the need to explain his view. "I have been killed by coalition troops like these while I was trying to defend villages. If it was something that only happened once or twice I would think it an exception. But many times they have killed me an always so that they could have the opportunity to murder those I was protecting."
Finishing off he adds. "Whatever you decide Sir I will do as instructed."

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 2
  • -1 Extra Effort to kill CS zombies

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


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Sat Sep 30, 2017 11:25 am
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Echo does notice one thing that the others wouldn't have been able to pick out--among the attackers is a SAMAS-clad soldier, also rimed with ice; it's using the railgun, but curiously, not the rocket-launcher built into the shoulder mount.

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GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Sat Sep 30, 2017 9:31 pm
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Echo wrote:
Reporting back Echo tells SnackHappy and returns to the human male form that fits his armor relays his observations and any details the others may have not caught. He then draws on the ground an improvised map of the battle field and where the demonic beings are.

With a coldness normally not shown for humans Echo says. "I do not think we should interfere. The demons will kill the Coalition men and in doing so will be weakened themselves. After that we can finish them off."
Looking around at the disappointment in some of the others faces, especially Zakkael Echo feels the need to explain his view. "I have been killed by coalition troops like these while I was trying to defend villages. If it was something that only happened once or twice I would think it an exception. But many times they have killed me an always so that they could have the opportunity to murder those I was protecting."
Finishing off he adds. "Whatever you decide Sir I will do as instructed."


"Before I saw through their web of lies and the conditioning they used on my since I was born, I could have been one of those coalition soldiers that you want to let those demons kill. Also, not all coalition troops are Evil, some are just scared and following orders. We are supposed to be trying to also win the hearts and souls of the people, including the Coalition, when able. If we help them defeat these demons, it may go a long ways to forwarding that agenda. We can also see that they also are not from around here, and may also have been brought in by whatever force brought us this far North."

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 (d10) ; Parry: 8; Toughness: 13 (4)
ISP: 10 / 10

Active Powers:
None

Bennies: 4/3
  • -1 vs. Zombies
  • +1 for Raise in Quick Combat vs. Zombies
  • +1 from Camping Alone

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Sat Sep 30, 2017 10:53 pm
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Listening to the debate about intervening Herra nods solemnly, "I have no love for the Coalition. They imprisoned my friend and we escaped from there to the Tomorrow Legion. Yet, whatever is down there must be stopped. We also do not know what we are dealing with, perhaps we need to gather information. Do we even have the means to damage these creatures?"

Focusing her mental energies the Mind Melter tries to learn more information.

Exalted Detect Arcana If close enough - Psionics 9
Psionics 1d10 (9)
Wild 1d6 (3)
-4 ISP

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Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Sat Sep 30, 2017 11:14 pm
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As Herra expands her senses to be able to truly understand the magics at work below, she confirms that the creatures are undead, zombies animated by necromantic magic, but something more--there's a demonic 'flavor' to the enchantment, suffusing them with the power of one of the frozen Hells. She's certain a demon or devil is the one behind their creation.

Zombies, of course, are not particularly powerful creatures (unholy abominations, yes, but not powerful), though these seem to be excellently adapted to this frigid environment, able to cross ice and snow without impediment.

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GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Sun Oct 01, 2017 12:09 am
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Shuddering, not from the cold temperature but the frigid evil at work below, Herra brings the news back the group.

"They are zombies, animated dead, infused with the powers of the frozen wastes of hell. Although it is not the zombies we should be wary of, it is the demon who pulls their puppet strings. We must intervene, if not to help the CS then to stop the spread of evil."

Survival 5 - to recall how to kill zombies
Survival 1d8 (5)
Wild 1d6 (5)


Surveying the scene she peers down toward the dark woods.

"If we wish to avoid the CS, then we should strike from the woods. Stop the flow of undead toward the Coalition position but not entangle ourselves with the potential politics of a meeting with them."

OOC Comments
I am proposing we hit the zombies in the rear, let the CS shoot at the ones leaving the woods but we go into the woods and find the source. Thus, indirectly helping the CS without having to talk to them and risk an awkward confrontation.

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Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Sun Oct 01, 2017 3:45 am
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OOC Comments
For those who didn't see my comment in the Hangouts, Herra's plan is workable, but would require leaving behind the vehicles--the forest just gets thicker as you move away from the clearing, so the area 'behind' the attackers is quite dense and pretty much not a viable route for the vehicles, unless you're planning on destroying so many trees that (which Sasha certainly would be capable of) that you are going to draw CS attention anyway.

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GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Sun Oct 01, 2017 11:43 am
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Zakkael's eyes narrow and he grits his teeth. "These CS soldiers may be our adversaries, but the spawn of the Pit would see all doomed and dominated. The demonic forces must be countered, swiftly and decisively. The Coalition soldiers may be given the opportunity to repent once these demons are driven back to their eternal torment."
He listens as Herra explains her plans. "This is a sound tactical decision if we do not wish to draw Coalition attention. Happy, what say you? There is wisdom in stealth, but the wrath of Heaven is just as easily delivered in light as it is below the veil of mortal notice. Your orders?" He tightens his grip on the Staff of Justice and hefts the Shield of Faith, preparing to move into battle.

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 0 Fatigue
Bennies: 5 (+1 max post quarter reward, -1 extra effort quick combat, +1 raise in quick combat, +1 heroically healing Herra)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.
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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Sun Oct 01, 2017 7:59 pm
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Calyx takes a moment to 'dial in' the proper frequencies, and even then, much of the chatter is limited--immediate orders for grunts to go here or there, to focus on a particular flank, etc. There are a few more frantic outbursts, however, along the lines of, "Oh, gods, it's Rictor... How am I supposed to look his wife in the eye again?" or "Dammit, Franks, what did they do to you?" There's even a solemn, "Rest easy, Paul; take the peace of the grave."

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GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Sun Oct 01, 2017 10:05 pm
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Calyx swept his gaze around through the infrared distancing binoculars as he huddled mostly inside his sleeping bag while crouching. He tilted his head for a moment as he 'Listened'. "Wow, that's creepy." Then he glanced back at the group. "Yeah. They're definitely fightin' people they used t'know. They're...havin' a hard time shootin' up their old comrades-in-arms." He shivered, and for once it had nothing to do with the cold. He didn't undead. "Also...I think they all got Rifted here, kinda like we did, shanghaied an' all that."

He glanced back and frowned slightly as people throw out what the group should do. He shrugged at Herra's suggested course of action. "I'm fine with that. I don't like leavin' 'em t'die, Coalition or not. Maybe some of us go through the trees while the vehicle hangs here, maybe the power armor too, an' open fire once we are in position? Not sure that solves the issue really but..." He gave another shrug. "I mean, Snack Happy might be able t'squeeze between the trees but the ATV won't."

_________________
Calyx Calder
Character Summary
Human Zapper
Active effects:
Parry: 6 (7 w/ vambraces); Toughness: 11(6)
Weapon in hand: NG-33 Laser Pistol or Vibro-Blade Vambraces
Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich
Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
Charisma: 0
ISP: 30/30
Bennies: 4
Adventure Card: 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.)

Currently playing in: 7th Set Joker's Jokers


Mon Oct 02, 2017 10:32 am
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Roath mentions, "Just a FYI, the attacking forces in the forest are definitely supernatural in nature, with twisted, corrupted auras. Just saying it out loud. I have never had contact with the Coalition so.... I have no idea what their souls are like. Lead on."

Pulling himself up off the snow he is prepared to follow, his not as of yet activated blade in his hand he puts on his helmet.

I hate the CS after Tolkeen, but best not to let on how much I hate them.

_________________
OOC Comments
Roath 7th SET Ley Line Walker
Bennies 3/3 PPE 40/40 Sword PPE 10/10
Roxcryth's Flaming Sword: Str (d6) +d10 AP 6
Active Powers: --
Quick Stats
Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength in Armor d6, Vigor d6
Charisma: +2; Pace: 5; Parry: 8 Toughness: 9 Toughness in Armor:16 (7)
Skills
  • Spellcasting d10 (starts at a free d8, 2 points)
  • Knowledge (Arcana) d8 (3 points)
  • Kn: Dimensional d4 (1 point)
  • Fighting d10 (7 points)
  • Shooting d4 (1 point)
  • Stealth (sneaking, palming and picking pockets) d6 +2 (3 points)
  • Notice d6 +2 (2 points)
  • Tracking d6 +2 (2 points)
  • Taunt (test of wills pg 86) d6 (2 points)
  • Piloting d4 (1 point)
  • Wilderness Survival d4 (1 point)
  • Persuasion d6 +2 (racial skill 0 points)

Ley Line Walker Special Abilities
  1. Expanded Awareness: Ley Line Walkers can use detect arcana a twill, with no PPE cost, as a free action.
  2. Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  3. Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  4. Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  5. Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  6. Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  7. Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Additional Known Ley Line Walker Edges
  1. Ley Line Phase
  2. Ley Line Gate

Known Spells (40 PPE)
  1. Greater Smite (Trapping: Any)
  2. Greater Armor (Trapping: Darkness, Earth, Black Stone Shrouded)
  3. Greater Deflection (Trapping:
  4. Greater Boost/Lower Trait (Trapping: Electricity, Jazz)
  5. Bolt/Onslaught (Trapping: Electricity AP, Spasms)

Spells from Devices
  1. Farsight (Body Armor)
  2. Darksight (Body Armor)
  3. Greater Fear (Cloak) (Darkness: Frightful tendrils of Darkness)
  4. Greater Invisibility (Cloak) (Darkness: Shadowy whisks of Darkness)

Spells from Patron Devise: Great Flaming Sword (10 PPE)
  1. Greater Teleport (Fire: A Spark of Fire between locations)
  2. Greater Burrow (Fire: Like Lava through the Earth)
  3. Greater Quickness (Fire: burns under the skin, behind the eyes)


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Mon Oct 02, 2017 11:43 am
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Hearing the arguments of the others that she had expected Echo looks to SnackHappy for his decision. "Sir, what is the strategy then? If we go in stealth through the woods I can in close enough to surprise them. If you need a weapon or something I can loan you my Pulse Rifle, I have a six shooter in my bag if needed and truth be told I am likely not as good a shot as you?"

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 2
  • -1 Extra Effort to kill CS zombies

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


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Tue Oct 03, 2017 8:49 am
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Overconfident but definitely not stupid, Jacob scans the battlefield one more time. Then he gives his allies a once over trying to determine the best course of action. I really wish I read those damn files on everyone. Did not expect to be the guy making the big decisions. It was so much easier when they pointed me to the shooting. No one's lives were in my hands.

"Well lets see, I think about every one of us is kill on sight for the CS. First thing first. Echo can you hide the vehicles. Zakkael see what you can grab from a bit of aerial recon. Then lets see how close we can get to whatever is bringing all these CS troops back to life to fight one another. Also any one of you magic types happen to know how we can get back to our bacon fest?"

Jacob lays Sasha down in the snow and exits. Damn I hate the cold. He whispers to Sasha as he leaves. "You'll be fine girl. I promise to come back for you."

Before they make it to the treeline Jacob looks to Echo. "I think I would like to try out that Pulse rifle, if I don't freeze on the way." He pulls his cloak a bit tighter around himself as they begin sneaking through the woods.

OOC Comments
I have Mcgyver if that's needed for the roll to camo the vehicles before we leave.
I assume repair
Repair: 1d8+2 = 3 (1)
Wild 1d6+2 = 6 (4)

I am also hoping that Echo wouldn't mind taking the lead to help hide the vehicles with his stealth.
Sneaking through the woods:
Stealth: 1d4-2 = 2 (4) Ace: 1d4 (2)
Wild: 1d6-2 = 3 (5)

Notice: 1d8-4 = -1 (3)
Wild: 1d6-4 = -1 (3)

Extra Effort Benny to stealthiness in the woods:
1d6 (5)

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, 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 RailGun (chest) | (Range 100/200/400, Damage 3d10+4, 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)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 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).
Ammo:
    72 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 4

Currently playing in: 7th Set Joker's Jokers


Last edited by SnackHappy on Tue Oct 03, 2017 7:31 pm, edited 5 times in total.



Tue Oct 03, 2017 12:25 pm
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Echo's psyche splinters as its mind works in the background shaping a dome of ice around the vehicles, making sure to rough the edges and distort the shape so as to not attract attention. While he checks his gear, readies his six shooter and hands the Ion Rifle over to the boss.

Stealth 15 to Camouflage Vehicles plus or minus modifiers
Stealth 1d12+1 = 7 (6)
Stealth Wild 1d6+1 = 7 (6)
Aced Stealth Wild 1d6+7 = 13 (6)
Aced Aced Stealth Wild 1d6+13 = 14 (1)
Added plus 1 from Snackhappy success.
* Dual actions without penalty cinematic as Echo may use two actions per turn as long as one of them is her matter/energy shaping power.


Stealth 12 to Sneak within attack range
Stealth 1d12+1 = 12 (11)
Stealth Wild 1d6+1 = 5 (4)
.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 2
  • -1 Extra Effort to kill CS zombies

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


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Tue Oct 03, 2017 1:09 pm
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Zakkael nods at SnackHappy. "It shall be done. I will attack from above when the word is given." With that, Zakkael takes flight, gaining significant altitude before beginning to circle over the clearing and the surrounding forest. His eyes scan back and forth in the darkness to determine exact positions of the demonic undead and searching for wherever the puppet master might be located.
Notice
Notice with Alertness, mystic sight active
1d8+2 = 10 (8)

Ace notice with prior result
1d8+10 = 15 (5)

Notice wild die
1d6+2 = 5 (3)


Rising stealthily into the night, he spots the demon-spawn enemy.
Stealth
Stealth
1d4 (4)

Ace stealth with prior result
1d4+4 = 5 (1)

Wild die Stealth
1d6 (1)

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 0 Fatigue
Bennies: 5 (+1 max post quarter reward, -1 extra effort quick combat, +1 raise in quick combat, +1 heroically healing Herra)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.
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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Last edited by Zakkael on Wed Oct 04, 2017 2:45 pm, edited 2 times in total.



Tue Oct 03, 2017 11:02 pm
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Rolls
Either Notice (+2 for Smell) or Tracking (+2 for Smell, +2 for Woodsman) to find the necromancer... or whoever raised these zombies
Skill: 1d8 (4)
Wild: 1d6 (2)
Result: 6 or 8 - Success or Success with Raise

Sneaking his way to a good spot to shoot from... preferably at the Necromancer
Stealth: 1d10+2 = 9 (7)
Wild: 1d6+6 = 7 (1) - Should be at +2 not +6
Result: 9 on Contested Roll


After Pack Leader SnackHappy has given his orders, Growler makes his way stealthily closer to the Zombies; his nose trying to find any sign of the Necromancer who summoned and commands the zombies. His shard pistol is out, ready to deal with the zombies if they should notice him.

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 (d10) ; Parry: 8; Toughness: 13 (4)
ISP: 10 / 10

Active Powers:
None

Bennies: 4/3
  • -1 vs. Zombies
  • +1 for Raise in Quick Combat vs. Zombies
  • +1 from Camping Alone

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Wed Oct 04, 2017 12:19 am
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The plan made, the orders given. The team moves down into the dark woods, fanning out in the trees, to save the troops who would doubtless by horrified by their saviors.

OOC Comments
And... we're cutting to Quick Combat, folks, but with a twist. The big limiter isn't the difficulty of the opponents (seriously, they're unled Zombies, though the toughest of them is wearing SAMAS armor, he can't even use the flight system or rocket launcher--just the Railgun). The difficult part is you guys staying unnoticed while taking them down.

Since you all need to evade the notice of the Coalition grunts, Dog-Boys, Psi-Stalkers and, oh yes, that Spider Skull-walker's sensor array, you'll need to make TWO rolls for this one:

First, each of you should make a Stealth roll. Difficulty is just 4--you've got cover, they've got tech, I'm calling it a wash, with flat rolls. If you've got access to Invisibility, roll 2d4 to see how many PPE you burn while periodically going invisible, and take a +2 to your roll; if you've got True Invisibility, you can roll 2d6 and take a +4.

The results of that roll are as follows:

    Stealth outcomes
  • Critical Failure: Stop here, you got busted. Don't make a combat check. How badly will be determined in a one-on-one scene after everyone else has gone.
  • Failure: You have a choice:
    • Accept that you can't get close enough to the fight without drawing attention, and fall back (Cautious Hindrance gets a Benny). Do not make a Combat Check.
    • Refuse to accept defeat, and go after the monsters anyway, accepting that there may be consequences (Overconfident, Heroic or Arrogant Hindrances get a Benny--but just one, even if you've got all three). Make the Combat Check, but then we'll be doing the one-on-one scene.
  • Success: Move onto the next part of the Quick Combat, below.
  • Raise: Every Raise gives you personally a +1 to the Quick Combat roll, up to a maximum of +4


(Spot ruling, btw, Growler keeps his Stealth roll from the post up above.)

If you didn't get a Crit Failure, you may now roll a Combat Check.

Pick a combat skill (Fighting, Shooting or an Arcane Skill of your choice; I will also accept Taunt, if you wish, but not Intimidate--these things aren't frightened of anything, but they can be goaded), and narrate the results of the roll. The check is at -2 for conditions, numbers and the need to stay hidden (but note that you may have a bonus from the Stealth roll to offset that penalty).

Remember, this roll is modified by gear and 'always on' Edges, but not by situational Edges like Marksman.

    Combat Check Results:
  • Critical Failure: You take 1d3 Wounds. You can also gain a Benny by declaring an Epic Failure--which basically is the same as getting a Critical Failure on the Stealth roll in the first place--you got busted.
  • Failure: Take 1 Wound.
  • Success: Congrats, you did some damage, and didn't take any. Write up how you took down a couple zombies.
  • Raise: You are awesome. Write a little piece about how you kicked ass, and take a Benny.

I'll be tallying the total Success/Raise count on the Combat Checks, to see how well you do overall:

    Combat Outcomes (Total successes/raises):
  • 0 (Not bloodly likely): You guys manage to accidentally wipe out a bunch of the living CS troopers, while inflicting virtually no damage on the Zombies, so now you have to run, fleeing back to your vehicles before you're overrun. Bad Legion, no biscuit.
  • 1-6: You manage to take out some of the zombies, and other zombies are taken out by Coalition Troops, but the CS guys are badly messed up in the process.
  • 7-13: You take down enough of the zombies that the CS is able to handle mop-up. Congratulations on a job well-done.
  • 14+: Dayum, you guys are amazing. Whoever got the best result will get a special one-on-one scene that may have additional ramifications.

After that, we'll do the one-on-ones (if any) and then move on to your next option.

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Wed Oct 04, 2017 9:30 am
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Quick Combat Results 6, equals 1 success
Echo received +2 from two raises with Stealth.
Echo received -2 for Quick Combat modifier.
Echo will roll Spirit because she is using her powers for the quick combat
Spirit 1d8+0 = 1 (1)
Wild Spirit 1d6+0 = 5 (5)
    Extra Effort 1d6+5 = 6 (1)

    Combat Check Results:
  • Critical Failure: You take 1d3 Wounds. You can also gain a Benny by declaring an Epic Failure--which basically is the same as getting a Critical Failure on the Stealth roll in the first place--you got busted.
  • Failure: Take 1 Wound.
  • Success: Congrats, you did some damage, and didn't take any. Write up how you took down a couple zombies.
  • Raise: You are awesome. Write a little piece about how you kicked ass, and take a Benny.


Echo quietly brakes away from the group, knowing his ability to remain undetected will be better without the others. Taking on the form of a small white she bear she slid through the arctic forest as if she were a native. Moving up behind the first pair of zombies Echo reached out with her will causing crushing kinetic force collapsing the bodies of the Zombies on them selves. Turning to move on she sneaks up on another zombie only to see its head explode from rail gun fire while she was only inches away.
Freezing in place she realized she had let her self get to close, and began backing away towards safety, looking around she assesses her allies progress and sees that things were wrapping up nicely. Deciding to pull the rest of the way out she turns back into the form of the human male that fit the medical armor he preferred and went to join up with Snackhappy and report in.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 2
  • -1 Extra Effort to kill CS zombies

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


GM Quick Reference


Wed Oct 04, 2017 2:21 pm
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Stealth 2 - after a bennie
1d6 (1)
1d6 (2)
Bennie
1d6 (2)
1d6 (2)


Snow and ice, these are just words to Herra. She has heard them before but never experienced them for herself - until now. Trying to be silent she huffs along as drifts swallow her up the hips before finally slipping on some ice and crashing headlong into a stand of trees. The only good news is she definitely diverts the zombie's away form the CS. Standing upright she activates her psi-sword and plunges into battle, all attempts at stealth and grace are lost so all that remains is audacious savagery. Unfortunately, even that fails her as the cold numbs her limbs and makes her sluggish. The zombies gnash and claw at her, cutting the flesh and cusing a biting wound. Fortunately she manages to fend them off but isn't much help to the group - barely able to stay alive herself.

Fighting 3 - fail
1d6 (3)
1d6 (1)

_________________
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Wed Oct 04, 2017 2:53 pm
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Zakkael's flight is soundless and kept near the treetops, giving little signature for sensors or sight to detect. Seeing the twisted auras of the demonic undead behind the CS positions, he unleashes with targeted blasts of holy light. Blessed be the Light of Heaven, my fortress and my high tower. May the Light burn away the darkness gathered here!
Faith - Success with 1 raise
Faith with staff bonus, -2 for scene penalty
1d8-1 = 3 (4)

Wild die Faith
1d6-1 = 4 (5)

Benny for Extra effort Faith with Elan and prior result
1d6+6 = 8 (2)


Weaving swiftly back and forth between the tops of the trees, Zakkael's rain of holy light blasts violently into the demonically animated corpses of the former CS troops. At least one living CS trooper is saved directly by the flash, which stabs through the core of a zombie as it was about to attack from the soldier's blind side. Fortunately, the grunt assumes it to have been the blast of a laser rifle and continues fighting, never looking up to see his guardian angel flying past.

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 0 Fatigue
Bennies: 5 (+1 max post quarter reward, -1 extra effort quick combat, +1 raise in quick combat, +1 heroically healing Herra)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.
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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Wed Oct 04, 2017 3:07 pm
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OOC Comments
Stealth = 7 after additional -2 from earlier.
Shooting: 1d12 (4)
Wild: 1d6 (4)

Totally begrudging his idea of sneaking around in mounds of snow, Jacob manages to squeeze off a couple shots at zombies killing a couple. Some zombies however manage to still get the better part of the CS troops they are trying to save. Why couldn't we been taken to somewhere warm and sunny? I should have stayed in the nice warm cockpit. Probably would have been able to get a few more of these damn things too.

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, 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 RailGun (chest) | (Range 100/200/400, Damage 3d10+4, 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)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 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).
Ammo:
    72 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 4

Currently playing in: 7th Set Joker's Jokers


Thu Oct 05, 2017 6:52 am
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Stealth and Combat Rolls
With the 9 result from earlier, Growler is at +1 for the combat roll. In addition, he has a +2 from using 3RB. Because of the -2 for the situation, Growler is at net +1
Shooting: 1d12+1 = 4 (3)
Wild: 1d6+1 = 4 (3)
Bennie for Re-Roll...
Shooting: 1d12+1 = 3 (2)
Wild: 1d6+1 = 7 (6)
Ace: 1d6+7 = 13 (6)
Re-Ace: 1d6+13 = 17 (4)
Result: 17 - Success with 3 Raises. Looks like I get that Bennie I spent back!
Ammo used: 3d6 (2, 1, 1) = 4. Way too low. Instead, I think he will have used 10 3RB, emptying the TW gun, and then spend 3 ISP (will recharge fully after 15 minutes) to reload it.


Hunting the Zombies in the snow and forest was child's play for Growler. As single-minded as they are going after the Coalition, they just ignore him, instead shuffling towards the bright lights of the Coalition's clearing. One burst, one Zombie. Head shots, every one.

Too bad I couldn't find the Necromancer yet. Pack Leader Snackhappy will be pleased about the Zombies I did take out as I was hunting for it. I don't think he would appreciate any trophies from Zombies put at his feet, though...

"No smell of any Necromancer in the area controlling them."

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 (d10) ; Parry: 8; Toughness: 13 (4)
ISP: 10 / 10

Active Powers:
None

Bennies: 4/3
  • -1 vs. Zombies
  • +1 for Raise in Quick Combat vs. Zombies
  • +1 from Camping Alone

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Last edited by Growler on Sat Oct 07, 2017 11:56 pm, edited 8 times in total.



Thu Oct 05, 2017 6:42 pm
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Calyx gives a slow nod at the 'plan'. He reluctantly puts away the sleeping bag, giving it one more forlorn look and a sigh before doing so. Since they are being sneaky at first, he keeps his electrical aura turned off, though that makes him pretty nervous since he doesn't wear armor. Unfortunately, most of his psionic abilities don't last for a long time, so he also has to keep those off until they are in position.

He moves along and actually manages to be stealthy, much to his own shock and surprise. He mostly keeps on eye on the ground in front of him to make sure he doesn't step on a frozen branch and snap it, or some patch of ice and go ass over tea kettle or something terrible. All the way there, though, his mind is thinking about undead and especially zombies - they are scary, they eat people (and/or brains), they come in hordes, etc! He doesn't let his fear stop him but he doesn't curb it either yet.

Once they in position, he takes all that emotion, especially the fear he's feeling and he twists it, taps it, uses it as fuel. He turns it in to the lightning and he lets the lightning fill him. He first lets the aura spark around him, lighting up the area around him and protecting him. He then begins to fire bolts of lightning, one after the other, at the backs of the zombies. His lightning bolts seemed to be very accurate given that he wasn't wearing enhancing body armor or anything like that. A thought suddenly hits him and he looks over at his comrades with a surprised and delighted laugh. "Oh my god, you guys! Deadboys! Like, for really real DEADBOYS! Hahaha!"


Stealth 5 and Combat 13
Stealth 5: Stealth die 1d4 (4), Wild die 1d6 (5).

Lightning Blasts 10: Psionics die 1d8 (8), Wild die 1d6 (2), Ace Psionics die 1d8 (2).
Extra Effort on combat check: 1d6 (3).

_________________
Calyx Calder
Character Summary
Human Zapper
Active effects:
Parry: 6 (7 w/ vambraces); Toughness: 11(6)
Weapon in hand: NG-33 Laser Pistol or Vibro-Blade Vambraces
Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich
Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
Charisma: 0
ISP: 30/30
Bennies: 4
Adventure Card: 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.)

Currently playing in: 7th Set Joker's Jokers


Sat Oct 07, 2017 9:21 pm
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OOC Comments
True Invisibility, you can roll 2d6 (4, 1) and take a +4.
Stealth 1d6+2 = 6 (4) +4
wd 1d6 (2)

10 = Raise: You are awesome. Write a little piece about how you kicked ass, and take a Benny. -2 / +2 = straight roll

Quick Combat Roll 1d10 (2) and EF to use the bennie I just got 1d6 (1)
wd 1d6 (4)
Stealth 10 Combat 4

Roath sighs, he does not like the cold. Casting true invisibility about him as needed he makes his way down to the combat. Maneuvering in and out of the zombies he huffs and puffs slashing his sword about killing as many as he can. After a while he makes his way off to the side of the combat zone and simply watches while unseen. Wiping sweet from him brow he thinks about home, the warm world and the touch of his wife. Stomping his feet he grumbles again about the cold and dances about trying to stay warm.

_________________
OOC Comments
Roath 7th SET Ley Line Walker
Bennies 3/3 PPE 40/40 Sword PPE 10/10
Roxcryth's Flaming Sword: Str (d6) +d10 AP 6
Active Powers: --
Quick Stats
Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength in Armor d6, Vigor d6
Charisma: +2; Pace: 5; Parry: 8 Toughness: 9 Toughness in Armor:16 (7)
Skills
  • Spellcasting d10 (starts at a free d8, 2 points)
  • Knowledge (Arcana) d8 (3 points)
  • Kn: Dimensional d4 (1 point)
  • Fighting d10 (7 points)
  • Shooting d4 (1 point)
  • Stealth (sneaking, palming and picking pockets) d6 +2 (3 points)
  • Notice d6 +2 (2 points)
  • Tracking d6 +2 (2 points)
  • Taunt (test of wills pg 86) d6 (2 points)
  • Piloting d4 (1 point)
  • Wilderness Survival d4 (1 point)
  • Persuasion d6 +2 (racial skill 0 points)

Ley Line Walker Special Abilities
  1. Expanded Awareness: Ley Line Walkers can use detect arcana a twill, with no PPE cost, as a free action.
  2. Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  3. Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  4. Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  5. Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  6. Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  7. Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.

Additional Known Ley Line Walker Edges
  1. Ley Line Phase
  2. Ley Line Gate

Known Spells (40 PPE)
  1. Greater Smite (Trapping: Any)
  2. Greater Armor (Trapping: Darkness, Earth, Black Stone Shrouded)
  3. Greater Deflection (Trapping:
  4. Greater Boost/Lower Trait (Trapping: Electricity, Jazz)
  5. Bolt/Onslaught (Trapping: Electricity AP, Spasms)

Spells from Devices
  1. Farsight (Body Armor)
  2. Darksight (Body Armor)
  3. Greater Fear (Cloak) (Darkness: Frightful tendrils of Darkness)
  4. Greater Invisibility (Cloak) (Darkness: Shadowy whisks of Darkness)

Spells from Patron Devise: Great Flaming Sword (10 PPE)
  1. Greater Teleport (Fire: A Spark of Fire between locations)
  2. Greater Burrow (Fire: Like Lava through the Earth)
  3. Greater Quickness (Fire: burns under the skin, behind the eyes)


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Sat Oct 07, 2017 11:40 pm
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And the party moves through the frozen forest, spreading out amongst the trees and putting down the zombies with extreme efficiency. Growler claims the SAMAS unit, and, as a bonus, discovers that the Power Armor suit pilot had been carrying some sort of souvenir--a bow, that practically hums with power when he picks it up. Such a thing clearly does NOT belong in the hands of a CS soldier, let alone an undead one.

Victory abounds. Moving silently, the group begins to head back out of the forest, meeting again at the vehicles... less one.

OOC Comments
Obviously, the SAMAS pilot had no idea what the bow was in the first place (otherwise, he wouldn't have kept a magical weapon); and the zombie simply couldn't use it. So that's how Growler gets his bow.

Now, on to Herra's thing.

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GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Sun Oct 08, 2017 12:14 pm
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Just as the group is about to enter the woods to search for their second missing comrade, they see a glowing form moving through the woods like a will-o-the-wisp. A moment later, the view clarifies into a glowing SAMAS pilot and a Herra, walking behind him with a bite-wound in her arm, eyes glowing with power.

OOC Comments
That was closer than I was expecting.... *Ahem*

Anyway, people can now question the guy at will (I'm assuming Herra instructs him to answer any questions). Figure it took 5 minutes for Herra to rejoin the team after nabbing Sammy, here. So she's got 5 minutes 'free' (4 if she wants to send him back with time to get lost, as it were). And it's 1 ISP per 10 minutes after that. So, yeah, so long as you don't order him to kill himself (NOTE: the proposed "strip in the middle of the frozen forest" command would fit that bill, just sayin'. Getting him to drop his railgun would be pretty simple, though.), he'll be compliant.

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GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Mon Oct 09, 2017 3:39 pm
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When Growler comes back after hunting the Zombies, he is bringing a gift for Pack Leader SnackHappy... a Light Rail Gun.

"I picked this up from the Zombie SAMAS pilot, Pack Leader SnackHappy. The suit itself is about 5 to 10 minutes walk away, hidden under the snow. It will take some work to clear out the frozen Zombie, but other than that, it should be salvageable. If you want, I can lead someone who can carry it back to where I hid it. I also found this bow that it had as a trophy. Magical... smells Holy. I claim it for use. I need something that can shoot farther than a pistol, and no way can I use the Rail Gun."

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 (d10) ; Parry: 8; Toughness: 13 (4)
ISP: 10 / 10

Active Powers:
None

Bennies: 4/3
  • -1 vs. Zombies
  • +1 for Raise in Quick Combat vs. Zombies
  • +1 from Camping Alone

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Mon Oct 09, 2017 3:53 pm
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Notice 11, ignores all cover and concealment
Echo Notice Roll: 1d12+1 = 11 (10)
Notice Wild Die: 1d6+1 = 2 (1)
Echo listens to Growler's announcement and then sees Hera returning with the live SAMAS Pilot and consternation forms in his voice. Walking over to Hera, he privately says to Hera and Growler. "There was no way you could have just had him quietly fly off for a half an hour while we evacuated? I would bet anything they can track these armors and you realize these are the murders who will kill us as repayment for saving their lives?
"For crying out loud they have pictures of human skulls on their chest. They worship their own deaths, they will not blink at ours, except in reflex to their laughter. Perhaps if you tell him to be silent, not communicate and fly north?"

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 2
  • -1 Extra Effort to kill CS zombies

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


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Mon Oct 09, 2017 5:25 pm
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Herra rolls her eyes at Echo, "He can be sent in any direction we please. Only after we learn what we need to know. If he is tracked, so too are all the other fallen soldiers in these woods. We will be inundated soon enough."

Turning her attention to her charge, "Can you tell us where we are and what the CS is doing here?"

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Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Mon Oct 09, 2017 5:50 pm
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"Of course, Mistress. We are in the Northwest Territories of Canada. My unit was brought here from our camp in Lone Star via numerous portals while most of us were asleep; most of those on guard duty did not come. The commander believes they ran from the rifts. We have been trapped in this valley for a week--we have marched out of it twice in that time, and both times, the next night, the rifts reappeared, and brought us back. Meanwhile, every night, some of us disappear, or are killed at the periphery. We have had to restrict our movements to well-lit areas immediately around the camp while searching for the fiend behind this during the day. Anyone who went into the darkness of night on their own would die, or disappear. Those who turned up dead died of many causes--some ripped apart by claws, others frozen solid. One had killed himself.

The corpses of the fallen were being stored in a tent near the edge of camp; last night, they simply disappeared, along with two men who were on guard duty. We hunted for them during the day, but to no avail. There are three long Ley Lines in the area, and any time the Dog-boys followed a trail, whoever is doing this would use the Ley Lines like a river to throw them off the scent. And then, tonight... tonight..."
The dominated man's voice cracks. "All of them came back. They came out of the night, trying to kill us. So we could be like them...." He recovers quickly from the burst of emotion.

"As for why we are here, Mistress, I do not know, save that it is to suffer and die."

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Mon Oct 09, 2017 6:49 pm
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Zakkael turns and addresses the SAMAS trooper. "What had you found on your ill fated marches out of this valley? Caves? Monuments? Obelisks? Did anything strike you out of the ordinary, other than your very presence here?" Pausing to allow the trooper to answer, he continues. "Have you any idea from which direction these creatures come? Were there any signs of disturbance at the tent where the deceased were stored? Have you any members of your team of particular importance to the Coalition?" Zakkael listens as the questions are answered, still looking around to check the perimeter and surrounding areas.
Notice
Notice with alertness and mystic vision / detect arcana
1d8+2 = 10 (8)

Ace Notice with prior result
1d8+10 = 14 (4)

Wild die Notice
1d6+2 = 5 (3)

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 0 Fatigue
Bennies: 5 (+1 max post quarter reward, -1 extra effort quick combat, +1 raise in quick combat, +1 heroically healing Herra)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.
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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Mon Oct 09, 2017 8:58 pm
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Notice 19, ignores all lighting penalties
Echo Notice Roll: 1d12+9 = 11 (2)
Notice Wild Die: 1d6+9 = 15 (6)
Wild for aced 1d6+15 = 19 (4)

Feeling the rebuke from Hera and listening to the soldiers testimony. Echo decides perhaps he was wrong, there are good uses for the soldiers, but he still has no trust for the CS to allow his friends to live.
He decides if the other are talking he may as well be watching out. Turning into a small snowy owl he flies up and looks for any other threats, the position of the CS force, and if their are more dangers coming.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 2
  • -1 Extra Effort to kill CS zombies

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


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Mon Oct 09, 2017 9:11 pm
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Zakkael wrote:
Zakkael turns and addresses the SAMAS trooper. "What had you found on your ill fated marches out of this valley? Caves? Monuments? Obelisks? Did anything strike you out of the ordinary, other than your very presence here?"


"During the original marches out, we found nothing but the next valley over. There is a river that runs towards a small lake that we marched alongside, since it cut a line between the hills."


Quote:
Pausing to allow the trooper to answer, he continues. "Have you any idea from which direction these creatures come?"


"This was the first time we've actually seen an attack, and we did not spot them until they were very close, because of their lack of heat."


Quote:
"Were there any signs of disturbance at the tent where the deceased were stored?"



"I believe the commander found evidence of there being multiple parties involved, but he did not explain that to me."

Quote:
"Have you any members of your team of particular importance to the Coalition?" Zakkael listens as the questions are answered, still looking around to check the perimeter and surrounding areas.


"You mean like a VIP or somesuch? No, we are merely a patrol unit."

Meanwhile, Echo sees no sign of the troops coming twards their position. Instead, they are doing something odd. SAMAS units and the Skull-walker are tearing down trees nearest their camp border and piling them up, while skelebots are moving the fallen (zombies and grunts alike) from the woods to the ie as well. As she observes, one of the give an order, and they splash fuel in the pile and ignite it--a massive funeral bier, the blaze eventually reaching twenty feet in the air. While continuing to guard the perimeter, the Grunts take turns coming by to pay last respects. Some weep openly, some bow their heads quietly. One even has to be restrained, dragged away from the blazing pyre, even as he struggles to try and throw himself into the flames. He is finally taken into one of the tents, and does not emerges with the ones who took him in."

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Tue Oct 10, 2017 5:32 am
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Finishing his patrol Echo returns to the group and returns to the humanoid form she has been using. Waiting for a lull in the conversation appropriate for sharing he reports back to SnackHappy his findings, in a way that the SAMAS pilot cannot overhear. "I took a look around sir. No sign of any more of those zombies, or where they came from. we may have to track them the more traditional we way.
"The Coalition platoon is forming bulwarks, clearing an area, taking defensive position, and burning the corpses of the soldiers corrupted by whatever evil has this place. I don't think they are planning to come execute us right now, but I cannot make any guaranties. What would you like done next sir?"

Echo makes sure to include accurate numbers of the CS forces observed and any potential hidden forces in the tents in his report.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 2
  • -1 Extra Effort to kill CS zombies

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


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Tue Oct 10, 2017 1:29 pm
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Calyx starts to let out a victory whoop but quiets it instantly, realizing that more enemies could be nearby - and technically ARE right nearby, the Coalition Forces in fact! He holds the electrical aura around him for a little bit longer to make sure there was nothing else bringing immediate danger to them before powering down again.

His eyebrows shoot upwards when Herra brings the SAMAS pilot back with her. "Hey Herr...um...are we...taking prisoners now?" He looks at the others. "Wait, were we supposed to be??" He then calms down as it was not a thing, just Herra getting out of a sticky situation.

He glances at Growler and smiles at the image of a puppy wanting his master to know he did good. He leans back slightly with a puzzled frown on his face at Echo's overblown reaction to Herra's actions. He thinks it is good choice to get to know more about the enemy - and that is clearly evidenced by what they learn from the Coalition officer!

"Canada? Okay." But as the man speaks on, Calyx looks more and more worried. "That sounds...bad. Really bad. I mean, like...are we going to be trapped now too?? Man!" Sparks start to randomly fire up around his body, but not quite escalating into his actual Aura. "So. We gotta find out what's going on. We...will need to see if we can help the Coalition get out of here too I guess. Leaving them to die and come back as zombies....that's not good for anyone." He doesn't say 'no one deserves that' as he is pretty sure others will disagree.

Notice 3
Notice die 1d6 (2), Wild die 1d6 (3).

_________________
Calyx Calder
Character Summary
Human Zapper
Active effects:
Parry: 6 (7 w/ vambraces); Toughness: 11(6)
Weapon in hand: NG-33 Laser Pistol or Vibro-Blade Vambraces
Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich
Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
Charisma: 0
ISP: 30/30
Bennies: 4
Adventure Card: 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.)

Currently playing in: 7th Set Joker's Jokers


Tue Oct 10, 2017 2:43 pm
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"Pack Leader SnackHappy, what should I do about the Zombie's SAMAS suit, and the Zombie inside it? If the Coalition soldiers are burning the corpses, maybe it is best we burn it too, if we are not going to retrieve the Power Armor for use. I can destroy it at the same time that I burn the Zombie with my Sword. I can also go and try to see if I can tell where most of the Zombie tracks come from, before too much more snow covers them."

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 (d10) ; Parry: 8; Toughness: 13 (4)
ISP: 10 / 10

Active Powers:
None

Bennies: 4/3
  • -1 vs. Zombies
  • +1 for Raise in Quick Combat vs. Zombies
  • +1 from Camping Alone

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Tue Oct 10, 2017 5:30 pm
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Jacob graciously accepts the gift from Growler patting him on the head. I hope he like that kind of thing.

"This sure is a predicament. What kind of things can be keep people trapped here? Do you guys with more magic know how got any ideas?" Waiting appropriately for responses he continues. "We still need to look for Arte as well, do any of you even know if she came through the rift? We need to stay together no matter what as this enemy is catching the coalition off guard and converting them one by one. I get a feeling we also need to head to the center of whatever is making things obscenely cold here. Lets keep an eye out for our comrade and find this whatever it is locking people here. For now we try to stay off coalition radar as they shouldn't be looking for us. I would like to keep the SAMAS if we can but I believe our mobility is going to be a big asset. Lets hide it. If we get a chance we can come back for it. When it comes time to rest I think we need to utilize the vehicles for heat alternating if need be. I am also up for any suggestions as I obviously do not belong in the cold."

Shivering a bit as he finishes speaking Jacob pulls the cloak tighter and looks to the rest of the group for more ideas or the initiative to begin hunting for the culprit.


OOC Comments
See if they have any sort of tracking on the SAMAS
Knowledge: Electronics 1d6 (6) Ace: 1d6 (3)
Wild Die 1d6 (3)

Disable the tracking if necessary
Repair: 1d8+2 = 9 (7)
Wild: 1d6+2 = 6 (4)

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, 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 RailGun (chest) | (Range 100/200/400, Damage 3d10+4, 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)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 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).
Ammo:
    72 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 4

Currently playing in: 7th Set Joker's Jokers


Wed Oct 11, 2017 2:45 pm
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Arcana 10
Knowledge: Arcana: 1d4 (4)
Ace: 1d4+4 = 8 (4)
Re-Ace: 1d4+8 = 10 (2)
Wild: 1d6 (4)
Result: 10 - Success with Raise

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 (d10) ; Parry: 8; Toughness: 13 (4)
ISP: 10 / 10

Active Powers:
None

Bennies: 4/3
  • -1 vs. Zombies
  • +1 for Raise in Quick Combat vs. Zombies
  • +1 from Camping Alone

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Wed Oct 11, 2017 3:49 pm
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SnackHappy looks over the unit, and discovers something strange. The unit's radio is not transmitting, currently--Herra apparently got the drop on him as far as that goes. But it does have a tracking unit. Thing is, it's designed to also be used as a directional beacon for 'home base', and... it's not registering 'home'. He's pretty sure that where-ever the system is for keeping tabs on the SAMAS unit is, it's out of range of the tracker. Which, thinking about it, makes sense--"Sammy" mentioned that they'd been unable to locate the units that were cut off in the dark, and if they had functional trackers, that wouldn't be an issue.

Growler thinks. This is pinpoint control of Rifts, so it's either some sort of alien intelligence like a Spulgorth or somesuch, or it's a Shifter.

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GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Wed Oct 11, 2017 3:51 pm
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Zakkael mulls over Happy's instructions. He breaks his silence. "Pilot, how many of you are there that remain untainted? Do you have an accounting of the fallen from this battle?" At the answer, he addresses the group.

"Friends, I have been informed that we have been summoned here, specifically, by one in great need. I have not heard who has brought us here, but I wonder if perhaps these soldiers were either called here themselves, or the one who summoned us is among the Coalition unit. We may wish to parley and negotiate a temporary cooperation with the Coalition squad. They are clearly as out of place as we are, if not moreso." He sighs deeply.

"I realize that this could be a death sentence if the Coalition chooses to betray us. Considering the strangeness of our surroundings, however, they may be less inclined to do so, as not to have the help of our group almost certainly dooms them all to a slow, freezing, torturous death at the hands of whatever demons inhabit this place." He glances at each of his comrades, and continues.

"A desperate man may consent to a partnership he despises in order to avoid an end he fears. And if one among the Coalition is hiding certain abilities that may have brought us here, it would seem that could be very valuable information to have, if nothing else. Of course, we shall follow our commander's orders, and Heaven shall be our protection from the designs of evil." He nods and steps back, signaling the end of his suggestion.

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 0 Fatigue
Bennies: 5 (+1 max post quarter reward, -1 extra effort quick combat, +1 raise in quick combat, +1 heroically healing Herra)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.
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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Wed Oct 11, 2017 9:25 pm
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The SAMAS pilot gives a recitation. "At the time of the attack, our contingent had 14 front-line soldiers, 16 Skelebots, 4 Dogboys, 3 Psi-Stalkers, 5 SAMAS Pilots, Lt. Sandra McCullom and her co-pilot in the Skull-Walker, and Commander Cornell Mitchell. I believe one of the SAMAS pilots was taken down by enemy railgun fire in the opening volley, but cannot say how many other casualties there may have been; I noticed someone engaging the enemy and went to investigate, encountering Mistress."

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Thu Oct 12, 2017 5:35 am
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Pondering the possibilities of talking to the CS Jacob begins to address it. "Well they do have a skullwalker. Those things are as impressive as they look. I seen them inaction a while back. The multiple rail guns will be tough to combat, if it comes to that. If we talk to them I am definitely getting back in the Gunwolf first. If you guys want to take Zak's suggestion I am ok with it. We just need a volunteer to speak with them. What are your guys thoughts on it?"

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, 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 RailGun (chest) | (Range 100/200/400, Damage 3d10+4, 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)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 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).
Ammo:
    72 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 4

Currently playing in: 7th Set Joker's Jokers


Thu Oct 12, 2017 6:59 am
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Calyx listened as questions were asked of the mind-controlled Coalition soldier. He frowned at the answers. It was creepy to think something...or, more likely, someONE...was just randomly grabbing people and pulling them through rifts in space. To freezing Canada. To be killed and turned in to zombies. He was a little worried that if Artemeisia had come through a rift as well, she might already be one since they hadn't heard from her.

Maybe it wasn't random though. What if there was not only a dark purpose behind it, but a well-thought-out agenda behind it as well. THAT was a disturbing thought. He shivered, only partially from the cold. Nonetheless, he absorbed the information from the SAMAS pilot, the numbers of troops that they had originally and now had, what they had tried to do and what they had discovered.

He shook his head at Snackhappy. "Sorry. Magic's not my thing. All psi."

He looked over at the Coalition soldier. "Hmm. Hey. Did you guys map out what you explored of the area? I mean, like, actual maps or recordings or anything?" He scratched his chin. "Did you ever find any heat signatures out there? Or encounter any undead that WEREN'T from your unit?"

_________________
Calyx Calder
Character Summary
Human Zapper
Active effects:
Parry: 6 (7 w/ vambraces); Toughness: 11(6)
Weapon in hand: NG-33 Laser Pistol or Vibro-Blade Vambraces
Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich
Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
Charisma: 0
ISP: 30/30
Bennies: 4
Adventure Card: 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.)

Currently playing in: 7th Set Joker's Jokers


Thu Oct 12, 2017 2:23 pm
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"I believe Commander Mitchell and Lt. McCollum both have the information recorded. It's not a lot, however--only a day's march to the south of our current position, along the frozen riverside, and perhaps a few hours in any other direction. The need to camp someplace we can illuminate, and to set up full lighting, has restricted our movements."

As he finishes speaking, his radio squawks to life. "Corporal Gavin! Come in, Corporal. Are you out there?" He's obviously about to answer it, but Herra certainly has time to order him not to, if she wishes.

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Thu Oct 12, 2017 4:08 pm
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Echo looks to Hera. "Perhaps he should tell them we would like to parley? This is an excellent opportunity to see if they will accept our help. "

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 2
  • -1 Extra Effort to kill CS zombies

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


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Thu Oct 12, 2017 6:22 pm
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Echo wrote:
Echo looks to Hera. "Perhaps he should tell them we would like to parley? This is an excellent opportunity to see if they will accept our help. "


Herra nods, " Yes, desperation makes strange bed fellows."

OOC: Assuming SnackHappy agrees.

Looking at Sammy she smiles, "Report in that you are okay and have encountered friendly forces brought here in the same manner as you. They wish to speak and share information but fear for their safety."

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Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Fri Oct 13, 2017 3:32 am
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OOC Comments
Smarts 1d8 (7)
Wild Smarts 1d6 (1)

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Fri Oct 13, 2017 10:25 am
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Snackhappy nods in agreement with Herra. "I guess the enemy of my enemy is my friend. At least for the time being. If need be I think we might entertain the idea of returning the other SAMAS as a good faith gesture. Show them we aren't the animals they believe us to be."

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, 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 RailGun (chest) | (Range 100/200/400, Damage 3d10+4, 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)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 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).
Ammo:
    72 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 4

Currently playing in: 7th Set Joker's Jokers


Fri Oct 13, 2017 12:11 pm
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He obeys, then pauses as the reply comes back. "Put them on; I want to speak to them directly." Dawkins complies, and then holds out the mic for Herra to speak into (she, of course, can pass the duty off to anyone else, she's just whom Dawkins is going to defer to at the present moment).

"This is Commander Mitchell of the Coalition States Protection Forces. I'll get right to the point. I assume you and your people are the ones who are responsible for the fact that most of the zombies were destroyed before we got to them, or vice-versa. For that, you have my thanks. I also assume that, by your reported reluctance to approach us, that some or all of you are either wielders of magic or D-Bees of some stripe. Fine. My orders pertaining to such individuals are to detain or eliminate from Coalition Territory. The good news for all of us is that this is not Coalition Territory. It's the frozen ass of hell, and here, I get to have a bit more discretion in how I interpret my orders. You and yours are the reason I'm not burning even more corpses, so as far as I am concerned, "High Policy" commands are irrelevant. I can't say how it'd be if we meet back in Lone Star, but so long as we're all here, I'm perfectly willing to give call to a truce, on one condition. As I say, I can ignore general commands. On the other hand, if any of your people have individual warrants out for your arrest, that would be a different matter, requiring additional precautions on my part."

At this point, Roath steps up to SnackHappy, murmuring softly so as not to be picked up by the mic. "Don't worry, sir--I am the only one with an active personal warrant in the group, and I can stay out of sight until I am needed--unlike these young men, I do not fear the dark." Before he can be stopped, the crafty old man has disappeared into the night.

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Fri Oct 13, 2017 7:01 pm
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Seems pragmatic enough, Herra thinks to herself.

"Perhaps it is wise to speak with this Commander Mitchell. They will likely turn on us if we ever escape, but for now they fear zombies and the dark more than the 7th SET," she smiles brightly as she finishes her though, "of course that is a mistake."

Waiting for the go ahead she considers if this would have been the same outcome if she had simply gone with the Corporal when he originally found her, Perhaps I judged to hastily. Although the rail gun jamming suggest perhaps not.

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Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Fri Oct 13, 2017 7:06 pm
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Zakkael bows his head. Thank Heaven. Strength in numbers is not something to discard when facing the forces of the Pit.

He turns to SnackHappy. "Commander, this was my idea. I am prepared to go ahead of you and open the discussion, if you wish. Or, if you prefer, I can surround Echo with the Breastplate of Righteousness, which will lend her some additional favor with men. While the gifts of the Light are endless, I know my talents do not lie in persuasion." Zakkael smiles at the SAMAS pilot, and continues talking to Happy. "I have an understanding that the Lyn-Srial, the form of which I was given for my task on this earth, are particularly reviled by the Coalition for their intervention in the Tolkeen disaster. I do not wish to test the limits of Commander Mitchell's truce before it is confirmed."

Noticing blood dripping from Herra's wound, Zakkael quickly moves over to her. "You're injured! Allow me." He sets about to tending her injury. Laying two of his hands on the injury, and raising his staff towards the sky, he utters a prayer. "The Light be praised for the comfort and mercy of physical healing. All wounds, all injuries, have been taken once for all. May this flesh be made new as it was designed by Herra's creator."
Faith
Faith - Greater Healing with Gift of Life and Staff bonus, less 1 wound
1d8+2 = 7 (5)

Wild die Faith
1d6+2 = 5 (3)

Herra is bathed in a soft, warm glow, and her wounds seal shut, leaving no evidence that they were ever there. Zakkael opens his eyes and breathes a heavy sigh. "The Light of Heaven has made you whole, my friend." Zakkael leans a little heavier on the staff at his side.

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 0 Fatigue
Bennies: 5 (+1 max post quarter reward, -1 extra effort quick combat, +1 raise in quick combat, +1 heroically healing Herra)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.
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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Fri Oct 13, 2017 10:04 pm
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During one of the discussions away from the SAMAS pilot, Growler brings up a concern

"I don't think I should be one of the greeting party. I am one of the more stealthy members of the pack, and it is always good to have a reserve, just in case. Echo is the only one better than me, and it looks like she will be the one doing the talking. I am also worried that one of the officers may have my picture on file from my time at the Lone Star Lab. I did not leave on the best of terms. I will, however, come along with everyone else if Pack Leader SnackHappy wants for me to."

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 (d10) ; Parry: 8; Toughness: 13 (4)
ISP: 10 / 10

Active Powers:
None

Bennies: 4/3
  • -1 vs. Zombies
  • +1 for Raise in Quick Combat vs. Zombies
  • +1 from Camping Alone

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Sat Oct 14, 2017 1:25 pm
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Echo says. "While I think this officer is being straight with us and he does not currently plan to betray us. I think there is a chance one of his men could go rogue. Growler's idea is a good one." With that being said he gives a brief break for other ideas to be run before clarifying. "Before I head in to talk to them, I want to make sure we are all on the same page. We want nothing from the CS men other than collaboration in surviving and getting out alive correct? No need to negotiate resources or anything?"

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 2
  • -1 Extra Effort to kill CS zombies

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


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Sat Oct 14, 2017 1:49 pm
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Zakkael nods at Echo. "We have no need of material benefit other than ensuring we all return safely to our homes, and perhaps to end this threat to the world while we're here. If we have been summoned here by one in great need, we should address that need, if we are able to determine what it is."
He turns to Growler. "I believe your concern is legitimate. In the interest of full disclosure and fostering trust with our new allies, we should still advise that we have other companions who remain on the perimeter as an early warning system. I have no intention of deceiving these men, and having knowledge of the assets available may help us and their commanders come up with a better strategy. The identities of those outliers is not pertinent to our cooperation."

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 0 Fatigue
Bennies: 5 (+1 max post quarter reward, -1 extra effort quick combat, +1 raise in quick combat, +1 heroically healing Herra)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.
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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Sat Oct 14, 2017 2:31 pm
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Listening and taking in the team's input, SnackHappy speaks up.

"Growler, that is fine hang near the treeline out of site but be sure your ready to go should the need arise. Echo, you are correct all we want from the is mutual cooperation in leaving this frozen hell like Zakkael said I believe we should disclose that we have scouts on perimeter as early warning. I do not think we need to disclose exact numbers in case this commander thinks he can pull a fast one once his men are safe. I think we will let Echo take on a more human form before he engages to put them at ease. Herra, let commander Mitchell know to be expecting us."

Climbing back into Sasha he has her shake off some snow. Then Jacob follows the team to their meeting.

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, 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 RailGun (chest) | (Range 100/200/400, Damage 3d10+4, 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)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 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).
Ammo:
    72 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 4

Currently playing in: 7th Set Joker's Jokers


Mon Oct 16, 2017 6:40 am
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Notice 5 ignores all cover and concealment, Persuasion 16 GM to apply modifiers
.
GM to apply modifiers as needed
    Echo Notice Roll: 1d12+1 = 2 (1)
    Notice Wild Die: 1d6+1 = 5 (4)

GM to apply modifiers as needed
    Echo Persuasion Roll: 1d6+6 = 12 (6)
      Persuasion Ace 1d6+12 = 16 (4)
    Persuasion Wild Die: 1d6+6 = 9 (3)


Echo nods and as the team readies themselves heads out to 'break the ice' with the Coalition Forces. Her objective to settle their nerves and let them know we are trapped here also and wanting to ally to get everyone to safety.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 2
  • -1 Extra Effort to kill CS zombies

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


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Mon Oct 16, 2017 10:39 am
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Notice 14 Stealth 8
Notice: 1d8 (8)
Ace: 1d8+8 = 14 (6)
Wild: 1d6 (2)
Result: 14 - Success with 2 (3) Raises? (+2 Scent; Includes Dog Boy's Detect Arcana)

Stealth: 1d10+2 = 8 (6)
Wild: 1d6+2 = 3 (1)
Result: 8 - Success with Raise?


"Pack Leader SnackHappy, follow me and I will get you to the frozen SAMAS that I hid."

After doing exactly as he said, Growler will trail the rest of the SET by about 250 feet, being as careful and stealthy as he can.

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 (d10) ; Parry: 8; Toughness: 13 (4)
ISP: 10 / 10

Active Powers:
None

Bennies: 4/3
  • -1 vs. Zombies
  • +1 for Raise in Quick Combat vs. Zombies
  • +1 from Camping Alone

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Mon Oct 16, 2017 11:28 am
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Nodding at Snack Happy's order, Herra relays the message to her SAMAS friend, "Okay, we agree. Information Commander Mitchell we will send a small delegation for a chat. We hope to all get out of here alive."

Looking to Snack Happy and reporting back any reply she asks, "Shall I release him?"

OOC: If yes.

"Okay, go back to your unit and act normally. I don't recommend you tell them that someone was messing with your head lest they detain you and conduct experiments."

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Didn't have a signature but wanted the 1 EP for using OOC tags!


Mon Oct 16, 2017 7:52 pm
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And so, freed SAMAS pilot going back ahead of them, and SAMASicle in (robot) hand, the group chosen to go into the camp descends into the valley. The illumination is almost painfully bright--there are no shadowed corners anyplace.

Waiting near the perimeter is an obvious officer, with a single SAMAS guard. He gives a hand signal, and calls for some Grunts to come forward and take their fallen ally. "Take him to the fire, thaw him out and get him out of that armor before you pitch him in. Private Simmons, once the suit's been emptied and you've had a chance to clean it out, congratulations on your promotion."

One of the Deadboys pauses, obviously in shock, then salutes. "Yes sir, thank you, sir. I shall do his memory honor, sir!" And they take the body away, while the commander turns back to you.

"As I promised, you're under truce, here. The men have been told your people did the necessary work this evening, and most of them are smart enough to be grateful. The rest, well, they follow orders." He motions. "I'd appreciate it if we could talk in my tent; I prefer face-to-face for discussions. As many or as few of you as want to come can; the remainder are welcome to wait here."

To his credit, when SnackHappy steps out of the GunWolf, he doesn't seem to blanch (admittedly, it's hard to tell what his reaction is behind the face-mask of his armor's helmet, but still--his hand doesn't even twitch in the direction of his sidearm). Similarly, he shows no negative reaction to the Lyn-Srial as Zakkael steps forward.

Once inside the tent, which has two lanterns but, interestingly, no space-heater, which would be the norm in a situation like this, he removes his helmet. There is also a Psi-Stalker present and waiting for them (observant types might spot a bit of what looks like frozen blood around the Stalker's collar), but the SAMAS soldier stays outside. "I am Commander Mitchell of the Coalition States Armed Forces, and I welcome you to my camp. Hopefully, we can all get back to our respective homes."

The Commander looks like he just stepped off a recruiting poster, and into a dive-bar. He's very handsome, with sharp features and high-quality cybernetic eyes, but there's a somewhat resigned posture to his stance. He and Echo spend a fairly brief period talking, and once he's satisfied of your intentions, he gives a crisp break-down of the facts as he knows them, as well as some of his personal conclusions:

"Sadly, we have no eyewitnesses--everyone to encounter whatever is out there either died or disappeared. From the tracks we've found a the scene, it is a large, inhuman creature. But the wounds on the bodies often were lower, as well, and from multiple types of natural weapons--some seemed to be gouges by tusks or horns, while others were bitten or just ripped open by claws. So I'm suspecting that there may be a master and subordinate fiends behind the attacks. Also, some of the attacks have taken place in fairly tight quarters, which the main creature should be too large to fit inside."

"Besides the natural weapons, many of the victims were found completely frozen. So I'm suspecting some sort of ice-magic is involved. And the creature has only attacked at night--most often when the targets are in the darkness, but sometimes it has snuck into camp and attacked people in tents. While we don't have a sighting of the creature, Sylvester here did hear the thing, once, while we were still scouting the territory."

The Psi-Stalker steps forward. "I was out with Hendrickson, the SAMAS pilot, doing ground-searches. I had picked up a scent, powerful and twisted, and we were following its trail. Suddenly, there was a voice, calling out from behind a rock ledge, urging us to 'Come and play'. Hendrickson immediately took off, up and over the wall, despite our standing orders to stick together. By the time I got there, he was gone."

Mitchell picks up the story. "Hendrickson was a hot-head, like anyone who gets into a SAMAS suit, but he also knew the situation well enough to know he needed to follow orders to stay in contact. So I'd suggest you assume this thing, or things, or whatever, has some ability to influence the minds of others."

"Naturally, we attempted to track those who disappeared; however, every time we did so, the trail was lost at one of the Ley Lines, and the Dogboys couldn't pick it back up again. I suspect that the creature or creatures may be laired along one of the Lines themselves."

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Tue Oct 17, 2017 5:07 am
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Zakkael follows Echo into the tent. He listens as the psi-stalker recounts his experience. "Sylvester, is it? Did you feel the compulsion to go play, as well? Have any of the dog boys been called off the same way? It may help to understand whether these creatures are seeking only human victims for conversion, and if the monster's powers of suggestion would hold no sway with certain others. I assume that none are safe from the physical assault."

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 0 Fatigue
Bennies: 5 (+1 max post quarter reward, -1 extra effort quick combat, +1 raise in quick combat, +1 heroically healing Herra)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.
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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Tue Oct 17, 2017 8:47 am
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Zakkael wrote:
Zakkael follows Echo into the tent. He listens as the psi-stalker recounts his experience. "Sylvester, is it? Did you feel the compulsion to go play, as well? Have any of the dog boys been called off the same way? It may help to understand whether these creatures are seeking only human victims for conversion, and if the monster's powers of suggestion would hold no sway with certain others. I assume that none are safe from the physical assault."


"I was not called, but one of the Dog-boys that came back as part of the attack tonight had only fresh injuries on him. I do not know about those of my kin who were taken."

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Tue Oct 17, 2017 9:04 am
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Having already thanked the commander for his openness and being will to talk to the party Echo listens to the information he shares wishing they had been able to preserve at least some of the bodies so they could have been evaluated first hand. “We have a couple highly skilled trackers in our group that will not have their senses fouled by the Ley Line. I think letting us try and lead the search once we get to the Ley Line would be useful.”
Then thinking for a little bit she adds. “I will talk to our commander, but I think it is in our interest to mobilize as soon as the sun comes up. There is little to gain by trying to wait this thing out, and everything to lose. Hopefully by tomorrow evening both of our teams will be able to start heading home.”

A Bunch of Skill Rolls, good thing we got those out of the way
Notice X standard for any new scene, ignores all cover and concealment
Echo Notice Roll: 1d12+1 = 3 (2) = Failure :(
Notice Wild Die: 1d6+1 = 2 (1)

Healing to identify the types of wounds (I did not add armor bonus as it is irrelevant to thinking.
Healing 1d4+2 = 3 (1) = Critical Failure, Yep people die when they have holes :x
Healing Wild 1d6+2 = 3 (1)

Knowledge Arcana if the behavior sounds like a demon or magic user she knows of. (Except the Zombies it sounds like a Windego)
Knowledge Arcana 1d4 (4)
    Aced 1d4+4 = 5 (1)
Knowledge Arcana Wild 1d6 (1)

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 2
  • -1 Extra Effort to kill CS zombies

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


GM Quick Reference


Tue Oct 17, 2017 9:58 am
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Commander Mitchell nods, his voice cutting with real emotion. "I'd like nothing more than to hunt this--or these--fiends down with extreme prejudice. I've lost a lot of good men out here, and forcing the survivors to 're-kill' them... It's an obscenity."

Regaining his composure swiftly, he nods again. "So, yes, your plan seems the best. We'll be ready to roll out at first light. Your people are welcome to rest here in the camp. I cannot emphasize enough that you do not want to spend too long in unlit areas."

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Tue Oct 17, 2017 8:28 pm
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Zakkael nods. "For my part, I shall indeed rest in the light, even as the Light of Heaven gives me refuge. Thank you, Commander, for your hospitality, and for your cooperation." Bowing his head towards Commander Mitchell in gratitude, he exits the tent. He goes to retrieve his tent from his pack in Sasha, and picks a well lit end of the camp to set up and rest.

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 0 Fatigue
Bennies: 5 (+1 max post quarter reward, -1 extra effort quick combat, +1 raise in quick combat, +1 heroically healing Herra)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.
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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Fri Oct 20, 2017 9:12 pm
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Sleeping with the enemy?

The idea of spending the night in a Coalition camp is about as appealing to Herra as intercourse with a slaver. Maybe worse after what they had done to Spider. However, the effect of frost and darkness outside their perimeter may prove worse than all those things combined. Begrudgingly she agrees to camp but takes her turn on a watch - not to watch outside but to watch from within. She even briefly considers doing an astral sweep of the entire camp but knows it will bring their pet dog demons and stalker men running.

With a bit of a resigned grunt she sits down near a heat source and tries to keep her senses alert of any danger.

"Strange bedfellows indeed," she says to no one in particular.

_________________
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Sat Oct 21, 2017 11:59 am
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In spite of everyone else's beliefs, unless he is ordered not to by SnackHappy, Growler will be setting himself up a small blind in the shelter under a pine tree using all the available tolls and aids he has. This includes his insulated tent and sleeping bag. He will be using his Survival knowledge to protect himself as much as he can from the elements, as well as hiding it downwind of the camp with the aid of the snow. It will be about 200 feet away from the edge of the camp. He will be staying up all night keeping a watch out.

"I will be out here to the East, keeping an eye out. Watch those Coalition Soldiers. I don't trust them."

Notice 4
Notice: 1d8 (1)
Wild: 1d6 (4)
Result: 4 on Opposed Checks(+2 if Scent; Detect Arcana with Scent-Based Notice)

Stealth 9
Hiding his Camp/Blind
Stealth: 1d10+2 = 9 (7)
Wild: 1d6+2 = 3 (1)
Result: 9 on Opposed Checks

Overnight Checks
To Resist the Cold:
    Vigor: 1d8+2 = 7 (5)
    Wild: 1d6+2 = 4 (2)
    Result: 7 - Success.
To Resist Lack of Sleep:
    Vigor: 1d8 (3)
    Wild: 1d6 (1)
    Result: 3 - Fail. One level of Fatigue.
Succor to Recover from Fatigue
    Psionics: 1d8-1 = 6 (7)
    Wild: 1d6-1 = 3 (4)
    Result: 6 - Success. Remove 1 Level of Fatigue at cost of 1 ISP (Recovered in 12 minutes)

Net Result: No change except cost of 1 ISP.

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 (d10) ; Parry: 8; Toughness: 13 (4)
ISP: 10 / 10

Active Powers:
None

Bennies: 4/3
  • -1 vs. Zombies
  • +1 for Raise in Quick Combat vs. Zombies
  • +1 from Camping Alone

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Sun Oct 22, 2017 5:34 pm
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OOC Comments
Nothing to see here:

1d4 (4)

More nothing:

1d6 (6)
Ace: 1d6+6 = 9 (3)
EE: 1d6+9 = 11 (2)
1d6 (5)

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Sun Oct 22, 2017 8:07 pm
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SnackHappy also thanks the commander for his hospitality. Then retires to the Gunwolf and sets the heat on and has her ready to go at a moment's notice while he catches some shut eye. Trusting the sensors to be his alarm.

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, 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 RailGun (chest) | (Range 100/200/400, Damage 3d10+4, 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)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 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).
Ammo:
    72 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 4

Currently playing in: 7th Set Joker's Jokers


Mon Oct 23, 2017 6:51 am
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Aid Tracking 1d8+2 = 6 (4)
Group Aid Tracking 1d6+2 = 6 (4)


The night passes uneventfully. Roath briefly stops by Growler's campsite to share a bit of coffee, heated using his sword. "Tell SnackHappy that I think we've actually got more than one faction in play, here. I'm going to keep investigating on my own. Probably best not to share too much intel with the Coalition, though." Then the old Ley Line Walker slips back out into the frigid night.

A bit before dawn, the men begin breaking down the camp, and in a display of considerable efficiency, are ready to go by the time the sun has fully cleared the horizon; it probably would've been faster, but they delayed retrieving the lanterns until last. Commander Mitchell approaches Echo. "We're ready to roll out. I had the Dogboys do an initial search; they picked up the trail by which the zombies approached last night, so we can at least start out in the right direction, though I'm sure we'll get to the damnable Ley Line before we find them. Since you said your people are expert trackers, I'll set my own to assist."

With a few curt instructions, the Dogboys and the Psi-Stalkers move into position, essentially flanking those in the group who are doing the actual tracking, as they make sure there's no side-trails or double-backs.

OOC Comments
The group of CS trackers got a 6, which means they aid your tracker with a +1. Echo can make an assist roll, to provide as much as an additional +3. Growler does not get his scent bonus, since the Ley Line will be fouling that pretty quickly.

It's just a single tracking roll; raises determine how long before dark you guys actually locate the lair. A Critical Failure means I get to cackle maniacally.

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big H, 1/2
T: 2/2





Mon Oct 23, 2017 7:45 am
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To Herra, the presence of dog boys and psi-stalkers on either side her feels more like a prison escort than an assistance force. She considers helping the effort with her powers but is loathe to activate them while the sensitives are nearby. Once they reach the ley line, they will be confused - something she didn't know until Commander Mitchell mentioned it. By that time there might be a more useful direction to help focus her psychic senses.

Tracking - Useless
1d6 (3)
Wild 1d6 (2)


Sighing and grunting she huffs through the cold, too unnerved by her natural enemy nearby to worry about tracking zombie prints in the frozen turf. Blowing out a cloud of condensation she warily looks over her shoulder, oblivious to any clues, "Those psi-stalkers make my hair stand on end. Are we sure they are here to help? They feel more like guards."

_________________
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Mon Oct 23, 2017 8:31 am
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Posts: 131
Location: Castle Refuge
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Zakkael rises with the commotion of tearing down the camp. Before exiting his tent, he spends a few moments in communion. Michael, my friend, my brother, my chief, this arrayed force prepares to depart to face down this agent of evil. Help me prepare. What is it that we face?
Communion 23, Kn Arcana 7, Vigor 5
Faith with staff bonus
1d8+1 = 9 (8)

Ace Faith with prior result
1d8+9 = 17 (8)

2nd Ace Faith
1d8+17 = 23 (6)

Wild die Faith
1d6+1 = 7 (6)

Ace WD
1d6+7 = 9 (2)

Knowledge: Arcana
1d8 (7)

WD Kn: Arcana
1d6 (4)

Vigor: communion
1d6 (2)

WD Vigor
1d6 (5)


Zakkael nods in grim recognition of the answer. Thank you, my chief.

He exits the tent and catches Commander Mitchell in the middle of preparations. "Commander, I know not what you or your men believe. However, those that wish may join me in prayer in the middle of the camp. What evils we are likely to face fear the light. This is but a fraction of their fear of the Light of Heaven. The Light is for us, and none can be against us." He bows and adjourns to the lit clearing.

Falling on his knees, he begins praying aloud. "Gracious and merciful Light of Heaven, I, your humble servant, pray for your divine protection, guidance, and might in battle for these, your children. May a legion of my angelic brethren watch over and guide us to our prey. Let your sword strike swift and sure. Let unrestrained justice be done against the spawn of the Pit and their evil machinations. May the Shield of Faith be proof against the darts and wiles of our enemy. One may put a thousand to flight, but two can put ten thousand to flight. Let, then, this band of brothers, this alliance of noble hearts, drive the evil host like swine to the cliff, and let the Light of Heaven be shown strong, faithful, and true through our deeds this day. May these men find solace and comfort in the Light, and strengthen them to the task ahead." He continues on for a few more minutes in much the same way. Any CS soldiers brave enough to approach are welcomed, and he offers to join hands with them as he continues, thanking the Light for their courage and willingness to fight the forces of darkness. At a suitable time to conclude, he closes with "All glory to the Light of Heaven. Amen." Rising and greeting any soldiers who joined him, he clasps them on the shoulders and offers some more encouraging words. Seeing the camp is ready to roll, he stows his tent in Sasha and takes flight, watching from just above the treetops as the alliance moves out.

Notice
Notice with mystic sight and Alertness
1d8+2 = 5 (3)

Wild die Notice
1d6+2 = 3 (1)

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 0 Fatigue
Bennies: 5 (+1 max post quarter reward, -1 extra effort quick combat, +1 raise in quick combat, +1 heroically healing Herra)
Parry: 9
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.
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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Last edited by Zakkael on Mon Oct 23, 2017 12:41 pm, edited 3 times in total.



Mon Oct 23, 2017 9:47 am
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Joined: Tue May 23, 2017 7:43 pm
Posts: 86
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Notice 19, Adds 4 to Growlers tracking roll for maximum of 4
Notice as a bird of prey to help Growler tracking
Notice 1d12+9 = 19 (10)
Notice Wild Die 1d6+9 = 11 (2)

Echo looks around and tells the CS Commander. “I need to help my allies, this will require me leaving out of sight for a bit. I do not want to unsettle your men when I become a snowy owl. Please when I return do not allow them to shoot the bird for sport.” Then walking off into the woods out of site so her monstrous middle state does not panic the men she assumes the form of a snowy owl.
When returning she begins scouting, coordinating her observations with Growler, returning to him to whisper her updates before moving on.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 2
  • -1 Extra Effort to kill CS zombies

Ndreare, currently playing.
    Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms


GM Quick Reference


Mon Oct 23, 2017 11:05 am
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Joined: Fri Aug 18, 2017 7:42 am
Posts: 35
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Notice 5
Notice at +2 if Scent can Apply
    Notice: 1d8 (5)
    Wild: 1d6 (4)
    Result: 5 On Opposed Rolls


Tracking 11 Stealth 6
Tracking (+4 from Assist, +2 from Woodsman, no bonus from Scent)
    Tracking: 1d8+6 = 7 (1)
    Wild: 1d6+6 = 9 (3)
    Bennie for Reroll
      Tracking: 1d8+6 = 10 (4)
      Wild: 1d6+6 = 11 (5)
    Lets try that AGAIN...
      Tracking: 1d8+6 = 8 (2)
      Wild: 1d6+6 = 9 (3)
    STUPID DICE!!! Third and final Bennie Reroll...
      Tracking: 1d8+6 = 9 (3)
      Wild: 1d6+6 = 8 (2)
    Result: 11 - Success with Raise. My dice hate me today.
Stealth to hide from both Coalition and anyone except the Jokers.
    Stealth: 1d10+2 = 6 (4)
    Wild: 1d6+2 = 6 (4)
    Result: 6 on Opposed Rolls

Not being able to rely on his nose makes it more difficult, but Growler is able to use Echo's information as well as that of the Coalition's Dog Boys to make good progress in finding the source of the Zombies, all the time keeping out of sight of the Coalition soldiers and anything else out there to actually see him... or so he believes.

"Roalth visited me last night. He said that there are more than one faction in play here, and that he is investigating on his own. Like me, he doesn't fully trust the Coalition and thinks we should not share that intel with them. Any further orders, Pack Leader SnackHappy?"

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 (d10) ; Parry: 8; Toughness: 13 (4)
ISP: 10 / 10

Active Powers:
None

Bennies: 4/3
  • -1 vs. Zombies
  • +1 for Raise in Quick Combat vs. Zombies
  • +1 from Camping Alone

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Mon Oct 23, 2017 2:00 pm
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