Hell & Gone: If you can't stand the heat....

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

Hell & Gone: If you can't stand the heat....

Post by Freemage »

OOC Comments
Anyone who succeeded in a Notice roll on the way there will see that they pass by an old logging post, clearly abandoned. Oddly, the stacked lumber appears to have been raided, recently, judging by the snow dislodged from the woodpiles--but there's no footprints in the snow.



As the unit (and guest) follow the zombie horde through the woods, it is clear the area is mostly devoid of animal life. Even the usual winter-capable nocturnal animals appear to have fled the region, though abandoned nests and other evidence of their relatively recent presence here can be found.

There are roughly 250 zombie lumberjacks moving ahead of them; they are not particularly stealthy, what with the chainsaws and all, though those are in 'idle' as they move towards their eventual target. Still, the rumbling of motors is akin to the rumble one might hear immediately before a race.

The zombies begin to ascend the backside of a hill, and those with heat-sensors or infravision can see a plume of heat coming from the other side, as mentioned. As you crest the hill, looking down the slope, you see you are coming in above a cave entrance set in the side of the hill, about 300' ahead. In front of the cave, you can see a large area of illumination spilling onto the mud and puddles outside the cave--the interior apparently holds a massive bonfire, large enough to account for the heat-plume, and the heat has melted snow into a very shallow, very large puddle in front of the cave (and probably spilling at least partway into it, though apparently not deep enough to put out the flames).

Just as all of this becomes evident, the first of the zombies reaches the slope immediately above the cave entrance and... marches straight over, falling a good 30-40' (by your estimates) with a loud 'crunch-splash-krrrthinkkkk'--the latter, you realize, being the sound of a running chainsaw hitting a rock in a puddle. Like the myth of the lemming, the other zombies just blithely follow, raining down on top of those in front of them.
OOC Comments
Given that you are above and behind the cave entrance, you can't actually see into the cave from here. To get to the area of slush and mud just outside the cave without using the Zombie Lemming Method, you will have to arc around along the far slope and then come back in on level ground), it will take the Big Boss 5 turns to get in front of the cave. It will take Sasha twice that (10 turns). Both of these could be reduced with a Driving/Piloting roll at -2 (to 3 turns and 6 turns, respectively). The SAMAS could fly it in 2 turns.

From an overhead view, the cave entrance is about 50" in front of where you currently are. Presumably, if it's deep enough, the cave itself is under your feet. Mentioning that for purposes of teleportation and other silly options. Oh, and just as a note--the zombies move 6" every round, so there will be Frozen Canadian Zombie Lumberjacks falling down in front of the cavern for the next 8 rounds. Some of them might even be intact after the fall and continue to function, but most are either destroyed by the impact, crushed by the one behind them, or just fell on their own chainsaw.

Horuscul had a sick sense of humor, is all I'm sayin'.
What do you do?
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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PFC Fox Simmons
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Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Hell & Gone: If you can't stand the heat....

Post by PFC Fox Simmons »

Looks Wet
  • Notice 4
  • Notice [dice]0[/dice]
  • Wild Notice [dice]1[/dice]
PFC Simmons pulls back on the throttle as the first of the frozen horde tumble over the cliff. Grateful that the CS soldiers peeled off earlier to set up camp, he hovers and relays details to the others who are still approaching.

"40 to 50 foot drop to the cave entrance. Heat signatures coming from below my position. Correction one solid raging heat signature below my position. The zombie masses are just falling over the cliff side. Melted Ice and pools of standing water everywhere."

Simmons settles the SAMAS gently on the ground 20 feet back from the edge and takes up a sentry stance and begins sweeping (moving his rail gun back in forth in small arcs) in front of himself in a 180 degree arc.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

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.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Zakkael
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Posts: 186
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Location: Castle Refuge

Re: Hell & Gone: If you can't stand the heat....

Post by Zakkael »

Zakkael nods as Simmons' transmission reveals Horuscal's last joke. The zombie army is useless. "It is just as well. So many shuffling bodies would serve only to disrupt our attack and inhibit our movement. Very well. Happy, what are your orders? Shall we regroup on the other side and charge headlong into the cave? Perhaps, with such a cavern, there may be other entrances or secret ways we may enter?"

He thinks for a moment, and speaks again. "I am certain I was not the only one who noticed the lumber mill, on our path here, which appeared to have been looted. I observed no tracks, but a significant amount of lumber had been taken. I surmise that the great heat from the cave is being fueled by that lumber, and suggest that the inhabitant does not like the cold, or is using the fire to fuel some wicked ritual. In either case, we may wish to be prepared to face fire. I recall a story told to me by a few of my angelic brethren of a certain group of faithful men who, as punishment for their trust and belief in the Light, were cast into a fiery furnace. The Light does not abandon the faithful, and some of my brethren were dispatched to stand as proof against the flames. I shall entreat the legions to be with us, just as I am with you, as we descend into this cavern."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Echo
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Posts: 218
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Re: Hell & Gone: If you can't stand the heat....

Post by Echo »

Notice 13, ignores all cover and concealment, Stealth 7, Arcane Detection requires a 9, Echo wins ties
Requested notice for the scene to observe the weirdness about the logs being accessed by air elementals or something that leaves no tracks.
Echo Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]

Not sure if needed, but right above the entrance is likely the center point between the top and bottom and her range is only 60' in either direction from her.
Stealth [dice]2[/dice]
Stealth Wild [dice]3[/dice]

If needed for seen Conceal Arcana was used with a raise so their detection would suffer an additional -2
Spirit [dice]4[/dice]
Spirit Wild Die [dice]5[/dice]
Hearing the plan to lower the robot into the cavern Echo flies down right after two mechanized go down and assumes her human for readying her Ion weapon for action. "I will try not to get under your feet Sir.", if you try not to step on me."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


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


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

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

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


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SnackHappy
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Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Hell & Gone: If you can't stand the heat....

Post by SnackHappy »

OOC Comments
Piloting roll for coolness in falling: [dice]0[/dice]
Wild: [dice]1[/dice]
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

Currently playing in: 7th Set Joker's Jokers
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PFC Fox Simmons
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Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Hell & Gone: If you can't stand the heat....

Post by PFC Fox Simmons »

Having observed the approach, Fox radios Snackhappy, "This SAMAS unit has regeared Strength servos. We might be able to pull off a graceful fall. Otherwise we are on hold for engagement for 10 to 15 minutes."
Can a SAMAS
  • Piloting 10
  • Piloting [dice]0[/dice]
  • Wild Piloting [dice]1[/dice]
Last edited by PFC Fox Simmons on Wed Nov 15, 2017 3:01 pm, edited 1 time in total.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

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.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
User avatar
SnackHappy
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Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Hell & Gone: If you can't stand the heat....

Post by SnackHappy »

"Graceful fall it is then Simmons! Lets do this!" Sasha steps off the ledge and then hold onto the SAMAS as the thrusters engage keeping them aloft long enough to stick the landing and ready to engage whatever lurks in the cave below.

Upon landing Snack Happy takes point and waits for the rest of them to get into position. In radio to Simmons "Good job kid! You ever think about leaving them CS bozos? You know most of them is racist jerks? When we get back I am sure we can file off those ugly skulls for you. Perhaps even make your ride look original."
OOC Comments
Scans and trying to determine what we are up against.
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Last edited by SnackHappy on Wed Nov 15, 2017 3:27 pm, edited 1 time in total.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

Currently playing in: 7th Set Joker's Jokers
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PFC Fox Simmons
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Re: Hell & Gone: If you can't stand the heat....

Post by PFC Fox Simmons »

Thrusters engaged in full reverse to maintain elevation in descent, Fox is quite impressed. Once the Gunwolf is on the ground, Fox manuevers the SAMAS in a position flanking the entrance. Sweeping the entrance with the suit's railgun, he trains the suit's sensors to run additonal sweeps of the cavern interior. More information. Better preparation. Greater Chance of Success.

"This CS unit is my," pause on the radio, "eighth assignment. Seems while the CS openly accept humans, they don't accept foreigners."

"The CS has poked, proded, pryed, and even peeled away attempting to standardize and normalize me. Trust me, a more opportune time to walk away from those racist bigots could not have come any sooner."

"A change of color would reflect well on a change of association."
What is in the hole
  • Notice 3
  • Notice [dice]0[/dice]
  • Wild Notice [dice]1[/dice]
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

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.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Growler
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Re: Hell & Gone: If you can't stand the heat....

Post by Growler »

Notice 5
Notice (+2 if Scent Usable; Can be used for Detect Arcana if far enough away from the Ley Line)
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 5 (or 7)
Stealth 15
Stealth at +2 (Woodsman)
Stealth: [dice]2[/dice]
Ace: [dice]4[/dice]
Wild: [dice]3[/dice]
Result: 15
Cresting the hill, Growler and Echo's Splinter carefully make their way to the edge above the cave entrance. From there, the Splinter flies Growler down to a location where he can hide and set up a good initial shooting location, but safe from the rain of Zombies. Once settled in, he looks around for targets.
Last edited by Growler on Mon Nov 20, 2017 6:21 pm, edited 3 times in total.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Peta Chante
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Re: Hell & Gone: If you can't stand the heat....

Post by Peta Chante »

Watching the zombies mindlessly fall to her death makes Herra chuckle a little, even in death the demon plays one last morbid joke. At least they won't be a factor in the fight for either side. Seeing the route to drive gives her goose bumps, driving the infernal contraption was a job she did not ask for and does not like. Taking it down a slippery slope is like a nightmare. Steadying her hands on the wheel she fumbles with the gearshift and attempts to drive down without incident.

"You may wish to fasten your safety harnesses."
Driving 3 fail
+2 from handling, -2 from conditions, -2 from low tech hindrace
Driving [dice]0[/dice]
Wild [dice]1[/dice]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Hell & Gone: If you can't stand the heat....

Post by Freemage »

Many rolls and much bookkeeping
A whole lot of rolling....
(1)
BTS [dice]0[/dice]
WBTS [dice]1[/dice]
EEBTS [dice]2[/dice]
4P, Fail

BTP [dice]3[/dice]
WBTP [dice]4[/dice]
8P, Success

(2)
BTS [dice]17[/dice]
WBTS [dice]18[/dice]
11P, Raise

(3)
TI [dice]5[/dice]
WTI [dice]6[/dice]
20P, Raise

CA [dice]7[/dice]
WCA [dice]8[/dice]
2I, Success

(4)
GBTF [dice]9[/dice]
WGBTF [dice]10[/dice]
23P, Success

TK [dice]11[/dice]
WTK [dice]12[/dice]
5I, Raise

(5)
GBTSt [dice]13[/dice]
WGBTSt [dice]14[/dice]
28P, Raise

S [dice]15[/dice]
WS [dice]16[/dice]
7I, Success


Smack GW Wild [dice]19[/dice]
Wild Smack [dice]20[/dice]
Hit Damage [dice]21[/dice]
Other Thing [dice]22[/dice]
.
Herra has some difficulty getting the vehicle down the hillside quickly--these modern vehicles just don't have the sort of responsiveness she gets from draft beasts. Still she does get down safely, and as she makes the final turn, Sasha and the fliers come down from above, setting down less-than-gently on the growing pile of frozen Canadian zombie lumberjacks (said pile has been briefly interrupted in its growth by Sasha squishing many of them getting into position on the cliff above) in front of the cave. There, they see a huge blaze--not so much a bonfire as a column of fire, with vaguely humanoid forms dancing in the flames--no, wait, as one nears the edge, you realize that they ARE the flames, some sort of elementals, bound to the location, perhaps.

A constant flow of smokeless heat pours out of the cave-entrance, making it almost uncomfortably hot for anyone not in environmental protection. And yes, the crushed and cracked zombies are already beginning to thaw in the heat-blast, becoming unpleasantly squishy-looking as they lay in the muck that has formed from snow run-off.

Standing in the entrance of the cave is a First Tribes woman--not necessarily old, but weathered. She's currently armed with a carved wooden staff, which she is using to beat down a zombie lumberjack that survived the fall. She says something that only Echo understands.
For Echo
"You fools have come here to die. Flee this place at once!"
Meanwhile, as Fox gets Sasha down on the ground, there's a powerful crash against the Gunwolf, though Sasha's sensors registers no damage. Then again, she also registers no attacker.
Phlyx Cave Map.jpg
The Action
So, here's the situation:

SnackHappy gets a Joker, so everyone gets a Bennie.
Snack and Fox act before anyone else does.
Fox can also let one other person act before [DELETED FOR SECURITY REASONS] does, if he wishes, by giving that character the King of Diamonds from Tactician.
Once those actions have happened, more things will happen, then we can move on to the rest of the group.
Snack is absolutely certain that something just hit Sasha, with the kind of blow that would've been bad for anyone not in Robot/Power Armor. However, Sasha's sensors are not picking up any source of the blow.
The old woman is dressed in light animal hide clothing; heavier clothing can be seen inside the cave, but obviously, given the elemental blast furnace effect, she doesn't need them in here.
The zombies on the map are not active. Rather, those are the ones that fell to their un-undeath so far. There's another heaps, in mirror position, underneath where Sasha landed. The observant might also realize there's still several more waves of zombies that will be falling in roughly the same positions, so maybe it would be a bad idea for fragile types to be standing in thsoe squares by the end of the round. (Sasha... probably doesn't have to worry about it.)
The woman has Parry 6 (because of the staff) and Toughness 6 (0).
The fire elementals are essentially gyrating around one another like some sort of mosh pit. The resulting flames are actually licking the 30' high ceiling, but produce no smoke, just lots of heat. Any ice/cold-related magic is rolled at -2.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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PFC Fox Simmons
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Re: Hell & Gone: If you can't stand the heat....

Post by PFC Fox Simmons »

Fox touches down with Sasha and then takes to a position hovering 10 feet back from the Gunwolf and about 20 feet off the cavern floor. Assessing the situation once more, he gets a better feel for what might be going on.

"This is Fox. We have a tribal woman in animal skins and a bonfire with dancing fire figures. If this fight comes down to magic and the like, I won't be more than a distraction. Legionaires make your call."
On Hold
Will act after we determine if anyone needs to act in the first group.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

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.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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SnackHappy
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Re: Hell & Gone: If you can't stand the heat....

Post by SnackHappy »

OOC Comments
Notice: [dice]0[/dice] -4
Wild: [dice]1[/dice] -4
Benny to reroll.
Notice: [dice]2[/dice] -4
Wild: [dice]3[/dice] -4
Extra Effort Benny: [dice]4[/dice]
Slightly shocked from something hitting him, Jacob primes his 2 mini missile launchers in his chest. Firing into the spot where he is pretty sure he will get what ever struck him. "We have an invisible attacker. Whatever it is, it's right in front of me!"
Combat Rolls
Shots going to corner of m5,m6,n5,n6
Mini-Missile 1: [dice]5[/dice]
Mini-Missile 1 Wild: [dice]6[/dice]
Mini Missile 1 Damage: [dice]7[/dice]
Damage from Raise: [dice]11[/dice]
Total: 19 AP6

Mini-Missile 2: [dice]8[/dice]
Mini-Missile 2 Wild: [dice]9[/dice]
Mini Missile 2 Damage: [dice]10[/dice]
Damage from Raise: [dice]12[/dice]
Ace: [dice]13[/dice]
Total: 22 AP6
Last edited by SnackHappy on Mon Nov 20, 2017 9:04 am, edited 5 times in total.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

Currently playing in: 7th Set Joker's Jokers
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PFC Fox Simmons
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Re: Hell & Gone: If you can't stand the heat....

Post by PFC Fox Simmons »

Fox takes his analysis of the cave and cavern a step further. Noticing the zombie wave that comes crashing from above, he watches to see how they fall. His observations go to the outliers of zombies on the floor.
OOC Comments
Looking for inconsistencies that would suggest other forces at work, like maybe a force field over the cavern entrance. how man bodies are inside towards the fire? How many more are out towards the edges away from the entrance. Bodies laying at contorted angles or in unnatural positions to just falling.
Look Beyond What You See
  • CK 7 success
  • Common Knowledge [dice]0[/dice]
  • Wild CK [dice]1[/dice]
  • Investigation 5 success
  • Investigation [dice]2[/dice]
  • Wild Invest [dice]3[/dice]
Roll With It
  • Agility 5
  • Agility [dice]4[/dice]
  • Wild Agility [dice]5[/dice]
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

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.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Hell & Gone: If you can't stand the heat....

Post by Zakkael »

Rolling Thunder
Exalted Detect Arcana, with staff bonus
[dice]0[/dice]

EDA WD
[dice]1[/dice]

Notice with mystic vision and alertness
[dice]2[/dice]

Ace notice with prior
[dice]4[/dice]

WD Notice
[dice]3[/dice]

More rolls because Freemage is vicious
Spirit vs. Fear, -2
[dice]5[/dice]

Ace spirit with prior
[dice]7[/dice]

WD Spirit
[dice]6[/dice]

Dispel with staff bonus
[dice]8[/dice]

WD Dispel
[dice]9[/dice]

Ace WD with prior
[dice]10[/dice]

Benny for extra effort with prior and -2 vs. magic, plus Elan
[dice]11[/dice]

Spear of Judgment - 1 big bolt with soul blast trapping, with staff and Marksman
[dice]12[/dice]

WD SoJ
[dice]13[/dice]

Damage - ignores armor, adds 1/2 spirit to toughness
[dice]14[/dice]

1 ace with prior
[dice]15[/dice]

Raise with prior
[dice]16[/dice]
The loaned CS SAMAS pilot calls an instruction and Zakkael springs into action. Seeing beyond what most mortals can perceive, true sight reveals the horrible truth. Taken aback for a moment by the foul creature's true appearance, Zakkael shouts into what appears to be nothingness. "The Light has not given us a spirit of fear, but of power, and love, and a sound mind. Your vile appearance holds no surprise for me, beast!"

Gesturing and calling out a prayer, Zakkael points the Staff of Justice in the direction of the creature. "Nothing is hidden from the Light of Heaven. The veil has been torn! SHOW YOURSELF!" A shaft of brilliant holy light strikes the creature, revealing a hideous horror from who-knows-where.

"You have defiled the creations of the Light and spilled blood not yours to spill. I judge you guilty, and your punishment is nigh! Vengeance belongs to the Light, and I am the deliverer of that vengeance. BEGONE!" The Spear of Judgment speeds forth from the hands of the appointed judge, striking the beast where it is most vulnerable - its black soul. "Take courage, my friends! Bring the beast down for the glory of Heaven!"
Last edited by Zakkael on Mon Nov 20, 2017 10:39 pm, edited 2 times in total.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Hell & Gone: If you can't stand the heat....

Post by Freemage »

OOC Comments
Resist Dis Spell [dice]0[/dice]
Wild Resist Dis Spell [dice]1[/dice]
Extra Effort Benny [dice]2[/dice]

Soak Damage [dice]3[/dice]
Wild Soak [dice]4[/dice]
Realizing that whatever they face must be a powerful supernatural enemy, Fox gives a hurried instruction to Zakkael, spurring the Mystic to action. His magic pierces first the creature's veil, then its magic, and finally the horrific Neuron Beast's very soul. It cries out in rage and pain, mere heartbeats after its vile visage becomes evident to all present.

And it IS horrific. 20' tall, the columnar body sprouts a myriad array of arms and tentacles that writhe obscenely. Arcane power seems to practically roll off of it, now that the veil has been removed, magnifying its alien nature, causing the mind to scream "This must not be!" Four of the hands clutch glowing blades of psychic energy, dripping with some sort of greenish residue that hisses and bubbles along the length fo the psi-blades.
OOC Comments
Okay, it took two wounds, and I'm not spending any more GM Bennies on that. Fox has to make a Spirit -2 Fear check before acting; if he can act, however, he gets to unload on the creature. As noted, it's BIG, so you get the +2 for that to any Shooting rolls. Called shots, because of the alien physiology, require a Survival roll at -2 to identify the 'weak points'. Have fun!
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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PFC Fox Simmons
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Re: Hell & Gone: If you can't stand the heat....

Post by PFC Fox Simmons »

New World Experiences
  • Fear Check -1
  • Spirit [dice]0[/dice] -2 (0)
  • Wild Spirit [dice]1[/dice] -2 (0)
  • Benny Spirit [dice]2[/dice] -2 (-1)
  • Fright Table 5
  • Fright [dice]3[/dice] + 2
  • Shaken: Fox is Shaken, May lose his action for the turn.
  • Shaken not Stirred (Unshaken)
  • Spirit [dice]4[/dice]
  • Wild Spirit [dice]5[/dice]
  • Panic Shots (0. 5, 2)
  • Shooting 1 [dice]6[/dice]
  • Shooting 2 [dice]7[/dice]
  • Shooting 3 [dice]8[/dice]
  • Wild Shooting [dice]9[/dice]
  • Benny Panic Shots (5, 5, 1)
  • Shooting 1 [dice]10[/dice]
  • Shooting 2 [dice]11[/dice]
  • Shooting 3 [dice]12[/dice]
  • Wild Shooting [dice]13[/dice]
  • Aced Wild [dice]14[/dice]
  • Shots Over (9, 10, AP 10)
  • Shot Damage 1 [dice]15[/dice]
  • Shot Damage 2 [dice]16[/dice]
The appearance of the nueron beast made Fox draw in his breath for a moment. The mix of fear and excitement washed over him and his adrenline surged in rushing torrents through his veins and muscles. Just like on Ilum with that Force Apparation that was drawn from hiding. Man this thing is ugly.

Fox panics and sweeps the creature with a full auto burst from the SAMAS's right arm mounted railgun. The energy coursing through the railgun is enough to bring Fox out of the panic and now his adrenaline is running full steam through his body. Glad I missed the Gunwolf. It would not go well for me trying to leave the CS to destroy my extraction party's NCO.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

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.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
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 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Hell & Gone: If you can't stand the heat....

Post by Freemage »

OOC Comments
Longshot rolls:
Psionics [dice]4[/dice]
Wild Psionics [dice]5[/dice]
Psionics [dice]6[/dice]
Wild Psionics [dice]7[/dice]
Psionics [dice]8[/dice]
Wild Psionics [dice]9[/dice]

(6)
30P
14I

(7)
33P
7I

(8)
36P
8I

(9)
40P
10I

Unshake [dice]2[/dice]
Wild Unshake [dice]3[/dice]
Success: Unshake, can act

All actions -2 MAP

Psionic Healing +4 [dice]0[/dice]
Wild Psi Healing [dice]1[/dice]
-4 due to failed math, makes this a 6
Extra Effort GM Benny [dice]18[/dice]
...
So, he still has 1 Wound. All attack rolls below are therefore an additional -1.

Tentacle 1 Zakk [dice]10[/dice]
Wild Tentacle 1 Zakk [dice]11[/dice]

Tentacle 2 Zakk [dice]12[/dice]
Wild Tentacle 2 Zakk [dice]13[/dice]

Psi-Blade Zakk [dice]14[/dice]
Wild Psi-Blade Zakk [dice]15[/dice]

Tentacle 3 Fox [dice]16[/dice]
Wild Tentacle 3 Fox [dice]17[/dice]

Wow, that was a field of suck.
.
The creature first takes a moment to make the wound in its chest close up, mostly, before sailing over and then down behind the GunWolf to get to Zakkael. It lashes out with tentacles and a psi-blade, three strikes going for Zakkael and one for Fox, apparently thinking to try and take out two at once....

However, the creature is overextending itself, and fails to strike either the self-appointed angel or the wannabe-rogue SAMAS pilot. It howls in frustration as the tentacles and glowing blade all miss.
OOC Comments
Okay, everyone EXCEPT SnackHappy, Zakkael and Fox can now go--the order you post is the order your actions happen. First, you MUST roll Spirit at -2. If you fail, you then have to roll on this table at +2:

Fright Table
  • 1d20* Effect
  • 1–4 Adrenaline Surge:
    • The hero’s “fight” response takes over. He adds +2 to
      all Trait and damage rolls on his next action.
    • 5–8 Shaken:
      • The character is Shaken.
    • 9–12 Panicked:
      • The character immediately moves his full Pace plus running die
        away from the danger and is Shaken.
    • 13–16 Minor Phobia:
      • The character gains a Minor Phobia Hindrance somehow
        associated with the trauma.
    • 17–18 Major Phobia:
      • The character gains a Major Phobia Hindrance.
    • 19–20 The Mark of Fear:
      • The hero is Shaken and also suffers some cosmetic
        physical alteration—a white streak forms in the hero’s hair, his eyes twitch
        constantly, or some other minor physical alteration. This reduces his
        Charisma by 1.
    • 21+ Heart Attack:
      • The hero is so overwhelmed with fear that his heart stutters.
        He becomes Incapacitated and must make a Vigor roll at –2. If successful,
        he’s Shaken and can’t attempt to recover for 1d4 rounds. If he fails, he dies
        in 2d6 rounds. A Healing roll at –4 saves the victim’s life, but he remains
        Incapacitated.
NOTE: SnackHappy should also make a Spirit roll at -2; Fox and Zakk have already dealt with this. If Phlyx goes down, everyone who has not yet rolled still needs to do so--alien Lovecraftian horrors do not always let go of the mind readily....

If you get Shaken by the Fear check, you need to unShake (either by rolling Spirit at TN 4 or by spending a Benny). Assuming you succeed at that, then you can act normally.

Important Numbers:
Parry 7, Toughness 25 (12), All attacks against it are at +2 due to being so damn big
Currently at 1 Wound.
Attachments
Phlyx Cave Map.jpg
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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SnackHappy
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Re: Hell & Gone: If you can't stand the heat....

Post by SnackHappy »

OOC Comments
Spirit: [dice]0[/dice]
Wild: [dice]1[/dice]
Ace: [dice]2[/dice]
SnackHappy shows no signs of fear when the creature finally shows itself. Emboldened in his armor knowing it's as good as he is.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

Currently playing in: 7th Set Joker's Jokers
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Echo
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Re: Hell & Gone: If you can't stand the heat....

Post by Echo »

Notice 10, ignores all cover and concealment
Echo Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Fear Check 4 Success
Spirit [dice]2[/dice]
Wild Spirit [dice]3[/dice]
Fright Table if Failed [dice]4[/dice]
The sight of the abomination was a little startling, but nothing Echo had not fought or been enslaved by before.
Seeing the efforts the creature was going through to maintain the heat Echo washes it with waves of pulsating cold bombarding it from different directions. Trying to knock its concentration off and leave if vulnerable to the attacks of her allies.
After seeing it distracted from the waves of freezing cold bombarding it, Echo lift her PPC and shoots it in the face. Seeing the things reactions to her attacks Echo runs behind the Big Boss, ducking down to takes cover.
Roll 7 to Lower Trait, Shooting 14, Damage 23
Energy Control to Lower Trait
  • Spirit [dice]5[/dice]
    Spirit Wild Die [dice]6[/dice]
    • Benny to Extra Effort [dice]12[/dice]
Energy Control
  • Control: With a Smarts roll and an action, the controller can drain oxygen, increase or decrease the temperature, summon darkness or intense light, or otherwise make the environment within his zone of control distracting or extremely uncomfortable. This inflicts a –2 penalty to Trait rolls within the area of effect until his next action (–4 with a raise). This is a more intense version of the Lower Trait Power Trick (page 10), and doesn’t stack.
  • Selective (+2): Without this Modifier, Energy control affects everything within. With it, the controller decides who gains the protection, gets hit, etc.
NG-IP7 Ion Pulse Rifle
  • Not a called shot, only cinematic statement, +2 From Shotgun effect, +2 from its size, +2 From 3RB
    NOTE I DID NOT SUBTRACT DEFLECTION: I did not know if it had Deflection up or at what level, so not subtracted.
    Shooting [dice]7[/dice]
    • Shooting Aced [dice]9[/dice]
    Shooting Wild Die [dice]8[/dice]
    • Damage 3d6+1 +1d6 From raise +2 From 3RB
      • Damage [dice]10[/dice] Ion Rifle
        • Damage Aced [dice]11[/dice]
Ends Turn Ducking behind Big Boss in G12
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


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


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

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

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


GM Quick Reference
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Growler
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Re: Hell & Gone: If you can't stand the heat....

Post by Growler »

Fear Spirit Check 9
Fear (+4 due ARES, -2 Due Scary Monster)
Spirit: [dice]0[/dice]
Ace: [dice]2[/dice]
Wild: [dice]1[/dice]
Result: 9 - Success with Raise
Just another monster that needs to be taken down
Survival 4
Survival to Determine Monster's Vulnerable Point(s) - (-2 due Difficulty, possible +2 due to Woodsman)
Survival: [dice]3[/dice]
Wild: [dice]4[/dice]
Result: 4 - Success. Vulnerable locations deduced
11 Shooting 5 Wounds
Shooting his Bow at the Monster, Aiming at a Vulnerable Location
  • (+2 due Size, +1 due Bow, -2 due Called Shot (-4 for +4 Damage, but HJ negates 2 of penalty))
Shooting: [dice]5[/dice]
Wild: [dice]6[/dice]
Extra Effort: [dice]7[/dice]
Result: 11 - Hit with Raise.
Damage: [dice]8[/dice](Bow)+[dice]9[/dice](Raise)+[dice]12[/dice](Giant Slayer)+4(Called Shot)+2(Assassin)+[dice]10[/dice](Ace)+[dice]11[/dice](Ace) = 41 AP4
A glowing arrow made of energy streaks from Growler's hiding spot and strikes the Neuron Beast deeply just off center of mass.

"Aim for where I hit it, if it is still alive. That is a weak point."
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Peta Chante
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Joined: Fri May 12, 2017 7:13 pm

Re: Hell & Gone: If you can't stand the heat....

Post by Peta Chante »

Fear Check 8 success
Spirit [dice]0[/dice]
Ace [dice]2[/dice]
Wild [dice]1[/dice]
Seeing the beast appear in front of her gives Herra resolve, so this is what is behind our troubles. Unable to take much action behind the wheel of the Big Boy she turns her attention away from the beast and looks at the woman. She seems out of place here.
Exalted Detect Arcana 4 - free action
Psionics [dice]3[/dice]
Wild [dice]4[/dice]
ISP 2
With a better assessment of what is happening she waits, at the ready, to intervene with either the woman or the monster (OOC: On Hold).
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Hell & Gone: If you can't stand the heat....

Post by Freemage »

The woman has no active enchantments affecting her. However, Herra does sense that she has innate PPE supplies, so a spell-caster of some variety.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Calyx
Diamond Patron
Diamond Patron
Posts: 112
Joined: Thu Sep 07, 2017 7:43 am

Re: Hell & Gone: If you can't stand the heat....

Post by Calyx »

Calyx let out a surprised yelp-cry and held on tight as the vehicle suddenly went sharply DOWN! He involuntarily winced and turned his head away, closing one eye....but they seemed to make it mostly in one piece, with only a slight grunt from the driver. Calyx let out a small breath, which promptly caught in his throat as some....horrible...large...UGLY...thing was revealed and quickly dispatched by the team before he could even exit the vehicle. He muttered to himself quietly, "ohhhh man, i am gonna have nightmares for a while..." as his heart started going a mile a minute and he froze for a second.

Finally, he slowly came back to himself, looked around and saw that there was an old woman beating up the zombies. He popped out the side of the truck and let out yell towards her. "Hey, old lady! You the demon-summonin' necromancer?"

Friday Night Fright Night
Am I scared? (Spirit roll at -2 to total)
Spirit die [dice]0[/dice]
Wild die [dice]1[/dice]

Fear is the Mind Killer [dice]2[/dice].

Unshaking
Spirit die [dice]6[/dice]
Wild die [dice]7[/dice]
Ignore
Nothing to see here.

Psionics die [dice]3[/dice]
Wild die [dice]4[/dice]

Damage [dice]5[/dice]
Calyx Calder
Character Summary
Human Zapper

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

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

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

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

Charisma: 0
Bennies: 3

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