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 Dinosaurs!: Georgia On My Mind 
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Zakkael nods. "All creatures may be offered repentance. I did not expect a demon to be repentant, but obedient...yes. Very well. You may start with the identification of the location of your comrades, if you know where they may have retreated to, the location and origin of this stash you speak of, as well as a description of what Nightblooms are, and how to avoid them. You have my assurance that, as long as you remain obedient and attempt no betrayal, I will stay the hand of justice." He looks at his assembled comrades. "And I trust my allies will agree to these terms, so long as you remain under my tireless watch. We are nothing if we are not true to our word."

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 1 Fatigue (1 hour rest; Succor cannot restore)
Bennies: 1 (+1 max post quarter reward, -2 EE intimidation & Mind Reading, +1 group RP, -1 EE Loot Pinata, -1 EE Spirit - Edinos)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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 Jan 06, 2018 4:34 pm
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"Stash is back that way, over that hill, underground. Old buildings there, buried by plants. Maybe some of the runners head there, otherwise, they just running, til they find another band to hook up with. Still, prolly want to head there soon if you want to try to get loot. If any runners there, Chok'lat help you kill them, if you let me have weapon to do it." Loyalty, it seems, is not a big idea for sub-demons.

"Nightblooms is big plants. During day, they all closed up, look like trees. Under night-sky, they open up, big flower at top, make things sleep. Then the root-vines get you, drag you up to flower, and it eats you, chompchomp! Easy enough to avoid if you know what to look for, just have to camp far enough away. I can tell you if there any nearby when you pick campsite."

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big Bad Boss Brodkil: DEAD
Cray-Cray Brodkil: FLED
Juicy Brodkil: DEAD
Sevenof Brodkil: DEAD





Sat Jan 06, 2018 7:37 pm
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Fox lands SAMAS and walks his way through the temporary encampment to where Echo is being triaged. Looking her over, Fox looks directly at her, "You need to heal at the Ley Line? How close do you need to be?"

Looking to the rest of the Joker's he says, "I could fly Echo within a close distance of the Ley Line and then return."

The other Joker's have been shielding the "Interrogation" of the Brodkil prisoner. Fox is rather suprised that the demon is still alive. Speaking loud enough for eveyone else to hear, Fox picks up a vibrosword and standard firearm he found the Brodkil with, "Careful who you shoot and stab. Some of them," nodding towards the Joker's, "have no appreciation for cyberware." Fox makes sure that the grenades the Brodkil had on him are no longer in his posssession.

Stepping close to Snackhappy and in private comms as Fox is still in SAMAS, "You could always rig a remote radio frequency disabler for that cyber limb. Always know where it is and if things get out of hand, just deactivate the cyber limb."

_________________
"You are looking at the Best of the Best of the Best, Sir."

PFC "Fox" Simmons, Seven-One-Seven

PFC Fox Simmons
PFC "Fox" Simmons:
Human Clone, MARS Power Armor Soldier, CS SAMAS Pilot
Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 6; Toughness: 7

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
    Command
  • Command: Allies: +1 Spirit to recover from Shaken. [Human Bonus]
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use. [Seasoned 1]
    SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto. [Seasoned 2]
Bennies: 3/4

Adventure cards: (34) Cutting in Line: Draw Three Initiative Cards, Keep the Highest One.


SAMAS
SAMAS:
    • Strength d12+5*
      • SAMAS Fortune and Glory: Strong and Powerful
      • * Str die Increase
      • Brawny: **+1 Toughness; carry 8 times Str
    • Size: 2; Pace: 10 (d8); Flight: 25, Climb 2; Parry: 6; Toughness: 10 + 10 MDC**

    Weapons
    • Light Rail Gun (handheld)
      • 100/200/400 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher
      • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
        2 spare missiles in camp


Sun Jan 07, 2018 10:01 am
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Hearing Fox's offer Echo looks at him. "Thank you, Zakkeal was able to heal me after all. But the offer is greatly appreciated." Turning towards the interrogation she adds so that the brodkil cannot hear.
As she thinks more of it, she believes letting him go would only create an opportunity for him to buy his way into another clan with intelligence of our capabilities and weaknesses. Finding Snackhappy she tells him privately so only members of the Jokers can hear. "Snackhappy sir, If we let this thing live he will continue to murder, and will likely buy his way into a new clan by telling them of our own weaknesses and strengths. I advise against it." Then adding "I do not see this creature as repentant or doing anything other than more murders when we set him free. If you refuse to sentence him can I at least ask not letting him keep any equipment. It would be better destroyed than in the hands of a murderer."

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
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.

Resource Tracking


GM Quick Reference


Sun Jan 07, 2018 10:17 am
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Keeping his ears open, Kutter listens to the exchanges between the demon and the Angel. After hearing about repentin, and comin to the light, and all that jazz...he turns on his heels, and kind of rejoins the group around the brokil.

"Apologies Zak, but I be remisstified if didn't throw ma card in da hat here. This thing ain't no pet...and it ain't no damn project needer. It's a demon. It's gonna try an keel us the first chance it think sometin better comin along. He ain't got an ounce o redamption in his whole body...an i don't feel like getting stabbed in the back when that CRAZY shows back up with reinforcements and Mr. Chocolate here sabotagies us. The only way that thing is getting on Sally is gettin dragged by a chain. Not tryin ta be difficult, but this ain't no time for church, and ya might as well sleep with a rattler as think yer safe with that thing in tow. He biding his time now...he hopes Crazy cow is gonna come back...and he stinks bad...you can't smell him like I can...Ima tellin ya...this is is bad to the core. You every smell a dead body? Like a rotted one? Trapped in a metal box in the sun for two weeks type o dead body? You ever smell that? Well, set it on fire, then you got this things stink in yer brain...Nothing good here, nothing ta be saved..."

Kutter pats the newly acquired particle cannon...

"I'll blow this demon away right now, then go make and sandwick and take a dang nap, how much I care bout a damn demon? Not a damn. Sleepin with damn snakes even!

Are we really debatin this??? I thought angels fought demons...Them divines is confusing fer sure...

"So what's the count boys? We moving on or we playing house with a damn demon?

_________________
Kutter
Wounds: 0/4
Bennies: 2/4
Active Effects: None
Parry: 5
Toughness: 6+3 = 9 PLUS Armor 6(5) = 15 (5)
Pace: 4, Run d4

Common Skills: Notice d8,

Encumbrance: Str * 8 (Brawny)

Abilities: Detect Arcana with Notice Check using Sense of Smell

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

ACTION CARDS HELD:

Mechanical Malfunction - A device malfunctions in some way; guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current
“scene” (typically a combat or immediately thereafter).

Armor Worn: SFD Hutnsman
Weapons On Person: Wilk's 227 Laser Pulse Pistol


Vehicle
  • Mountaineer ATV - “Sweet Sally”
    • Size 5, Acc/Ts 10/50, Toughness 25(14) MDC Armor, Crew 1+5, All Terrain, Handling 1, Environmental Systems, Sensor Suite, Amphibious
    • Weapon Systems
      • Heavy Laser (Top Mounted)
      • Mini Missile Launcher (Rear Sides) Shots : 11/12


Sun Jan 07, 2018 7:38 pm
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Fox turns back around from the direction he was heading, "Indoctrination is pretty strong for almost any group or organization. The CS have it. The Brodkil have it. Hell even the Clones that I was born with and trained with were indoctrinated."

Taking off his helmet, "So I am curious of whether, this is Legion indoctrination speaking or personal vendettas?"

"Chok'lat here knows nothing else, other than what he was taught or indoctrinated with. No options to learn or change or improve or explore other thoughts or rationales. How can we expect to change the minds of our current enemies, if we do not provide them opportunities to understand us, our way of thinking, our way of living?"

"I know first hand what it is like to have choices limited to a preset and finite code or rules of indoctrination. I commanded a company of 200 other clone troopers like myself. We were assigned to defend Coruscant and the Galactic Senate. Programmed to completely loyal to the orders given and not to question the why or if there was a better way."

"One could argue that it led to very effective and effiecent soldiers. I would say it made us very effective killers because we lacked compassion or the ability to question morals and rationales. I am glad that I am here on Earth with at least some small chance to live my life and make my own choices."

"I had an opportunity to defy orders and to question the right of the situation, but my training and programming forced me to act. It was my shot that would kill my brother and friend. It was my inability to or lack of knowledge that made me pull the trigger. The senator said he was a traitor to the Republic and that he needed to die."

"We trailed Fives from the Galactic Senate down into the streets of the Undercity. Cornered I took the shot before giving Fives a chance to explain or defend himself. It was only as he lay dieing in my arms that I experienced for the first time, remorse, sorrow, anger, and pain. While he forgave me, I have never forgiven myself."

Pausing, Fox uses a moment to recompose himself and let the tears dry.

"I am no pacifists, but one must learn to balance Judgement and Mercy. Otherwise we all might as well join the ranks of brodkil and the demon hordes."

Looking apologetically at Chok'lat, "If I knew this is the way they were going to be, I would have killed you to save you the hassle."

_________________
"You are looking at the Best of the Best of the Best, Sir."

PFC "Fox" Simmons, Seven-One-Seven

PFC Fox Simmons
PFC "Fox" Simmons:
Human Clone, MARS Power Armor Soldier, CS SAMAS Pilot
Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 6; Toughness: 7

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
    Command
  • Command: Allies: +1 Spirit to recover from Shaken. [Human Bonus]
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use. [Seasoned 1]
    SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto. [Seasoned 2]
Bennies: 3/4

Adventure cards: (34) Cutting in Line: Draw Three Initiative Cards, Keep the Highest One.


SAMAS
SAMAS:
    • Strength d12+5*
      • SAMAS Fortune and Glory: Strong and Powerful
      • * Str die Increase
      • Brawny: **+1 Toughness; carry 8 times Str
    • Size: 2; Pace: 10 (d8); Flight: 25, Climb 2; Parry: 6; Toughness: 10 + 10 MDC**

    Weapons
    • Light Rail Gun (handheld)
      • 100/200/400 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher
      • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
        2 spare missiles in camp


Sun Jan 07, 2018 10:17 pm
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Chok'lat nods at the two most recent speakers. "Hey, yeah, the Sniffer's got a point--something bigger badder comes along, I might switch sides, no point in denyin' it. But... Truth told, I don't think that gonna happen, 'specially not if I add in, 'wanna have a Brodkil on their side'." He blinks at part of Kutter's speech, and becomes more agitated. "Wait, you sayin' Cray-Cray make it out alive? Oh, hells no, I tell you this, true. I ain't gonna side with Cray-Cray, unless you all dead. She mebbe able to make me think twice 'bout whether or not dyin' earlier is a good idea, yeah?

Then he looks at Fox. "Nah, man, you don't gotta worry none 'bout 'pology. Like I said, you not kill me then, that another few hours not answerin' to the real Big Boss Below, you know? I keep that goin' as long as possible. Discussin' ethics of murder downright a pleasure by comparison."

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big Bad Boss Brodkil: DEAD
Cray-Cray Brodkil: FLED
Juicy Brodkil: DEAD
Sevenof Brodkil: DEAD





Sun Jan 07, 2018 10:48 pm
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Zakkael holds up his hands. "Friends, your hesitation and hostility is more than justified. Your only experiences with these creatures is that they are killers. And you are right. But the Angel of Justice peers past history and sees the truth. I have seen the truth of his mind. I will not suggest that Chok'lat is turning over a new leaf and following the path of Heaven, but I know, at least for now, his steps are ordered by the Light and watched with unerring vigilance by the Angel of Justice. If the time comes for Chok'lat to betray us, then his first choice for attack is me, as he will not leave my side. And, of all things, no minion of the darkness can hope to pierce the Breastplate of Righteousness. Most of you have seen evidence of such, as even the blasts of a railgun and the wiles of the neuron beasts are turned aside as easily as a drop of rain is scattered by the wind."

He looks into the faces of his comrades. "Even now, who among us can say that Mercy cannot sway one such as this? Already, this one has proven his use, warning us of dangers none knew existed and giving us vital information about the path ahead. While the unrepentant have earned their reward, has not this one planted seeds of atonement?"

He turns to Kutter. "You have every right to refuse his travel within your vehicle. I will respect this, and will volunteer to travel with him on the trailer, once it is reconnected. I hope this is an acceptable compromise. I cannot repay service, even at threat of damnation, with the final punishment. Even to one such as this. It is entirely possible that just the knowledge of the Nightblooms has saved one or more of our lives." Zakkael pauses to allow reply. Once the discussion is concluded, and assuming no one takes direct steps to end the brodkil, Zakkael will exit the vehicle with Chok'lat and assist in hitching up the trailer.

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 1 Fatigue (1 hour rest; Succor cannot restore)
Bennies: 1 (+1 max post quarter reward, -2 EE intimidation & Mind Reading, +1 group RP, -1 EE Loot Pinata, -1 EE Spirit - Edinos)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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 Jan 07, 2018 11:24 pm
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Calyx let himself be pulled away from the Brodkil. He frowned as his display hadn't seemed to have affected it at all. In fact, the demon GAVE HIM NOTES! He barely kept his mouth from dropping open in surprise. 'How to improve your intimidation', a book by Chok'lat. He deflated a bit, his anger leaving him, but the mild frustration staying.

He shook his head. Kutter tried to persuade and intimidate, while Zakkael preached and spoke at length. Calyx listened but more watched the interesting Brodkil not really respond to the either the threats or the preaching religiosity. Redemption? Others argued for it, and against it. Calyx frowned deeply. "I won't trust him. You wanna keep him around, be responsible for him, keep 'im on a tight leash. If he kills me, I'm gonna haunt your asses."

_________________
Calyx Calder
Character Summary
Human Zapper
Active effects: Boost Psionics to d12 (and Jazz trapping), Armor power (with +1 Stealth die type), Electrical Aura (+6 MDC)
Parry: 6 (7 w/ vambraces); Toughness: 14(7)
Weapon in hand: 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: 24/30
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 Jan 09, 2018 12:21 am
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Fox puts his helmet on, re-sealing the suit, and follows Zakkeal and Chock'lat out of the Mark V towards the trailer. With Fox lifting the tongue and the others pushing the trailer, they are able to re-hitch the trailer so that Sasha can transported once more.

Fox passes looks at the Brodkil and approaching, taps the Brodkil's cyber arm, "Doesn't just the one modified arm throw off your balance? Ever considered getting the second arm modified as well?"

Fox looks to Zakkeal, hands Chok'lat the firearm he was found with and a vibro-sword. Looking from Zakkeal to Chok'lat, "Remember change is possible. It is challenging, but entirely possible."

Before heading back to the air for security and recon and to prove a point, "Chok'lat, you carrying any more grenades on you?"

_________________
"You are looking at the Best of the Best of the Best, Sir."

PFC "Fox" Simmons, Seven-One-Seven

PFC Fox Simmons
PFC "Fox" Simmons:
Human Clone, MARS Power Armor Soldier, CS SAMAS Pilot
Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 6; Toughness: 7

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
    Command
  • Command: Allies: +1 Spirit to recover from Shaken. [Human Bonus]
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use. [Seasoned 1]
    SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto. [Seasoned 2]
Bennies: 3/4

Adventure cards: (34) Cutting in Line: Draw Three Initiative Cards, Keep the Highest One.


SAMAS
SAMAS:
    • Strength d12+5*
      • SAMAS Fortune and Glory: Strong and Powerful
      • * Str die Increase
      • Brawny: **+1 Toughness; carry 8 times Str
    • Size: 2; Pace: 10 (d8); Flight: 25, Climb 2; Parry: 6; Toughness: 10 + 10 MDC**

    Weapons
    • Light Rail Gun (handheld)
      • 100/200/400 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher
      • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
        2 spare missiles in camp


Tue Jan 09, 2018 9:08 am
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Echo sees Fox ready to arm the prisoner and speaks up interrupting him. "This is an organized unit and we have a command structure. When Snackhappy says he gets rearmed then he gets rearmed, not a minute before then." She then uses he matter control to float the weapons to her, not letting the demon have them.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
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.

Resource Tracking


GM Quick Reference


Tue Jan 09, 2018 11:45 am
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Fox laughs at Echo, "Double standards? So much venom and hate in the lot of you. Didn't see you disable my SAMAS or neutralize my weapons a week ago."

"True I spoke directly to Happy about my situation and got his okay."

"I am not saying to let your guard down. I am just saying to be reasonable about survival. Think Chok'lat chose his current position. I better it was never introduced as a conditional or that there were options."

_________________
"You are looking at the Best of the Best of the Best, Sir."

PFC "Fox" Simmons, Seven-One-Seven

PFC Fox Simmons
PFC "Fox" Simmons:
Human Clone, MARS Power Armor Soldier, CS SAMAS Pilot
Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 6; Toughness: 7

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
    Command
  • Command: Allies: +1 Spirit to recover from Shaken. [Human Bonus]
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use. [Seasoned 1]
    SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto. [Seasoned 2]
Bennies: 3/4

Adventure cards: (34) Cutting in Line: Draw Three Initiative Cards, Keep the Highest One.


SAMAS
SAMAS:
    • Strength d12+5*
      • SAMAS Fortune and Glory: Strong and Powerful
      • * Str die Increase
      • Brawny: **+1 Toughness; carry 8 times Str
    • Size: 2; Pace: 10 (d8); Flight: 25, Climb 2; Parry: 6; Toughness: 10 + 10 MDC**

    Weapons
    • Light Rail Gun (handheld)
      • 100/200/400 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher
      • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
        2 spare missiles in camp


Tue Jan 09, 2018 12:07 pm
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Calyx shot Fox a weird and slightly-disbelieving look. "No hate. No venom. Common sense. Most of us didn't trust YOU initially either, you may or may not recall. You had t'earn that trust - an' you don't, s'far s'I know, come from an entire race mostly devoted t'the pursuit o'evil deeds an' selfishness. I could be wrong, of course...'bout you, I mean. Brodkil are KNOWN for what they are. They're demons. They can be mercenaries. An' he's FLAT-OUT stated that he'll jump ship if a more powerful force confronts us, etc. That doesn't engender trust. So get off your high SAMAS horse." He shugged. "Or don't. I don't really care what you think, but talkin' down t'us about a cautious decision? That's downright comrade-rely of you. Musta read that book 'bout how t'win friends an' influence people when you were younger."

He shook his head and turned back to watching the Brodkil.

_________________
Calyx Calder
Character Summary
Human Zapper
Active effects: Boost Psionics to d12 (and Jazz trapping), Armor power (with +1 Stealth die type), Electrical Aura (+6 MDC)
Parry: 6 (7 w/ vambraces); Toughness: 14(7)
Weapon in hand: 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: 24/30
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 Jan 09, 2018 3:52 pm
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Zakkael sighs. "Your mistrust is well placed. Their kind is not known for meekness and repentance. And it is true, Chok'lat has assured us that, should the situation show that we are no longer the most powerful option in front of him, he will turn. I have seen the truth of his mind. He has not lied to us."

Zakkael pauses to let his words sink in. "He has not lied to us. About the Nightblooms, or the location of the stash, or the danger presented to us by the crazy one. And, yes, his intentions. Such honesty is not always found even among the virtuous. That, in itself, is worthy of a measure of mercy."

He nods to Calyx. "Should everything fail, and Chok'lat slays you, then I shall petition Heaven and ensure your body and soul are reunited, and you are returned to life. It is within my power. Indeed, should I have need, the host of Heaven is at my beck and call. Legions upon legions of angels shall rush to my aid. Or, in the still smallness, the Light shall shine, and you will be returned from death."
He smiles.
"And that, dear Calyx, is an inkling of the odds that must be stacked against us for Chok'lat to reconsider his fickle allegiance. I daresay, if the time should come when he sees a stronger opportunity, his betrayal will not be what would end us all."
Zakkael extends a hand to Chok'lat to help him onto the now-hitched trailer. "Echo, my dear friend, you are right. This unit does have a command structure. And my instructions are to submit to the authority placed over me; in this case, SnackHappy. As such: commander Happy, I request armament be supplied to my charge such that will not endanger Sasha or Sally, but that will give him effectiveness in a fight that we, almost certainly, will find ourselves in. A laser rifle and vibrosword would be unlikely to penetrate the armor of either vehicle, but can be of use against any eventual foes we might confront. I request this with the condition that Chok'lat remain under my vigilant watch for the entirety of his service to our efforts, until such a time as he is slain in fair combat or executes a betrayal, or is released on his own recognizance."

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 1 Fatigue (1 hour rest; Succor cannot restore)
Bennies: 1 (+1 max post quarter reward, -2 EE intimidation & Mind Reading, +1 group RP, -1 EE Loot Pinata, -1 EE Spirit - Edinos)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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 Jan 09, 2018 11:06 pm
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PFC Fox Simmons wrote:
Fox laughs at Echo, "Double standards? So much venom and hate in the lot of you. Didn't see you disable my SAMAS or neutralize my weapons a week ago."

"True I spoke directly to Happy about my situation and got his okay."

"I am not saying to let your guard down. I am just saying to be reasonable about survival. Think Chok'lat chose his current position. I better it was never introduced as a conditional or that there were options."

Echo looks at Fox and cannot understand why he cannot see the difference. "It is not a double standard. The commander gave the order and I followed those orders, welcoming you. There is also the difference that you did not make the statement you would betray us in combat if convenient ."

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
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.

Resource Tracking


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Wed Jan 10, 2018 9:51 am
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Raising an eyebrow at the decision to let the demon stay among them, Herra stays silent. She is no fan of evil in any form, particularly the hellish kind. While others vent their reasons she silent stews waiting and watching fir the inevitable betrayal. When it comes her vengeance will be swift.

"Let us proceed with this unpleasant business. May we at least make it sit outside?"

_________________
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Wed Jan 10, 2018 3:51 pm
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The Brodkil nods at Herra's words. "Dat mebbe better. Mebbe inside, someone gun go off by accident, yeah?"

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big Bad Boss Brodkil: DEAD
Cray-Cray Brodkil: FLED
Juicy Brodkil: DEAD
Sevenof Brodkil: DEAD





Wed Jan 10, 2018 9:16 pm
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Silently SnackHappy listens to everyone mention their case for letting the brodkil stay or whether or not they should kill it. Nodding as almost everyone makes valid points.

"Ok everyone. We let the thing live. Killing it makes us no better than them. Zakk, this thing is your charge. You are solely responsible for its actions. If you think it should have the weapons you may arm it. If it so much as raises one of them at any of us..." he lets out a big sigh "then he is to be shown absolutely no mercy and killed on the spot. Also it is to be kept outside so the rest of us can breathe easier. Now lets go check out this stash and see if it is worth keeping him around." He looks to the brodkil. "Because as far as I am concerned he has not proven to be worth the save yet."

_________________
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:
    70 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: 2

Currently playing in: 7th Set Joker's Jokers


Wed Jan 10, 2018 10:02 pm
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Freemage wrote:
OOC Comments
Crazy Not Stupid Original post: 1d4 (4)
Ace Original post: 1d4+4 = 8 (4)
Ace Original post: 1d4+8 = 9 (1)
Wild Crazy Not Stupid Original post: 1d6 (4)

Growler: Parry 8, Toughness 13 (4)

Fight Left Original post: 1d12+2 = 11 (9)
Wild Left Original post: 1d6+2 = 7 (5)
Hit Damage: Original post: 2d8+8 = 17 (3, 6) AP 2 = 1 Wound, non-lethal, plus Pain Smite

Fight Right Original post: 1d12+2 = 7 (5)
Wild Right Original post: 1d6+2 = 3 (1)
Aren't you glad she's out of bennies?

Psionics Original post: 1d8 (8)
Ace Original post: 1d8+8 = 13 (5)
Wild Psionics Original post: 1d6 (3)
Raise and she is outta here!.


Soak
Soak: 1d8 (1)
Wild: 1d6 (2)
    Reroll
    Vigor: 1d8 (8)
    Ace: 1d8+8 = 9 (1)
    Wild: 1d6 (3)
Result: 9 - Success with Raise.

Spirit vs. Pain
Spirit: 1d6 (6)
Ace: 1d6+6 = 7 (1)
Wild: 1d6 (5)
Result: 7 - Success. No Effect


Growler will sneak up behind the Brodkil when nobody is near him one time and whisper in his ear...

"Now, Mr. Brodkil. I have smelled you, and now I know YOUR scent. I was made to track and kill things like you. If I find out you betray us, I will follow you and hunt you down and kill you, if I don't do it right after you actually betray us"

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [10] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 10 / 10

Active Powers:
None

Bennies: 3/3
  • +1 Due Post Rate
    -1 for Kutter's Persuasion Day 1
    -1 for Jungle Fever Mass Combat Round 1
    +1 for Jungle Fever Mass Combat Round 1 Results

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 Jan 10, 2018 10:08 pm
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Zakkael nods at SnackHappy. "It shall be as you say, Commander." He turns to Echo. "My friend, lay his arms on the ground. Once you have all returned to the safety of the vehicles, I will provide him the armament, so that only I am at risk. I shall relay his instructions to reach the stash as needed. But as he said, we should move quickly if we wish to deprive the enemy of their spoils." Assuming Echo agrees, Zakkael will wait until the rest of the crew is secure inside Sally and Sasha, then move to pick up the sword and rifle. His staff and shield still at the ready, he hands the rifle and sword to Chok'lat, hilts and handles first, and looking the brodkil directly in the eyes. "Remember, demon, I know your mind. Betrayal nets you an immediate meeting with the Enemy. So long as you hold true, mercy will always remain an option to you."
He pounds the staff on the floor of the trailer, signaling Kutter that they are ready to depart.

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 1 Fatigue (1 hour rest; Succor cannot restore)
Bennies: 1 (+1 max post quarter reward, -2 EE intimidation & Mind Reading, +1 group RP, -1 EE Loot Pinata, -1 EE Spirit - Edinos)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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 Jan 10, 2018 10:35 pm
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Chok'lat takes up a position sitting on the truck without rancor, and points. "We go up that way, yeah? Look for small river, place where water comes over rocks."

Following his direction leads the group to a low hill where the water comes over the top and down the rocks. Chok'lat points to a large boulder. "Big Boss or Sevenof usually the ones that open it up. Think either the Big Boss Bot or flying man strong enough for this, though." Taking due precaution, the part is indeed able to move aside the moss-covered boulder, revealing an actual building underneath--it looks like a parking garage, though filled with dirt and mold. The entrance isn't large enough for the vehicles, but about right for a Brodkil. Inside, you find... well, lots of stuff, not all of it pleasant. There's a mountain of gear, most of it in bad disrepair and completely unsalvageable (though SnackHappy is able to find parts to fix the plasma gun with little effort). Less happily, there's a large fire pit with a big pot in the middle; the pot clearly contains a soup-like mix with bones--unmistakably human--sticking up out of it. Other bones lay about the place, along with crude bedding of cloth (much of it consisting of CS uniforms, mixed with furs and hides). It's immediately clear that Brodkil's fascination with technology does not extend to notions of indoor plumbing, or even covered latrines (though it is an actual pit, at least, not just left in piles about the place).

And there is more gear. Not too much salvageable, but there are odds and ends. And Chok'lat, understanding he is deep on probation, reveals a small stash of very nice weapons, indeed, hidden underneath an ancient, rusted-out vehicle from before the time of the Rifts.

Loot Pinata
Okay, folks, let's see what you've got here....

Everyone should pick one of the following weapons (ranged or close combat), then roll Notice. For each success/Raise, you can pick one of the modifications from the appropriate HJ table, as if you'd rolled a 20, and apply it to the weapon you found. Sadly, nothing is TW. Alternately, for each pick NOT taken, you can find 1d6x10K in credsticks, or similar value in Personal Gear from the TLPG or core rulebook, or from the Sci-Fi Companion (remember to multiply SFC prices by 10).

Ranged Weapons: These are all CS issue, the newer, good stuff, and furthermore appear to have been customized by a particularly skilled, but probably now deceased (and digested) engineering corpsman.

    CP-50 “Dragonfre” Laser Rifle (30/60/120; 3d6+2, AP 2; RoF: 3; 60 Shots; Wt: 10; 50,000 Cr)
  • Notes: Min Str d6, 3RB. Integrated grenade launcher (20/40/80, 12 shots, damage by grenade type)
    and scope with night vision and laser targeting (offset two points of range and/or darkness penalties)

    CP-30 Laser Pulse Pistol (12/24/48; 2d6+1, AP 2; RoF 3; 30 Shots; 4 lbs; 26,000 Cr)
  • Notes: 3RB. Hip/backpack energy pack grants 72 shots, currently uncharged
  • If you choose this option, you may choose to take two pistols, but must split the mods between them.

    CP-40 Pulse Laser Rifle (30/60/120; 3d6+2, AP 2; RoF 3; 60 Shots; 9 lbs; 40,000 Cr)
  • Notes: 3RB

    C-20 Laser Pistol (15/30/60; 2d6+1, AP 2; RoF 1; 21 Shots; 3 lbs; 16,000 Cr)
  • Notes: Semi-Auto
  • If you take this option, then you get two pistols and may apply all mods taken to both weapons.

Close Combat Weapons: These weapons are NOT CS-issue, save for the Vibro-weapons (and then, only if you want them to be visibly of CS origin). Still, they've also been customized, probably by the same engineer. Apparently this unit made allowances for personal style.

    Chain Long Sword (Str+2d8, AP 2 MD; 15 lbs; 14,000 Cr)

    Chain Greatsword (Str+2d10, AP 2 MD; 22 lbs; 18,500 Cr)
  • Notes: Parry −1, 2 hands.

    Impact Hammer (Str+2d6 MD; 11 lbs; 11,000 Cr)
  • Notes: Raise damage d10

    Impact Maul (Str+1d8+1d6 MD; 24 lbs; 16,000 Cr)
  • Notes: Raise damage d10, Parry −1, 2 hands.

    Neural Mace (Str+d6; 9 lbs; 8,000 Cr)
  • Notes: Touch Atack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken
  • If you take the Mace, take one additional HJ Table choice.

    NG-B50 Thunderer Combat Hammer (Str+d10+3d6 MD; 14 lbs; 17,000 Cr)
  • Notes: BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
  • BigBore shells cost 125 credits each (1,000 credits for a full reload; you have one full load right now, and may use equivalent value from your Notice roll to gain more).

    Vibro-Sword (Str+d10, AP 4 MD; 9 lbs; 11,000 Cr)
  • If you take this option, you may choose to either take two Vibro-Swords and divide the mods between them, or choose a Vibro-Knife and have both sword and knife get all the mods (which must be identical).

    Vibro-Sword, Giant-Sized (Str+d12+1, AP 4 MD; 20 lbs; 18,000 Cr)
  • Notes: Designed and sized for cyborgs, power armor, etc--if not Size +1 or greater, suffer a -2 Fighting penalty.

    Vibro-Blade Vambraces (Str+d8, AP 4 MD; 8 lbs; 11,000 Cr)
  • Notes: Parry +1. Requires Agility d8, worn as a pair.

    Any Medieval Hand Weapon from the SWD list, page 50
  • If you take this option, it has been turned into a Vibro-Weapon (meaning it does Mega-Damage and does full damage regardless of the wielder's Strength).

Body Armor: These are obviously Deadboy armor suits, of the newest cut. You have to get a success on the Notice roll to pick one of these, and it 'eats' the first mod to choose one of them. Note the lack of value--that's not accidental. Any attempt to sell any of these suits on the Black Market will have to be roleplayed out, with serious consequences if you muff it:

    CA-3 Light “Dead Boy” Body Armor:
    The new standard for scout and special commando units, the CA-3 features light sensitive coating on the highlights to ensure night maneuvers don’t suffer.
    CA-3 models provide +6 Armor, +1 Toughness, and Full Environmental Protection. They also have built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; and both night and thermal vision mode for vision. This suit has no Strength Minimum. (12 lb)


    CA-4 Standard “Dead Boy” Body Armor:
    The new standard for Coalition Grunts, the CA-4 provides +7 Armor and +2 Toughness. It also provides the same basic
    electronic and environmental systems as the Light Armor. This suit has no Strength Minimum. (20 lb)

Finally, everyone should roll ONE of the following skills:
Investigation, Knowledge: Engineering, Repair, Notice (at -2). Herra suffers the -2 Low-Tech penalty for this roll, regardless of which skill she uses.

The group total for successes and raises is the value of scrap materials you get, x20K. This represents a pool of 'parts' that can be used for fixing Technical Difficulties in the future. The value of the scrap is only 1/100th of this total if traded into the Legion, however, so probably best to keep for field repairs (there's PLENTY of room in the Mark V for all this stuff).


Once the place has been picked clean, Chok'lat nods. "We hit road before Cray-Cray remember where stash is at, mebbe, yeah?"

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big Bad Boss Brodkil: DEAD
Cray-Cray Brodkil: FLED
Juicy Brodkil: DEAD
Sevenof Brodkil: DEAD





Wed Jan 10, 2018 11:41 pm
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Notice
Notice for gear selections
1d8+2 = 7 (5)

Benny extra effort Notice with Elan and prior result - 2 selections
1d6+9 = 10 (1) -- Neural Mace, +1 Parry, +1 Fighting (free selection)

WD Notice
1d6+2 = 4 (2)

Notice for scrap materials plus Alertness - net no bonus
1d8 (3)

WD Notice for scrap
1d6 (2)

Credits:
1d6 (3) x 10,000 = 30,000

Zakkael looks around the area. The sight turns his stomach. The atrocities that likely took place here are almost more than he can bear. He clenches his jaw. Michael, this deserves the harshest of punishments. What mercy can be extended to such a creature?! They devoured...well, yes, all have sinned. But this...my chief, this demon ate human beings. Can there really be redemption for one such as this? ... ... ... Of course. Mercy is free. And there is no limitation. As you wish, my chief. All glory to the Light. Zakkael cannot help but glare at the demon as he moves around the room, eventually revealing a stash of quality weaponry. Zakkael's gaze softens, remembering his instructions. "Chok'lat, that is kind of you. Thank you. I'm certain these tools will find noble use."

Zakkael waits as the rest of the group pokes at the scrapped parts, broken items, and each eventually chooses an item from the secret stash. As he watches Chok'lat, Zakkael occasionally bends down to find a cred-stick here and there. "These will feed many."

Zakkael stops by the cooking pot. He summons Chok'lat to him. "I know that you care not, but you will listen anyway. There is value in life. There is worth in humanity and, indeed, in all races, as all were fashioned by the design of the Light of Heaven. There is a time for every purpose under Heaven. Those times may include war and violence and death. But you may choose not to follow the path of evil and destruction. You may choose, instead, redemption and atonement and the path and purpose of the Light, and so, find absolution that does not end with you standing in front of the Enemy for your eternal torment. Consider this while I pray for those consumed in this horrible manner. And consider, also, vegetarianism." With that, Zakkael prays comfort to the loved ones of those lost, and a request for Heaven to open its gates to those departed who had found their redemption in the Light.

At Chok'lat's insistence, the Jokers prepare to depart. Zakkael passes by the secret stash and finds a lone neural mace lying at the bottom of the pile. Not all fights must be won by shedding of blood. He picks up the mace and carries it with him, following Chok'lat out of the room.

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 1 Fatigue (1 hour rest; Succor cannot restore)
Bennies: 1 (+1 max post quarter reward, -2 EE intimidation & Mind Reading, +1 group RP, -1 EE Loot Pinata, -1 EE Spirit - Edinos)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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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Thu Jan 11, 2018 12:16 am
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Hearing Snackhappy's judgement Echo nods. "Yes sir." Considering the issue closed she is ready to move on.




Later as they go out and are led to the stash the guy had been keeping Echo cannot help but smile at the cache. Picking up one of the heavy laser rifles she examines i and makes sure it is in working order. "I like this, a good sniper weapon. Any mind if I use it?" Then realizing the hypocrisy of wanting the demon killed off, while enjoying the spoils he presented she looks at him and says. "Thank you, this was good of you to show us."

OOC Comments
Unique CP-50 “Dragonfre” Laser Rifle (30/60/120; 3d6+5, AP 4; RoF: 3; 60 Shots; Wt: 10; 50,000 Cr)
Notes: Min Str d6, 3RB. Integrated grenade launcher (20/40/80, 12 shots, damage by grenade type) and scope with night vision and laser targeting (offset two points of range and/or darkness penalties)
Enhancements: +2 Shooting, +3 Damage, and +2 AP = AP 4 = 6 enhancements

Voided by GM suggestion of extra damage: Shopping Spree 3d6 (1, 5, 5) x10,000 credits = 110,000 in gear)


Echo Notice Roll: 1d12+1 = 13 (12) Ace 1d12+13 = 21 (8)
Notice Wild Die: 1d6+1 = 5 (4)

Extra Effort the use a benny to add 1d6 (4)



Finding Salvage

Notice Roll: 1d12-1 = 5 (6)
Notice Wild Die: 1d6-1 = 0 (1)

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
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.

Resource Tracking


GM Quick Reference


Thu Jan 11, 2018 8:33 am
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Calyx shook his head a bit at the Brodkil situation. He didn't think it would end well, but the decision was made and the die was cast. He wasn't scared so he didn't bother to go hide inside the vehicle when the Brodkil was being armed once more. He did enter the vehicle when they were ready to go.



He watched Chok'lat warily as the boulder was moved when they reached the loot stash location. A parking garage? Interesting. He looked around slowly, half-expecting a trap, but nothing manifested. The group dug through the gear available there, and Calyx found a set of Deadboy armor. He thought about it for a long moment and then decided being protected was better than having another weapon - and he HAD just gotten a rifle not too long ago...though his eyes did drift over some of the close combat weapons a bit longingly. He would just need to paint and make some modifications to the armor so it wouldn't look so....Coalition-y.

Notice
Notice die 1d6 (3)
Wild die 1d6 (3)

Benny for Extra Effort 1d6 (3)

1 EP spent for +4 to the roll.

One roll on Body Armor HJ Table: 16-17.


Repair
Repair die 1d4 (2)
Wild die 1d6 (3)

_________________
Calyx Calder
Character Summary
Human Zapper
Active effects: Boost Psionics to d12 (and Jazz trapping), Armor power (with +1 Stealth die type), Electrical Aura (+6 MDC)
Parry: 6 (7 w/ vambraces); Toughness: 14(7)
Weapon in hand: 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: 24/30
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


Last edited by Calyx on Fri Jan 12, 2018 7:15 pm, edited 3 times in total.



Thu Jan 11, 2018 10:05 am
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Under the rusted out vehicle, Growler finds a suit of highly customized Gladius armor that appears to be about his size, with a set of Vibro-Blade Vambrances installed and ready for combat. Looking at the readouts on the suit of armor, it appears that no repairs need to be done. All it needs to be done is to charge its onboard battery and it will be ready for use... and a thorough cleaning to get rid of the stench.

Loot Pinata
Notice for Vambrances
    Notice: 1d8 (4)
    Wild: 1d6 (1)
    Result: 4 - Success. Vibro-Blade Vambraces (Str+d8, AP 4 MD; 8 lbs; 11,000 Cr)
    • Notes: Parry +1. Requires Agility d8, worn as a pair.
    • The design of the weapon incorporates special guards or other techniques to provide the wielder a +1 Parry (Total +2 Parry)
Notice at -2 for Parts
    Notice: 1d8-2 = 3 (5)
    Wild: 1d6-2 = -1 (1)
    Result: 3 - No Salvage
4 HJ Body Armor Rolls from EP:
  • 1d20 (18)
      Micro exoskeleton enhancements in the legs give your hero a +1 to Pace when wearing this suit.
  • 1d20 (18) - Duplication
    • 1d20 (4)
        You may trade the starting Armor from your Iconic Framework for any other body armor (not power armor or robot armor) listed in this book. If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor.
          NG-EX10 “Gladius” Light Exoskeleton Battle Armor:
            Northern Gun’s attempt at blurring the line between body armor and power armor, the Gladius runs on an integrated rechargeable battery (instead of the miniature nuclear plants of most powered suits). It provides +7 M.D.C. Armor and +2 Toughness with Full Environment Protection and grants the wearer 12+2 Strength and +2 Pace. The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls. The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source). (80 lb, 150,000 credits)
  • 1d20 (20)
      Choice - Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times.
  • 1d20 (19)
      Choice - Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers. This result may be applied up to two times.
  • Result: +8 MDC Armor, +3 Toughness, +3 Pace, d12+2 Strength, d6 Strength Minimum

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [10] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 10 / 10

Active Powers:
None

Bennies: 3/3
  • +1 Due Post Rate
    -1 for Kutter's Persuasion Day 1
    -1 for Jungle Fever Mass Combat Round 1
    +1 for Jungle Fever Mass Combat Round 1 Results

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 Wed Jan 17, 2018 4:55 pm, edited 1 time in total.



Thu Jan 11, 2018 10:40 am
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Notice
Cred Sticks
Notice 1d6 (6) Ace 1d6 (3) Total: 9
Wild 1d6 (5)

Credits 1d6*10000 = 60000 (6)

Salvage (-4)
Notice 1d6-4 = -2 (2)
Wild 1d6-4 = -2 (2)


Looking at the state of the cave Herra shakes her head in disgust, "I have seen slave pens in better condition." As the team roots through the pile of junk she mostly just pushes things around with her toe, not really interested in touching any of it. The few devices she does pick up fall apart in her hands or are obviously completely broken. Turning her attention to something more useful she begins to empty the utility belts and clothing of the CS soldiers to look for clues about their units - perhaps to identify who they were, how many they were, and see if more can be expected. The group is somewhat far from CS territory, so she tries to find officers uniforms and search them for orders, maps, or mission documents too. During her search she finds a few credit sticks and pockets them for later trade, No need to report those.

_________________
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Sat Jan 13, 2018 5:26 am
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Upon reaching the cache. and being able to witness a Brodkil act normal and not try and kill him, had taught Kutter that it was even possible.

Never thought I'd be ridin' wit a dang Bradkeel...Chokolate...or ya...I thought they were like lizard brained...couldn't do no good, bit this one provin that wrong...

"Not bad buddy. Gotta admit, yer change o colors got me puckered...So...I wanted to pologize for all that talk about killin ya, if we gonaa keep travlin tagetter, then I don't wan there ta be na bad blood brewing...So, You alright in my book...Just keep being this kind of bordkeel and not like them others...

After making his peace with Chokky, Kutter starts sifting through all the parts and gear....

Loot Pinata Repair 5
Repair -
1d8 (5)
WD
1d6 (1)


Loot Pinata Good Weapon
CP-50 Dragonfire w/ 2 HJ Mods - +2 AP, +1 Shooting

Notice = 10 = 2 Mods
1d8 (8) - Aced - Adding 1d8 (2)
WD
1d6 (1)


Sifting through the good guns, Kutter comes across a custom modded CP-50 “Dragonfre” with grenade launcher intact.

Letting out a long, low whistle, he pets the his new toy...

"Man, this is a cherry rifle rightchere...Let me tell you what...

He holds it up to the Brodkil with a huge grin....

"DAYUM Boy, you all right with me."

_________________
Kutter
Wounds: 0/4
Bennies: 2/4
Active Effects: None
Parry: 5
Toughness: 6+3 = 9 PLUS Armor 6(5) = 15 (5)
Pace: 4, Run d4

Common Skills: Notice d8,

Encumbrance: Str * 8 (Brawny)

Abilities: Detect Arcana with Notice Check using Sense of Smell

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

ACTION CARDS HELD:

Mechanical Malfunction - A device malfunctions in some way; guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current
“scene” (typically a combat or immediately thereafter).

Armor Worn: SFD Hutnsman
Weapons On Person: Wilk's 227 Laser Pulse Pistol


Vehicle
  • Mountaineer ATV - “Sweet Sally”
    • Size 5, Acc/Ts 10/50, Toughness 25(14) MDC Armor, Crew 1+5, All Terrain, Handling 1, Environmental Systems, Sensor Suite, Amphibious
    • Weapon Systems
      • Heavy Laser (Top Mounted)
      • Mini Missile Launcher (Rear Sides) Shots : 11/12


Sat Jan 13, 2018 9:10 pm
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Fox struggles into the parking garage, still in SAMAS. Pulling the wings down and turning off the thrusters, Fox is able to enter with little other complications, except he isn't flying. Plodding slowly into the brodkil lair, he is only slightly repulsed and shaken by what he sees. Turning ever so slightly in the direction he checks for any reactions from Chok'lat before he proceeds to look through detritus of refuse.

Occassionaly Fox stoops down in SAMAS and moves debris and rubble. When one of the other squad request assistance, Fox is there to move things and lift when needed. He really had little hope of finding exactly what he was looking for. His next upgrades for SAMAS were either two dual wing mounted rocket launchers or an automatic grenade launcher that he could mount on his left arm. With the SAMAS's boosted strength, the automatic grenade launcher would be little problem.

The last unit Fox remembered seeing an automatic grenade launcher on, was a Super SAMAS. Judging by the mess of CS equipment, would it even be possible to find such an item? Fox began being more careful in his searching.

WI-GL20 Automatic
    Notice 20
  • Notice 1d8 (6) (+2 searching)
  • Wild 1d6 (6)
  • Ace Wild plus Previous 1d6+6 = 8 (2)
    Benny for Extra Effort
  • Extra Effort 1d6 (6)
  • Aced EE plus Previous 1d6+6 = 10 (4)

    WI-GL20 Automatic
  • Range: 60/120/240 ; Damage: Grenade; ROF: 3 ; AP: -- ;
  • Shots: 40 ; Weight: 75 ; Cost: 150000 cr
  • Snapfire; RoF uses one grenade per shot.

    Upgrades - Ranged Weapons HJ
  • (15) Advanced technology makes this weapon extra effective against armor, giving it +2 AP
  • (5) Exceptional crafting and fine-tuning grants your hero a +1 Shooting with this weapon. This may be applied a maximum of two times.
  • (5) Exceptional crafting and fine-tuning grants your hero a +1 Shooting with this weapon. This may be applied a maximum of two times.
  • (10) This weapon is extra deadly, granting a +1 to all damage rolls made with it. This result may be applied a a maximum of three times.
  • (4) Your hero came across a cache of grenades (for the WI-GL20 Automatic), and he knows those can come in handy! He found
  • Armor Piercing 1d6 (1); Fragmentation 1d8 (6); High Explosive 1d6 (4); Plasma 1d4 (2).
    Even after these are gone, he always seems to find more, beginning each session with 1d4 (1) fragmentation grenades for the WI-GL20 Automatic.


The grenade launcher looks like it did come off a Super SAMAS. The anchor points for mounting are still attached to the forearm of a Super SAMAS, although the rest of the PA suit seems to be missing. Lucky for Fox the belt feed, greande sorter, and carrier all seem to be right there with grenade launcher.

Fox is not interested in what unit these CS were assigned to, but judging from the number of bodies and body parts, there has to be some repair salvage.

Hidden Gems
    Investigation 8, Success, Raise
  • Investigation 1d8 (6) (+2)
  • Wild Investigation 1d6 (5)


Satisified that he has found what he could, Fox helps load up Sally with the salvage.

Returning to the garage lair, he begins stacking flammable material near the cooking fire. Next he sets some plastic explosives on the columns throughout the stucture. Last he checks the ceiling looking for sufficient cracks in the concrete to guarentee a collapse. Once the team is out, Fox lights up the fire.

Unsalvageable materials are thrown on to the blaze until a thick black acrid smoke clings to the ceiling and the floor. As Fox emerges from the smoking garage he activates the timer on the detonator for 1 hour. Placing it inside the entry way to the garage lair, he rolls the large boulder back into place.

Taking to the air, he resumes his forward recon position as the team moves on towards the ley line and their contact.

_________________
"You are looking at the Best of the Best of the Best, Sir."

PFC "Fox" Simmons, Seven-One-Seven

PFC Fox Simmons
PFC "Fox" Simmons:
Human Clone, MARS Power Armor Soldier, CS SAMAS Pilot
Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 6; Toughness: 7

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
    Command
  • Command: Allies: +1 Spirit to recover from Shaken. [Human Bonus]
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use. [Seasoned 1]
    SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto. [Seasoned 2]
Bennies: 3/4

Adventure cards: (34) Cutting in Line: Draw Three Initiative Cards, Keep the Highest One.


SAMAS
SAMAS:
    • Strength d12+5*
      • SAMAS Fortune and Glory: Strong and Powerful
      • * Str die Increase
      • Brawny: **+1 Toughness; carry 8 times Str
    • Size: 2; Pace: 10 (d8); Flight: 25, Climb 2; Parry: 6; Toughness: 10 + 10 MDC**

    Weapons
    • Light Rail Gun (handheld)
      • 100/200/400 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher
      • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
        2 spare missiles in camp


Last edited by PFC Fox Simmons on Wed Jan 17, 2018 10:54 am, edited 2 times in total.



Sun Jan 14, 2018 7:41 pm
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Loot Pinata
Notice: 1d8+2 = 5 (3)
Wild: 1d6+2 = 3 (1)

Repair for Parts: 1d8+2 = 3 (1)
Wild: 1d6+2 = 6 (4)


Looking around the room and seeing the filth SnackHappy ponders his decision to keep the brodkil alive. As people are finding useful equipment and scavenging what he can he speaks up trying not to breathe "Alright boys and girls. Lets not dawdle too long. We still gotta meet our contact. Oh hey I always wanted one of these." Right before walking out at the last second he noticed a NG-B50 Thunderer Combat Hammer. "I hear these are fun to hit people with. Oh snap its silver to boot! Win!"

_________________
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:
    70 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: 2

Currently playing in: 7th Set Joker's Jokers


Wed Jan 17, 2018 8:52 am
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Having completed the process of stripping the Brodkil lair of all the useful equipment (including roughly 100k worth of random parts, loaded into the Mark V's cargo bay), the Jokers begin making their way eastward, again. True to his word, Chok'lat is able to help you avoid the Nightblooms, which turn out to be twenty-foot tall plants with a tapering tip; at night, according to the Brodkil, the tip opens in a bright orange blossom, releasing a smell that both attracts and knocks out prey. Then root-vines come up from the ground, strangling the victims and dragging the corpses up to its blossom, dropping them into a kind of pit where the body is dissolved, whole, and broken down for nutrients. "Sometimes, someone wake up before dead. Can usually hear screams for miles," he adds with an unsavory amount of relish.

That night, Fox is able to confirm this description of how the plants work from the safety of the air; fortunately, nothing but the local fauna seem to be captured by the plant he observes.

The next day, you arrive at your destination--an old shopping mall, largely destroyed and much reclaimed by the wilderness. As you enter the clearing surrounding it (though heavily cracked and now covered in low shrubs and bushes, the former parking lot has managed to slow the growth of taller trees), a human figure on top of the low, vine-covered building waves to you with a signal flare; he's clearly your contact, and he begins scaling down the side of the building, adeptly using the vines to make his way to ground level by the time you approach.

"Hello! I'm Alec Quinn!" Up close, he's a rather rugged man with bright, intelligent eyes and swarthy good looks. He looks at the group with a clear mix of emotions. "Um... I'm glad my message got through, but... is this all of you?"

Upon confirmation, he sighs. "Damn, I was afraid the message wouldn't get back intact. We've got a major situation, here, and I was hoping you would be arriving in-force." He takes a deep breath. "There's a new Xiticix Hivemound being constructed here."

He shakes his head. "Well, nothing for it. We'll have to go with Plan B. Though I'm loathe to delay, we'll need to negotiate with the local tribes of barbarians, to see if they can give us the manpower we need to punch through the swarm's defenses and destroy the Hive Queen before they can fully settle--if they get a full anchorpoint here, that could very well be it for the continent."

He goes into an explanation about the tribes.

"We've got three tribes in the area--two are human, the third is a D-bee tribe of lizard men. None of them get along well, but they aren't in open war--if you're skilled diplomats, we might be able to get more than one of them to agree to aid the assault, if we can convince them both of the danger and of our own value as allies."

"The human tribes have deep social differences. The Longtooth Clan are named for their habit of hunting specific species of dinosaurs for their rites of passage, and wearing the teeth as a badge of honor and personal talisman. They respect martial prowess and physical strength. They favor vicious clubs, hewn from Ironwood trees and lined with dinosaur teeth, and they're also easily the largest of the tribes. The Moon-Hunter Clan, on the other hand, are a matriarchal tribe. They are adept hunters, trackers and woodswomen, skilled in the use of natural remedies and crafts. They are also expert archers, surprisingly adept at both crafting accurate weapons and using them with lethal consequence to bring down foes and prey alike." He pauses for a moment to catch his breath, then continues.

"The third tribe are lizard-folk, bipdal humanoids who seem more kin to the dinosaurs that name this swamp, and they even go by the name Edinos. They are the smallest clan of the three, and have a strict theocracy--they worship a goddess they call Lanala, who seems to represent all living things, and eschew anything they consider to be 'dead', as either a tool or a weapon. However, they should not be discounted as allies. As near as I can tell, every last one of them is able to call upon their goddess for divine aid. Even the least of them can summon up mists to obscure the terrain around them, and shape plants to form living structures and weapons. Most are capable of much greater miracles than that, as well. In addition, they seem to have some sort of allied creature--sort of a crystalline, floating starfish, few in number but with an innate ability to entrance foes."

"Convincing any one of them to join us will be time-consuming. Furthermore, asking any one tribe first would be seen as an insult to the others. So I would suggest trying to split your attentions if you wish to make an effort to recruit more than one of them. I can help you decide on the general approach to take, but it will be up to you to sell the Legion's values and the need of this situation."

PLEASE READ MASSIVE WALL OF RULES, ask questions here or in Hangouts or in OOC thread in forum
First things first--Kutter, please note that the Mark V has 100K Cr worth of generic spare parts in the back in the Gear section of your sheet.

Now, this is going to be one or more Dramatic Tasks, taking several days (in theory, it might take as many as 6, if you fail and want to try for the Hail Mary pass).

First, you guys need to figure out which tribes you're approaching, and who/how many are going to each tribe. Once delegations are set, I'll start three threads, one for each clan.

Each game-day, there will be a card-flip for each delegation. If it's a club, that delegation faces a complication and must overcome it (likely by having one of the assistants deal with it), or face an additional -2 to their roll. If it's a Joker, that delegation gets +2 to their rolls that day, and they all get bennies (does not carry over to other delegations). Initiative-bonus Edges like Quick, Tactician, etc., do NOT work for this draw, sorry.

Each delegation will need a lead spokesbeing. That's a Persuasion roll, with Charisma bonuses. Here's the additional factors:

Base -2 for the scene for the human tribes.
A base -4 for the Edinos.
An additional -2 if you've gone to another tribe first (per prior tribe). Simultaneous visits do not inflict penalties. (In addition, taking the long route means that the Xiticix will have time to build their own fortifications, which is something Alec Quinn will remind you all of.)
If the LEAD for the Longtooth Clan is a woman, -2.
If the LEAD for the Moon-Hunter Clan is a male, -2.
If the LEAD for either human tribe has the Obvious D-Bee racial Hindrance, -2 (this does not apply to dog-boys, as the two human tribes actually keep dogs as guard-beasts and will find Kutter to be more 'interesting' than 'untrustworthy').
If the LEAD for the Edinos is a human-esque mammailian, -2; if ANYONE in the delegation goes bearing 'dead things' (ie, not naked), an additional -2, and -2 AGAIN if any of the delegation has visible Cybernetics.

As a side-note, the following characters have Persuasion/Charisma bonuses: Echo: d6+6; Kutter d4+0 (No Outsider penalty here); Calyx d4+0. So at least you can theoretically launch all three with no unskilled penalties. (Also see below for notes about your NPCs.) That said, you guys lack any women with Persuasion, so someone's going in with a penalty--either you send a mammal to the Edinos (and Echo goes to the Amazons as a female), or Echo goes to the Edinos as a lizard-person (probably best NOT to go as an actual Edinos, since that would lead to theological arguments when she doesn't display the blessings of Lanala--a reptilian guise will do) and one of the guys goes to the Amazonians.

And a reminder: EP is a thing. I have no issue with you guys throwing down EP or bennies for purposes of boosting the rolls if needed. Sadly, most of your Adventure Cards aren't really suited to this particular challenge.

Non-lead characters in the delegation may roll to support (and should do so before the lead makes their pitch); they suffer the base penalty for that tribe, -2 for going to other tribes first, and -2 for bringing dead thing to the Edinos. Gender and race do not factor into assist penalties, however.

Anyone can roll Persuasion to assist, receiving Charisma bonuses or penalties, as normal. Alternately, other Traits may be used as follows (only Professional Edges that grant bonuses, or innate abilities like scent, affect these rolls):
Longtooth Clan: These Conan-style barbarian warriors value martial prowess and the ability to conquer the elements. As such, they will heed Strength, Fighting, Throwing, Climbing and Swimming as assist rolls. Yes, SnackHappy and Sasha could roll Strength. Just sayin'.
Moon-Hunter Clan: Comic-book Amazons, anyone? They value cunning, intellect and woodcraft; Psionics, Smarts, Shooting, Survival, Stealth, Healing (the Skill, not the spell), Taunt and Tracking are all acceptable to the barbarian matriarchy as proof of worth.
Edinos: The lizard-men are the toughest to bring over to your side. However, they respect strength of will; assistants may choose to roll Spirit, Faith or Intimidation in place of Persuasion.

Each roll represents a day of arguing, cajoling and showing off your talents. Once you have a total of five success/raises by the Lead character, your group will be able to stop rolling (however, it still takes five days total for the alliance ceremonies, ritual dances and so on).

Oh, Alec Quinn, the pretty-boy Rogue Scholar who brought you here, is available. He's NOT a Wild Card (so would only roll the skill die, and he has no EP or Bennies, of course), but he has Persuasion d8, with a +2 Charisma (Attractive). Obviously, he'd only be suitable as the Lead (if you guys are desperate enough to put an Extra on that job) with the Longtooth Clan; he can also be asked to assist with any of the groups (and yes, he's willing to go naked to help with the Edinos if you wish). Oh, and Chok'lat could be ordered to assist, but probably only the Longtooth Clan are going to have much use for his muscle-flexing. Chok'lat is also willing to 'stay in the van', if so ordered.

Finally, if you fail to win a particular tribe over, so long as you didn't roll any Critical Failures, there will be an opportunity for that delegation to do a brief, one-day quest on behalf of the tribal leaders to gain their approval--however, the difficulty of the quest will be based on how short you fall on the success total. I do not recommend just asking to jump to the quest on day 1 without any rolls.

Of course, you guys could just decide to bypass all this rigamarole and charge nearly a thousand Xiticix on your own. I'm sure that would turn out fine.

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big Bad Boss Brodkil: DEAD
Cray-Cray Brodkil: FLED
Juicy Brodkil: DEAD
Sevenof Brodkil: DEAD





Wed Jan 17, 2018 9:11 pm
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Notice 5, ignores all concealment
Echo Notice Roll: 1d12+1 = 5 (4)
Notice Wild Die: 1d6+1 = 3 (2)


Echo listens to the speach and then thinks for a long while. "I can help with the Edinos" Echo says, "I would like to have company though. If this mission requires going in naked of gear I am not the most capable warrior. I think they will have the hardest time with the rest of you. Who would you like to go with me boss?"

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Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
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.

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Sun Jan 21, 2018 4:00 pm
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Notice, CK
Notice with Alertness
1d8+2 = 7 (5)

WD Notice
1d6+2 = 5 (3)

Common Knowledge
1d8 (6)

WD CK
1d6 (3)

Zakkael nods as the information is relayed. "Echo, my friend, I believe I may be the best to assist you. Let us go to the edinos and negotiate their assistance. I shall protect you as you go."

He turns to SnackHappy. "Commander, as the edinos may not care for my attire and armament, I request permission to leave them with you. Fear not for me, nor for Echo, as even these trappings of the world are not necessary for our defense. Our faith is not in weapons of war, but in the power of the Light. A host of my angelic brethren shall accompany us and watch over us, even as I shall request they watch over you." He bows, and at the appointed time, will leave his possessions in storage with Sasha.

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 1 Fatigue (1 hour rest; Succor cannot restore)
Bennies: 1 (+1 max post quarter reward, -2 EE intimidation & Mind Reading, +1 group RP, -1 EE Loot Pinata, -1 EE Spirit - Edinos)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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 Jan 21, 2018 5:06 pm
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Echo nods in accent. "I agree commander, if we could leave our gear locked up with you inside Sasha I would feel much better about the separation being temporary."

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Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
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.

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Sun Jan 21, 2018 8:30 pm
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Notice 8
Notice 1d6 (6) Ace 1d6 (2)
Wild 1d6 (5)


As they divide up teams, Herra has no interest in the reptiles or cave men. Women of martial prowess, skilled in hunting, weapons, and warfare kindled a great fire of kinship in her heart. She immediately states, not suggests, which negotiation she will be involved in, "I will go to the Moon-Hunter Clan."

Having said he piece, the Mind Melter prepares for the visiting but trying to recall anything she knows of the various female warriors castes she knew from slavery. There were rumors of True Atlanteans who lived as warrior women, but that may just be the flights of fancy of slaves who need hope. Despite her generally cool exterior, Herra is excited to meet this tribe and secretly fearful. If they reject her, it will be personally devastating.

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Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Mon Jan 22, 2018 8:50 am
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Alec gives the human delegations a single Translation Module with the tribal languages already programmed in; they speak a language that is a heavily distorted version of Spanish, oddly enough. Upon learning that Echo can speak any languages needed, and translate for Zakkael, it's suggested they make do without.

With that, he begins to guide your groups to the territories they'll be staying in for the next week.

Longtooth Clan Delegation Calyx, Snackhappy, Fox and Chok'lat
Edinos Village Delegation Zakkael and Echo
Moon-Hunter Tribe Delegation Kutter, Herra, Growler and Quinn

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies: Big Bad Boss Brodkil: DEAD
Cray-Cray Brodkil: FLED
Juicy Brodkil: DEAD
Sevenof Brodkil: DEAD





Mon Jan 22, 2018 11:02 pm
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