Jungle Fever: Celebration!

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

Jungle Fever: Celebration!

Post by Freemage »

Having defeated the Xits and united three of the Tribes of the Dinosaur Swamp into a mighty force, the heroes are receiving a brief and well-deserved respite. Given the number of people needing transport to a new home, you have a day before setting out, while your allies gather food and other supplies necessary for the journey.

Kutter, interestingly enough, announces that he has chosen to stay here, with the LongTooth clan, who are happy to have him there. He will, however, let you take his beloved APV back to Castle Refuge in order to transport the freed prisoners.

Alec Quinn plans to return with you all, so as to be able to make a report to his superiors.

There is a HUGE party that night, with drinking, dancing, music and as much camaraderie as you might wish to have. Even the Edienos participate, using their magics to make instruments out of living bamboo, and adding a hissing, sibilant undertone to the music with their voices.

At one point during the festivities, the Eldest of the Moon-Hunters approaches Herra and pulls her aside to speak quietly.

"Your travails in this battle are greater than any test for membership we might have conceived, my Child," she says, warmly. "If you still desire to be numbered among us, we would be honored to count you as a Sister."

If she accepts, Herra is taken to a side-ceremony, where she is given a pair of white tattoos--one of a crescent moon around the right eye; the other of a pair of star-like marks near the left. (She has noticed that all of the adult women of the tribe have the moon; some also have a number of the stars, ranging from one to five.) During the ceremony, she receives visions, and can feel her innate psychic gifts growing in response.

"You are, of course, now welcome to stay with us. If you prefer to continue your travels, know that you are always counted among our number, no matter how far you go, and you may count on us, if only for moral support in times of need, and may come to visit us whenever you have the opportunity."
For Herra
Okay, first off: Herra gets the Woodsman and Marksman Edges. Also, she does not have to pay the "new skill tax" when increasing Shooting, and Shooting and Survival are always considered to be below the associated Attributes (up to d12).

In addition, she gets two rolls on the HJ Psionics Table (your Interlude, below, should include two visions, one tied to each of these results, or one big one that folds in both if you're feeling your narrative oats). During appropriate downtime in later adventures, Herra may, once per new Rank (she's currently Seasoned, so once during Veteran, Heroic and Legendary), travel back to the tribe to get an additional star tattoo, granting her an additional roll. This is not an Advance, it's a freebie for being a member of the Tribe.

Finally, she gets the ability to use Telepathy in a similar manner to that described in the Psyscape book--by activating it as she goes to sleep, she can communicate with the Tribe's Elders in her dreams, no matter where she is on the planet (doesn't work if she's off-world). This is mostly just a flavor thing, but I think it's kinda cool.
For Everyone
Post an Interlude here. It can focus on your activities at the party, or it can talk about the journey back through the Swamp if you prefer (Herra's got additional instructions pertaining to her Interlude). Everyone who posts an Interlude in this thread gets a Bennie.
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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Peta Chante
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Re: Jungle Fever: Celebration!

Post by Peta Chante »

HJ
[dice]0[/dice] Some psionic characters become expert at breaking the influence others have on people. As an action, your character can give an ally an immediate attempt to break out of illusion (and deadly illusion) or puppet (and mind control) at +2, and he can do this once per round until they break free. This benefit also aids anyone under the mind walk Mega Power.

[dice]1[/dice]More ISP means more power to work with, and your character has it. He gains +10 ISP to his base.
As battle wanes and the celebrations begin Herra is faced with a decision to join the Moon Hunter tribe. She knows they will allow her to continue her work with the Tomorrow Legion, but she also is aware they will call on her in time of need or to serve on the council of elders. Yet, despite the potential conflicts the decision is an easy one and she agrees readily enough.

Soon the whole tribe is gathered in a wide set of concentric circles, the elders are seated in the smallest circle at the centre, surrounded by the warriors, then those in training, the final ring is made up of the men, children, and uninitiated. The ritual begins with Herra standing outside the first ring. An outsider looking in.

Alone in the world

Standing outside the circle brings Herra flashes of her home. Splugorth slavers riding across the plains of Serra herding families like wild animals into pens and blind warrior women with void faces firing into the fleeing crowds. To stand outside the first circle is to be homeless, alone, and terrified. As she stands, isolated, a voice goes up from the first circle.

”We welcome Herra into friendship with our people.”

The circle widens slight as people shift to make room for one more person to stand shoulder to shoulder with them. With some trepidation she steps into the place made for her. Homeless no more, she has a people, she has a place. To mark her place, she receives the tattoo of the moon. When she was a slave owners often branded their stock with a mark to indicate ownership. Here she was not property but family. She was marked, yes, but in solidarity not slavery.

With the crescent moon marking still stinging her face, the circle of warrior initiates stands before her. The next level of tribal society. Those chosen to train as warriors, only woman, only the bravest and strongest. Again the circle widens and she is called forward. A warrior woman recounts Herra’s fight against the Xiticix warriors, her acts to save the members of the tribe, and her descent into the hive, the death of the queen, and freeing of the captured. A small tear wells up in her eyes at the story as she recalls the sacrifice of Zakael and her own failures as well as triumphs. Undeterred, she steps forward into the ring of warriors. A group of warriors dress her in an ornate armor while another recites the code of the Moon Hunter. Herra listens to make the code her own.

Finally, only the inner circle of the elders remains. No words are spoken as this circle widens. To an outsider it would like like a silent choreography is taking place. However, the powerful psychics are communicating on a level deeper than words, and even deeper than thought. For a brief moment all those assembled speak with one mind and one voice. The history and experience of the tribe flashes before Herra in an instant. Wordlessly she steps into the inner circle. One of the elders steps forward and inscribes her with two stars near her left eye.

As the ritual proceeds, Herra is taken to the deep recesses of her mind and of her history. She stands before an endless pool of water, turbulent and raging. She can hear the voices of the elders whisper around her, the sounds passing over the waters and calming them. Stepping to the edge of the pool she watches as the water clams, revealing her reflection. Looking deep into the pool she sees deep into herself uncovering an inner strength she did not know she had welling up inside her.

As her strength swells the pond recedes and is replaced with the noise of the slave pens on Atlantis. At first she recoils, the vision more vivid than the real thing. Herra walks freely among the pens, the salvers unable to cow her or control her. Instead, as she walks she opens the pens of others releasing them from captivity. The joy of helping others escape surges through her and emboldens her. For the first time since leaving captivity her captors hold no sway. She is free at last, and free to help others who may be imprisoned or enslaved in body or spirit.

Strengthened and freed, Herra slowly comes back to the circle of tribal elders. Looking around at each of them she smiles and finally speaks.

”I am home, and I am free.”
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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PFC Fox Simmons
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Re: Jungle Fever: Celebration!

Post by PFC Fox Simmons »

The Xicitix were efficient in burying things they could not use. Odd the things they hid in the walls of their hives. One thing particular looked pretty well preserved in Xicitix resin, a SAMAS head.

None of the other pieces of the suit were anywhere near by, which while odd, did not seem to entirely out of place. The Xicitix seemed to only hold on to things that were either eaten or were integrated into their hive. That was at least the explanation Fox was using for all the Techno Wizardry equipment these bugs were using.

Taking the helmet from out of the ruined wall, Fox tucks the head underneath one arm and walks a distance away from the collapsed hive. Where he is sitting he can watch as the tribes are hauling people and things from the hive. Seems there are some happy reunions as a few families and friends are reunited. The whole reunion scene sets a dull ache and much deeper longing to return to the company of his brothers in the 501st and Senatorial Guard.

Coming back from his day dream, Fox climbs out of SAMAS and sits down with the helmet in his lap. Resin is pretty heat resistant so he takes to work at the resin with the laser edge of his vibroknife. Carving chunks away, here and there, and shaving it at times like Fox was a barber and the helmet had a full on mountain man beard. Wooly MammothBeard to be exact.

As Fox works around to the back of the helmet, he realizes that the normal SAMAS Terror Dreads are missing. The helmet actually looks like it never had any to begin with. The rebreathers are there on the outside. The resin does not seem to have penetrated the inner working of the helmet. When Fox holds it up, the helmet is much darker than his was originally. Like a black pearl, deep and luminescent, the MDC shell is very captivating.

Turning it upside down, Fox can see that the radio controls are intact. Well at least something is as it should be. The optics are different, which means the HUD (Heads Up Display) must be different as well.

Polishing off the last of the resin flakes and dust, Fox stands up, climbs up the side of SAMAS and plops into the command console with the other helmet. Disconnecting the comm line, power line, and the sensor array, Fox proceeds to place each into its respective places in the new helmet. Placing SAMAS's original helmet on the ground at SAMAS's feet, Fox places the new helmet on his head and seals up the environmental controls. At least it fits.

Fox <<SAMAS. Run diagnostics on helmet, please.>>

It isn't a long process, but waiting makes things last an invariably long time. After five minutes, Fox is about to ask a question when SAMAS pipes up with her normal pleasant voice.

SAMAS <<Fox, this helmet has the standard SAMAS features and a few additional capabilities.>>

Fox <<Go ahead SAMAS.>>

SAMAS <<This helmet is equipped with Night Vision, Scoped Sights, ...>> SAMAS pauses and it the on board processors can be heard computing.

Fox <<SAMAS. What else is there?>>

SAMAS <<My data banks do not have an exact description for it. Maybe it best if I show you. Turn and look towards azimuth 135.>>

Fox turns SAMAS in the direction of the Moon Tribe Rituals.

SAMAS <<Elevation 50 feet. Go dark.>>

Fox hesitates for a minute. Going dark means all enhanced vision and optics are turned off.

Fox <<Okay SAMAS. Elevating to 50 feet and going dark.>>

SAMAS <<Fox. In the HUD there is three icons on the right. The first one, hazy green outlined eyes, is Night Vision. The second, is a red set of crosshairs, Scoped Sights. The third icon, is a shadowed figure with a glowing outline, select that one.>>

On the controls, Fox moves the selection option down to the glowing outlined shadow. The moment he does the Moon Tribe ritual below lights up with such intesity in Fox's vision that he is blinded for several minutes.

Still hovering in the air,

Fox <<SAMAS. What was that?>>

SAMAS <<Fox. I am not sure. Its like reading a power source or signature. But not one that I have a reference for.>>

Fox makes sure that all functions of the helmet are documented and even recorded and returns back to the clearing where he unshelled the helmet.

When he is able to, he places inquiries with the other Jokers in regards to the unknown feature of his new helmet. Specifically asking Herra, Echo, Calyx and Growler about it (Detect Arcana).



Having had Growler describe the ways the bugs communicate and such Fox's curiosity claims him as all hell breaks loose. Grabbing two different looking bugs, one each of SAMAS's hands he hauls them away to a cave near by where he busies himself with some research. Autopsies are quick as Fox utilizes the scanners on board SAMAS and his own cybernetic implant to conduct some species recon.

Fox is certain he does not have all the details, but enough to get started with. He seeks out a means to preserve certain organs and even the heads and antennae. Damn bugs could communicate without making a sound. Fox's thoughts run back along to the loss of Zakkael andit fuels his desire to know how to best combat them and detect them.

Some would say that he is intentionally skipping the celebration but after getting the information that he can and storing the parts to head back to Castle Refuge in cold storage aboard the APV, Fox does join the party. SAMAS is just in a clearing beyond the celebrations on low power. SAMAS is running low powered diagnostics and analysis on the information from the battles and the information from the autopsies.

Fox finds some comfort and gratification that a likeness of Zakkael has been errected amongst a number of the three tribes' fallen. Fitting and appropriate. He will be revered and honored for his contributions and efforts to liberate and set free.

As the celebrations wind down, Fox returns to SAMAS and begins to pour over the correlations, analysis, and hypothesis. Fox will be found after the celebration, when everyone is ready to head out, in SAMAS with his feet kicked up on the consoles re-evaluating the data.
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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Echo
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Posts: 218
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Re: Jungle Fever: Celebration!

Post by Echo »

Echo looks over the device with extreme interest. But find she needs to apologize. "I am sorry, i have never been able to interact with or operate the techno-wizard miracles. My own psychic awareness is not as refined as that of a mind melters or line walkers."
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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Henry_Price
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Re: Jungle Fever: Celebration!

Post by Henry_Price »

The first thing he does is clean himself. Despite the exhaustion he politely asks the barbarians where the nearest body of water suitable for bathing. He heads there, strips his clothes off and washes, scrubbing himself with a bar of soap from the beat up knapsack he carries. He's there for well over an hour and comes back with a fresh change of clothes, strapping the dark colored mage armor on. The gun going into the knapsack along with the shadow cloak. He throws the old clothes out. After making his way back, he seeks out the men and women who rescued him. His eyes red with exhaustion, bits of resin still clumped to his hair, he pushes through the sleepiness and politely thanks each of them personally. Stifling a yawn, he seeks out their leader and says "Thank you again for saving me from those...things. I have heard a lot about the Tomorrow Legion, and have admired you from afar for some time now. I would love to join your ranks. I'm a lot more useful than I look " he grins. His dark eyes notice the device Echo is looking at. "That looks interesting. What does it do?"
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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Calyx
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Re: Jungle Fever: Celebration!

Post by Calyx »

Interlude suit
[dice]0[/dice] = 2 of Clubs.
Pyrrhic victory.

That was the phrase that came to mind for Calyx. It didn't start out that way. It started with a celebration. There was drink involved, of course, food as well and lots of people of various variety. He tried to get in to the celebration, tried to let go of the negative emotions lurking him. But one of the tribespeople noticed that something was off about him, saw right through. They pulled him aside for a quiet drink and talk. The tribeswoman was named Neelah. He wasn't even sure which tribe she was from (well, he could rule out ONE tribe, of course, as she was human).

After a bit, words flowed out of him, and while they weren't alone, neither were they smack-dab in the middle of the celebration. "This reminds me o'Newtown. Well, I mean, not exactly, but sorta. Place said they had a cure for..." He realized even in his drunken state that they wouldn't know what the hell a Juicer was so he waved a hand, "They claimed t'have a cure for somethin' affectin' a lot...o'warriors. So, many warriors came an' gathered at this place, seekin' the cure. Seemingly-cured warriors were paraded aroun' t'show proof o'what was bein' sold. Many signed up and many more waited for their turn. But in the end it was all a lie. The cure just really put the warriors under the control o'the people in charge o'the town." He let out a sigh. "Anyway, a fight broke out. Many were killed. Pyrrhic victory. That's what it's called when the victory comes at so high a cost it feels like defeat. I kinda feel like that right now. Like...we won...but so many died. It's heartbreakin'."

Neelah frowned at him. "I do not understand. If a victory comes easy, without great cost, where you come from...that is a good thing? That is something that is desired?" She shook her head. "If something is achieved without cost or sacrifice, can it truly be worth much?"

Calyx stared at her, mouth opening and closing several times as his body and drunken brain each tried to process and respond to that. Finally, he let out a chuckle. "Oh. Oh, I like YOU." He nodded. "You make a fair point." He grinned at her and the two toasted a drink before heading back in to the celebration proper. "To those that have fallen, and those that yet live on."

Calyx heard Kutter's announcement and pondered for a moment. He then walked up to the Dog Boy and clapped a hand on his shoulder. "You will be missed. You were a good -" He paused for just a second to make people think he was going to say 'dog', "driver an' ally. I hope you find what you're lookin' for here...an' they better treat you right!"

Calyx partied fairly hard after that, but did get stopped at some point by Fox. He looked over the device carefully (well, carefully for a person teetering on way too much to drink). He nodded semi-solemnly. "That....is a techno-wisherdry devishe. It letsh you see shings. Shings no mortal m...wait no...see magics shtuff." He let out a burp. "I think. Not poshitive. But probably." He gave another semi-solemn nod. Then he ran off again.

Waking up the next day was HARD. Calyx hurt all over, and not just from the massive life-threatening hangover either. His body was sore from the fighting. His head hurt from channeling so much energy. His eyes hurt from all the crying. His mouth hurt from....all the drinking and smiling? Maybe from kissing and stuff. He glanced around and there was several living but sleeping people in various states of undress curled up around him. He didn't think he had slept with them all (he didn't think he could have if he wanted to!), but clearly things had happened in some shape or form. Or maybe he had passed out and they had just decided to curl up near the very warm-blooded heat generator that he was.

He got up to pee, ended up throwing up as well, but finally got himself washed and dressed. He didn't wear his armor (especially his helmet, as he was afraid he might puke in it if he couldn't get it off fast enough), but he was absolutely wearing a strapped-on pair of tinted goggles like his life depended on it. He ate something terrible, but that helped a bit. He mostly almost felt like a human being again and was mildly ready to travel the next day.
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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SnackHappy
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Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Jungle Fever: Celebration!

Post by SnackHappy »

Snackhappy stands from his mourning at the approach of Henry and shakes his hand. "Good to meet you! I hope you feel better having cleaned up you sure look better. The name's Jacob Grimlock. Most folks just call me SnackHappy. Earned the nickname eating a bit much I guess. I am sure the legion would welcome you. I will be more than happy to put your name in with Chok'lat upon our return. Go enjoy the festivities we have quite the trek back." Dusting off the cestus Jacob gives it another once over happy with his extra touches.

Jacob then goes to Sasha and stows his gear tired from the day. Thinking to himself he decides to take his own advice and head back to the tribe gathering. Before heading there he decides to queue up some of his old tunes he has been collecting over the loudspeaker. At the gathering Jacob stacks a couple plates of food as high as he can sampling a bit of everything the tribes are offering and occasionally eating some things before putting other additional ones on his plate.

Looking around there were a couple of the longtooth clan having an arm wrestling match. "Hey Chok? I bet you cannot beat all of them arm wrestling," he teased knowing that Chok'lat would probably take the bait and get shown up by the numerous overly musclebound barbarians. After watching for a bit Jacob finds the rest of the crew and converses with them a bit to see how they are doing and generally get the feel for everyone's well being.

The next morning saw him get up earlier then most. He began preparing for the journey and getting Sasha hitched to the APC and stowed. After the vehicle prep was complete he made breakfast for the group with an extra portion of water ready for Calyx knowing how wasted he would be. "Dinosaur eggs sure go a lot farther than chicken eggs. Hell, you even get a bit of steak out of the mother." Happy that everyone takes the time to eat together he smiles happy the losses were less than they probably could have been.
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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Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Jungle Fever: Celebration!

Post by Chok'lat »

Chok'lat knows how to fight.
He also knows how to party.
Taking whatever food and drink is offered, he indulges in quantities that give SnackHappy a run for his money. Drinking, particularly, seems to be one of his more favored pastimes. And drink he does. At the cajoling of Happy, he bellows out challenges of arm wrestling and, as the drinking progresses, things of a less savory nature. He gives many of the Longtooth clan a good drubbing at arm wrestling, even two at a time with the cyber arm, until running into one of their "strong men." Though a close match, Chok'lat finds himself defeated. While he might normally think to doublecross and stab his opponent for the victory, he readily acknowledges the bigger, badder competitor. "Not many stronger than Chok'lat. You real strong! Chok'lat challenges you to walk through fire!" The strong man, however, knows his limitations, and merely laughs in Chok'lat's face and offers him another drink. Chok'lat, of course, accepts.
As the party begins to wind down, Chok'lat stumbles to the edge of the camp to relieve himself. There, he is greeted by a very familiar light, and a voice, though not the same one from the hive.

"CHOK'LAT, SUB-DEMON OF THE PIT. YOU HAVE BEEN GIVEN AN OPPORTUNITY FOR ATONEMENT, SOMETHING NOT OFFERED TO YOUR KIND. DO NOT SQUANDER IT. AT THE BEHEST OF OUR FAITHFUL SERVANT, HIS SHIELD IS LEFT TO YOU."
The shield, once carried by Zakkael, glows with the same light, though a few shades dimmer. The light then fades.

"YOU ARE NOT YET WORTHY OF ITS FULL MEASURE, BUT YOU WILL NEED FAITH IF YOU ARE TO FIND YOUR REDEMPTION. CARRY FORTH THE SHIELD OF FAITH. PROTECT WHAT ONCE YOU MIGHT HAVE DESTROYED."
The true silver trimming of the shield vanishes, but the cross remains.

"THE STAFF OF JUSTICE DOES NOT BELONG TO YOU, NOR SHALL YOU CARRY IT."
The staff glows brightly, then vanishes with the dimming of the light.

"YOU KNOW YOUR NAME IS NOT WRITTEN YET. MORESO THAN ANY OTHER, YOU SHALL HAVE TO PROVE YOURSELF. PROTECT THESE THAT HAVE TAKEN YOU IN. RETURN NOT THEIR DISTRUST WITH ANGER AND VIOLENCE."
Chok'lat stands, wide-eyed and speechless. He can only nod.

"NARROW IS THE WAY, BUT STAY THE COURSE OF FAITH, AND YOU MAY YET FIND THE TRUE PATH."
Chok'lat bows his head. "Chok'lat...will try."

The light fades, the voice stills, and despite the partygoers still carousing, nobody saw anything that transpired.
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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PFC Fox Simmons
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Posts: 156
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Re: Jungle Fever: Celebration!

Post by PFC Fox Simmons »

Fox is unfamiliar with the appropriate terminology, "You ever get a sensation or feeling when someone is 'using'?"
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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Henry_Price
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Posts: 112
Joined: Sun Apr 29, 2018 7:09 pm

Re: Jungle Fever: Celebration!

Post by Henry_Price »

Henry tilts his head, curiously. In spite of the fact that he's technically eavesdropping, he can't help but ask. "Using?"
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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PFC Fox Simmons
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Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Celebration!

Post by PFC Fox Simmons »

Fox stares sheepishly, "where I come from", Fox air quotes. "'Magic' is called the Force and only force sensitives could detect it."

"Anyway, I think this helmet I found lets me 'see magic'."

Fox stands up and quickly excuses himself. Heading into SAMAS's control center, Fox picks up the helmet, "SAMAS, its called 'See Magic'. Taking a small post it flag from his black bag, he writes 'See Magic' and places the flag near the glowing figure outline. "Done."
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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Echo
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Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Jungle Fever: Celebration!

Post by Echo »

Enjoying some time with the many other peoples gathered and their shared victory Echo decides to spend most of her time with the Edino’s. The victory won was a hard one that the others fought for with true character. But Echo starts to have doubts about her place.
The time spent with the Edino’s and listening to their enjoyment of life and value for those that lived is enough it helps Echo gain some perspective. This is the better way, if she had not joined the legion and offered her service she would never have been able to help all the people she had been able to help and the demons they had been able to stop. Her time in the Legion was a time well used, and a purpose resolidifies in her mind.
She reaches out with her senses trying to understand and feel the power the Edinos are able to communicate with, but it is of such a nature she can only enjoy the beauty of the art itself.
Joining in she sings, and dances letting her voice roll out with a clarion tone of contentment in the evenings revelry.
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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Henry_Price
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Posts: 112
Joined: Sun Apr 29, 2018 7:09 pm

Re: Jungle Fever: Celebration!

Post by Henry_Price »

Henry wanders off a bit, eventually finding a secluded spot in the woods. Once he is sure no one is watching, he shifts, dissolving into the form of a raven. He takes flight, revelling in the freedom of it. After being captured for Raven knows how long, only now does he feel free. He makes his way back to the celebration, finding a suitable branch to perch on nearby. He sits there and he watches, taking it all in with vigilant black eyes.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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Growler
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Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Jungle Fever: Celebration!

Post by Growler »

Not trusting Chok'lat, Growler does not participate in the celebration. Instead he spends the night in the shadows watching the Brodkil party and carry on.

I don't trust him. He changed sides just because it was convenient. I know Zakkael trusted him, but I must protect the Pack, even from themselves. I will have to give Chok'lat the opportunity to betray us. The others seem to trust him. Once he shows his true colours, I will be there to pick up the pieces and save the Pack from the consequences.

Later in the night, while watching Chok'lat, Growler notices the pack's newest member Henry leaving the party. The newcomer smelled different, of magical nature. After his problems with Echo, Growler tried not to show his normal reaction to magical creatures they encountered. He had made a not to tell Pack Leader SnackHappy about the newcomer when the opportunity arose. Lost in his own thoughts, Growler almost missed Henry's transformation into a Raven. It did not smell like a spell, but more a part of Henry's magical nature. More things to think about...
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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PFC Fox Simmons
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Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Celebration!

Post by PFC Fox Simmons »

A day later, after the celebration.

Fox wakes to himself hanging over the edge of SAMAS where he had hurled his guts the night before. What ever was in the drink it was strong. Very strong alcohol.

Wiping his mouth and grateful that he did not cover SAMAS in his vomit, he sits back inside SAMAS. How much of last night was real?

Looking over the controls, Fox notices that the sensors are relaying ranged readings beyond SAMAS's normal capabilities. Ah, there was a helmet he had found. Or maybe it was a component.

Searching inside SAMAS's compartment he finds nothing but he does realize that SAMAS's helmet is hanging by its cabling outside of SAMAS. Fox climbs out of the compartment and follows the cabling to the helmet which is actually resting atop the shoulder mounted rocket launcher. When did I put that there?

Getting up, Fox grabs the cabling and harness and lifts SAMAS's helmet of the rocket launcher. Tipping the helmet over so the crown of the helmet is facing the ground, Fox searches the inside of the helmet. Pretty sure that he did find a new component, Fox questions himself when he can't find it at first glance. Great. I am tripping on tribal moonshine.

Fox is about to put the helmet back down, when he notices that the HUD is colored green. Oh hell yes. I installed it yesterday for sure.
Infared Distancing HUD (Binoculars)
Highpowered, with a two-mile range, these
digitally enhanced HUD (binoculars) provide
infared overlays, crosshair targeting, and
real-time digital output of distance and
estimated travel times to targeted locations.
(2 lb, 1,200 credits) (TLPG 104)

two points of range penalty negation, as well
as the illumination benefits for infravision,
Last edited by PFC Fox Simmons on Tue May 22, 2018 7:24 pm, edited 6 times 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
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Henry_Price
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Re: Jungle Fever: Celebration!

Post by Henry_Price »

Henry's sleep is disturbed, images and scents of those godawful creatures haunting him. He wakes up at the crack of dawn and flies to an isolated place, where he changes back into his human form. He grabs his backpack and takes out his Shadowcloak, putting it on. He also grabs the Shard pistol he recovered from the hive, strapping it's battered holster around his waist, covering it with the cloak. He steps over the various passed out party goers and finds a comfortable place to sit. He waits there patiently, just happy to be out in the open again.
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Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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