First! - Little Pocahontas

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Freemage
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Posts: 1927
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First! - Little Pocahontas

Post by Freemage »

The team moves out, driving through the Ozarks as quickly as the often broken terrain permits. No serious encounters occur along the way, fortunately--a Coalition aircraft passed overhead, but was heading south-by-southeast, and thus was nothing to do with them.

The sun sets behind them about twenty minutes before they get within sight of the town. It's a small village, with no real defenses to speak of other than a single tower with a mounted weapon. Most of the houses scattered around the periphery of the town are already dark; sleeping with the sun is an old country tradition, saves on fuel and power. Similarly, there are a few larger, and older (possibly pre-Rifts, even) buildings that look like they might have once been industrial in nature clustered on one side of the town, and these are dark, as well. But there's a few places more well-lit....
OOC Comments
I will take Notice rolls from everyone for more detail; SnackHappy, remember to use the Gunwolf's sensors on the roll.
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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Zakkael
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Re: First! - Little Pocahontas

Post by Zakkael »

Zakkael's eyes scan the surrounding area. His senses open up to what might be beyond the grasp of mortal sight.
Notice
Notice w/ Alertness
[dice]0[/dice]

Wild die Notice w/ Alertness
[dice]1[/dice]

Ace wild die notice
[dice]4[/dice]

Detect Arcana w/ +1 from Staff of Justice
[dice]2[/dice]

Wild die Detect Arcana
[dice]3[/dice]
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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Erin Tarn
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Re: First! - Little Pocahontas

Post by Erin Tarn »

Notice and Arcane Senses
Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.

Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.

Notice Roll [dice]0[/dice]
Wild Die for Notice Roll [dice]1[/dice]
  • With a start Roath grunts then coughs, he is in the front passenger seat of the vehicle Herra is driving. Having suddenly awakened the Line Walker has a moment of panic. I fell asleep? Where are we? What horrible thing is coming now? Trying to maintain a relaxed look outwardly he has a death grip on the hilt of the flaming sword of Roxcryth.

    Sitting up straighter in the seat the old man reaches out with his senses and gets a feel for the world around him, location of team members who use magic or psionics, if they are close, he even listens with his mind for any Ley Line or Rift activity. Seeing nothing much at all with his own eyes he places his goggles back onto his face and can now see. I hate losing my vision and relying on these spectacles. Oh, age. You are a mean one. Looking first at Herra he smiles and nods at her. Roath then looks out the windows at the outside world.

    "Ahh, we are arriving. Good driving Herra, it was relaxing enough to take a nap."

    Roath relaxes his hold on the flaming sword attached to his belt and resets his helmet squarely on his lap as they approach the town.

    Another grunt and Roath says, "Now comes the interesting part."
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Peta Chante
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Re: First! - Little Pocahontas

Post by Peta Chante »

Notice 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Seeing the town and out lying homes already turned in for the night Herra frowns slightly. Rolling in as traders in the middle of the night will draw attention and scrutiny and have the opposite effect they intend.

"I have the ability to observe the village undetected. Give me a moment. You will need to guard my body while my mind wanders."

Focusing her mental energy for a moment, Herra shimmers slightly as she projects her astral self into the world. Focusing on both sight and sound she moves as quickly as possible through the major areas of the village.
Psionics 6, success
Psionics [dice]2[/dice]
wild [dice]3[/dice]

Activate Clairvoyance, 4 ISP (3 plus 1 for sound as well as sight).
Notice During Projection 7
Notice [dice]4[/dice]
Wild [dice]5[/dice]
Bennie to re reroll (Elan)
Notice [dice]6[/dice]
Wild [dice]7[/dice]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Erin Tarn
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Re: First! - Little Pocahontas

Post by Erin Tarn »

Good thing she stopped driving before heading out in spirit form. Hehe.

Roath will sit next to Herra and guards her. As he does he continues to connect to the arcane around him seeking any information he can get.
OOC Comments
Rolls carried over....
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Zakkael
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Re: First! - Little Pocahontas

Post by Zakkael »

Zakkael watches as Herra's spirit wanders into the village. As she departs, he crouches behind her and places his two free hands over her, muttering prayers of protection and guidance.
Light of Heaven, grant her true vision and discernment. Guide and guard her in this noble task. Let no evil remain hidden from her sight.
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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Re: First! - Little Pocahontas

Post by Echo »

Arriving and seeing the opportunity to stretch and perform some useful tasks Echo looks to the others and says. "I will search out the town and see what I can learn. I will return and tell you what I learn."
Shifting into the form of a falcon and letting her wings remain black, she cloaks herself in shadows and heads out towards the town, taking care not to let the moon outline her against the area she plans to observe.
Notice 17 is 3 raises, and Stealth 22 is 4 raises
Echo Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]

Echo Stealth Roll: [dice]2[/dice] (Includes +2 for normal darkness of the night, does not include bonuses for obscuring mists)
Stealth Ace: [dice]4[/dice]
Stealth Wild Die: [dice]3[/dice]
Stealth Wild Die Ace: [dice]5[/dice]

Using Energy Control for obscuring mists at night time should add an additional -2 to perceive her within (GM call?).
Bird of Prey form
Bird of Prey SW Fantasy Companion Page 103
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d6
Charisma: +6; Pace: -" (Varies); Parry: 5 (Varies); Toughness: 3

Skills:
Relevant Skills
  • Fighting d6 (-)
  • Notice d12+9 (-) [d12+4 from bird +5 from Psychic Awareness]
  • Stealth d12+2 (2)
Form Traits
• Blind: When attacking large prey (such as characters), birds of prey go for the eyes. If the bird scores a raise on its Fighting roll, it has hit the character’s face. The character must make an Agility roll. On a failure, he suffers the One Eye Hindrance until his wounds heal. A roll of 1, regardless of the Wild Die, he suffers the Blind Hindrance instead.
• Claws: Str+d6.
• Flying: Flying Pace 8”.
• Size –2: Birds of prey measure up to 2’ in height.
• Small: Attackers suffer a –2 penalty to attack rolls because of the beast’s size.
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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Re: First! - Little Pocahontas

Post by SnackHappy »

"Alright Sasha, we have arrived. Let's see what we can find."
Notice 8
[dice]0[/dice]+2 for sensors
[dice]1[/dice]+2 for sensors
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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Freemage
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Re: First! - Little Pocahontas

Post by Freemage »

OOC Comments
Okay, I know that a few folks haven't posted their rolls, yet, but... let's face it, all the pertinent information has been acquired by this point. Scyleia, Artemeisia and Hassun can still post rolls, but that just will indicate how much more awesome the group's opening spot check is. :lol:
Most everyone seems to realize that the lit areas of town also have a lot of foot-traffic moving within the area, mostly small clusters or couples, to judge from here. The industrial area is almost certainly largely defunct; the brick-and-mortar walls have gaps leading to dark interiors. The small homes seem mostly to consist of sustenance farms and small workshops; the whole place has a very 'frontier' feel.

The folks scanning the city up-close (Echo and Herra, using their respective talents) get considerably more intel:

Snack-Happy notes immediately that Sasha's sensors pick up another suit of Robot Armor (make not one-hundred-percent certain at this distance, though a Triax Hunter is his best guess) on the far (Eastern) side of town; he's fairly certain it's in standby mode, currently, since it isn't reacting to the group's presence. It's the sort of set-up he himself has used when camping out in Sasha--keeps you ready to respond to any actual outcry, but means you're not woken up by the sensors pinging on every damn bit of wildlife.

Echo banks over the lights: The groups in the lit areas are definitely partiers; you catch faint sounds of drunken revelry carried on the breeze. They mostly consist of men who share a common marking on their armor (a blazing flame), and various individuals (about 3/4 of them women, the others young men) who seem to be 'entertaining' them as they go from bar to bar to brothel. You hear some of the revelers refer to one particular member of their number as "Hellfire"; there's clearly an attitude of good-natured subservience. They also mention that "Lucius is camping on the east side of town, with Ursula", followed by a crude comment about what those two do together alone. "Hellfire" then goes into the apparent brothel; you even note which window's lights come on shortly thereafter.

Herra: You realize that some of the buildings in the industrial zone are more intact than others. There's one large warehouse-style building that has been carefully boarded up, and has a lone man, wearing the same sort of Maverick armor with the hellfire logo, standing at the smaller door next to the large cargo door and looking extremely bored. It's just as dark as the rest of the area, and the windows are completely covered. Sending the sensor inside the building reveals to her that there are, indeed, a large number of hovercycles and robot horses (the latter all in shut-down mode), essentially 'stabled' for the night.
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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Scyleia
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Joined: Fri May 12, 2017 10:03 am

Re: First! - Little Pocahontas

Post by Scyleia »

OOC Comments
So I'm retarded... I was watching the other thread, not even aware that this one was started... Total N00B move! By bad Y'all!
Notice Roll
[dice]0[/dice]

Scyleia dismounts from the ATV

"I'll check things out from the North..."

Saying nothing more, she disappears into the shadows, circling around the North side of the settlement, reaching out with her 'radar' ability, she starts taking inventory of the occupants as she's done hundreds of times before.

Stealth Roll
[dice]1d6+6
1d6+6[/dice]
Last edited by Scyleia on Mon Jul 17, 2017 8:16 am, edited 1 time in total.
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Peta Chante
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Re: First! - Little Pocahontas

Post by Peta Chante »

Notice 5
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Seeing the hover cycles and horses Herra smiles. She uses any remaining time in the astral plane to count the enemy assets and look for alternative entrances and traps. When she feels the corporeal world calling her back she doesn't resist (will not spend ISP to maintain power). Back in the ATV her body stops shimmering and her eyes pop open.

"The vehicles are in an old building in the industrial section. Lightly guarded". After reporting any other pertinent details and listening to the others she looks to Artesima.

"It seems we have the element if surprise and good information. Perhaps a short rest and then a strike in the dead of night? I believe I can gain us access to the vehicle storage area with little resistance."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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SnackHappy
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Re: First! - Little Pocahontas

Post by SnackHappy »

"Looks to be some power armor as well on the eastern side of town. Perhaps someone could disable it quietly as that will be our biggest opposition." Jacob let them know the location.
OOC Comments
Hope that's the right color for the radio.
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: First! - Little Pocahontas

Post by Echo »

Echo spends about 15 minutes watching the apparent leader of the group during his interlude so she can better understand him for later, and see if there is more information to be had. Then she pulls away to a safe distance from any potential observers. She will then move out and find a radio unguarded, crawl slowing over taking all caution and steel it. Turning off the radio and removing the battery, she brings it back to the group.
Once she feels it is safe she returns to the check point, assumes the Hispanic female form she used earlier with the group and reports what she found. "This is Echo, there is a large group following a man who titles himself 'Hellfire' in general revelry in the town. I was able to watch the leader for some time in his interactions with others, before he chose a female and went to copulate. I then followed him and observed for about 15 minutes before returning. One or two of their members named Lucius and Ursula are camping on the east side of town. I chose to come back and report before identifying Lucius and Ursula, but can if it is needed gain more information there."
Transforming she imitate the demeanor and likeness of Hellfire "This is their leader, he is well liked his my men and respected." Transforming back she says. "Perhaps this guise can be used for access to facilities if needed?"
"Here is one of their radios, I thought it could be used by someone with more technical skills for greater observation. I removed the battery and turned it off. But do not know what else you would like done."
Notice 17 and Stealth 10
Echo Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]

Echo Stealth Roll to steal: [dice]2[/dice] (+2 from Lighting, +2 from crawling)
Stealth Wild Die: [dice]3[/dice]
More information
If Echo gained more information while watching his romantic interlude, she will add that to the report. IF they only 'copulate' as she puts it, the details will not be relevant to her.
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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Erin Tarn
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Re: First! - Little Pocahontas

Post by Erin Tarn »

Sliding on his dark helm Roath states across the team radio: "When it's time to go in, just for your information, I can become truly invisible as needed. The cloak I have on isn't just for fashion. If, as you say, there is only one guard on duty by the vehicles I can... quickly and quietly... dispatch him if that's part of the plan. Just let me know what you'd like me to do."

Dressed all in black with a helmet on definitely makes Roath look more imposing than the old man might otherwise. His level, calm, stoic voice as he talks about dispatching life hints of this not being his first time killing.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Echo
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Re: First! - Little Pocahontas

Post by Echo »

Not wanting to take life to casually Echo speaks over the radio herself.
"I know the face of their leader. Let me imitate him and release the soldier to parting rather than take a life"
Last edited by Echo on Sun Jul 16, 2017 10:09 am, edited 1 time in total.
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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Erin Tarn
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Re: First! - Little Pocahontas

Post by Erin Tarn »

The old Ley Line Walker grunts then chuckles across the radio: "A party is always more fun than a murder. However you all like. I await orders."

Roath continues to sit quietly next to Herra in the vehicle.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Zakkael
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Location: Castle Refuge

Re: First! - Little Pocahontas

Post by Zakkael »

Zakkael shakes his head. "I see no advantage in slaying them without giving them an opportunity to repent and turn from their wicked ways. It is also worth considering that the townsfolk feel favorably towards this group, and having some of them turn up dead just as we arrive may cause problems not only for our approach, but also for the townsfolk if this group seeks vengeance on the wrong people."

He turns to Artemeisia. "I understand our orders and our ultimate goal. We cannot allow this group to continue onto their destination. I submit to the orders of my superior officer. I am well aware of the advantage of surprise, and have no compunctions about using it to our benefit. However, I did understand that sabotaging the transportation was among our options. Let us at least consider this before the harshest penalty is imposed upon these people. If you like, I can go to the one guarding the transportation and I can reason with him. I will search his mind. Perhaps he is not beyond saving. Or perhaps Echo's method will be even more effective at gaining us entrance to the stable."
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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Hassun
Posts: 16
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Re: First! - Little Pocahontas

Post by Hassun »

Hassun removes his tomahawk from his belt. He kneels and grips it loosely while waiting for orders. He looks at the others and says "The rattlesnake not seen in the long grass is just a deadly as one thrown into an enemies camp."
Last edited by Hassun on Mon Jul 17, 2017 11:55 am, edited 1 time in total.
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SnackHappy
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Re: First! - Little Pocahontas

Post by SnackHappy »

"Snack Happy standing by for orders"

Jacob begins to prime and aim weapon systems towards the other mech in anticipation of combat.
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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Artemeisia
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Re: First! - Little Pocahontas

Post by Artemeisia »

Constant Effects: One Eye (-2 Range penalty), Sense Ley Lines, Danger Sense
Temporary Effects: Name (Duration)
Notice Total 11
Notice:[dice]0[/dice] Wild Die [dice]1[/dice] Ace [dice]4[/dice]
Skill Rolls
To identify holes in the plan or missed opportunities: Knowledge (Battle) [dice]2[/dice] Wild [dice]3[/dice]
Getting close to town Artemeisia kills the engine on her bike and takes a look at the route behind them, checking to see if anyone has followed them. She also looks up at the sky, quickly giving up on following the shrouded form of Echo.

She hops off and walks up to the Gunwolf. Looking up at the big machine she says, "I believe we must wait for our scouts to return their findings." She walks away patting the robot's foot and walks a bit towards the town. She takes out one sword and puts it back in the sheath, but loose and ready to draw quickly. She couldn't help a flourish or two in the process.

When the information starts to pour in she takes a few moments to process it. She is spoiling for a fight.

"If we are capable of achieving the objective without taking lives, that is preferable in some ways," she agrees, but it's clear she is spoiling for a fight. "We should proceed with that plan. If the layout makes it possible, the rest of us should remain in close proximity if the subtle route goes awry. As long as the efforts are not at cross-purposes, Echo and Zakkael should proceed simultaneously. Roathe, as you have indicated, you can become truly invisible, so, using that, support Zakkael. His plan depends on his force of personality." Switching to Echo, she says, "What support would be most advantageous to your proposal?"

She wonders out loud, "What would be required to bring the Gunwolf's considerable heavy weapons into a proactive role during this phase of the operation?" With a wicked smile she adds as a side note, "The town operator will be most happy with us when we cause significant damage to these vehicles."

After any final thoughts, Artemeisia nods and says, "We are ready, let us proceed."
Artemeisia Harpe Discipula
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Scyleia
Posts: 35
Joined: Fri May 12, 2017 10:03 am

Re: First! - Little Pocahontas

Post by Scyleia »

Skulking through the shadows in the north side of the city, Scyleia makes her way to a position where she can gain better intel on the robot armor. With heightened senses and adrenalin flowing, she is back in her element, assessing the enemy and discovering their weak points for exploitation.

Scyleia seeks out, specifically, and stalks the Robot's pilot.
OOC Comments
I'm not sure if the pilot is in or around the robot itself... I'm not clear on the 'standby' mode
If the stuff hits the fan, her self designated task is to render the large robot useless by removing its driver from the equation.

Notice d6+2:
Stealth d6+4:
[dice]1[/dice]
[dice]0[/dice]
Wild dice
[dice]2[/dice]
[dice]3[/dice]
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Zakkael
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Location: Castle Refuge

Re: First! - Little Pocahontas

Post by Zakkael »

Zakkael ponders for a moment, and then speaks. "A threefold cord is not easily broken. Send Echo to imitate the leader and tell the guard to join the festivities. I can remain aloft as Echo's protector in case the ruse is discovered, as unlikely as that is. Roath is there to strike if the guard's thoughts turn to violence. I have full confidence in Echo's gifts at adaptation, and Roath's sword will strike true."

He pauses, considering further, then continues. "Or if we prefer a more direct approach and an attempt to turn this soul from his wicked ways, thereby lessening the enemy's numbers, Echo can play the demon to my angel, and we can argue for the guard's soul. Roath can speak from the darkness, urging the guard to choose the light. While this choice appeals to me, Echo is quite adept at imitation, and the game as the guard's superior may be the easiest way to a good result."
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
Edit Signature
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Peta Chante
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Joined: Fri May 12, 2017 7:13 pm

Re: First! - Little Pocahontas

Post by Peta Chante »

Trying to assess the situation is difficult, in her short life so far someone has always told her what to do. Thinking and acting strategically was never required. However, she knows this Tomorrow Legion values free thinking. Especially in these special groups. Despite her background then, she tries to consider the options rather than just wait to be told what to do.

"I believe the opportunity for conversion will come after we have secured our objective. We will not murder everyone present nor torture them, thus a rousing sermon may be our only option. She thinks for a moment before continuing, "The robot vehicle could be very helpful in our second assignment to defend the mining settlement. Can anyone pilot it? If so, perhaps we should try to capture it. At the very least a team should disable it."
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: First! - Little Pocahontas

Post by Freemage »

Scyleia is able to locate the Triax Hunter, without being spotted herself. The Robot Armor is standing, sentry-like, on the east side of town, but there's no sign of activity, even though she can hear the low thrum of the engine.
OOC Comments
Think of it as someone sleeping in their car as it idles.
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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Echo
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Re: First! - Little Pocahontas

Post by Echo »

Delayed by discussions
Artemeisia wrote: "If we are capable of achieving the objective without taking lives, that is preferable in some ways," she agrees, but it's clear she is spoiling for a fight. "We should proceed with that plan. If the layout makes it possible, the rest of us should remain in close proximity if the subtle route goes awry. As long as the efforts are not at cross-purposes, Echo and Zakkael should proceed simultaneously. Roathe, as you have indicated, you can become truly invisible, so, using that, support Zakkael. His plan depends on his force of personality." Switching to Echo, she says, "What support would be most advantageous to your proposal?"

Notice for anything of concern = 6.
  • Notice [dice]0[/dice]
    Notice Wild Die [dice]1[/dice]
Persuasion to convince the soldier = 11.
  • Persuasion [dice]2[/dice]
    Persuasion Wild Die [dice]3[/dice]
Spirit to Summon a Construct = 5.
  • Spirit [dice]4[/dice]
    Spirit Wild Die [dice]5[/dice]
    Bennie for Extra Effort [dice]6[/dice]
Having received the confirmation order from Artemeisia Echo heads out.


~~~~~~~~


The seasoned commander having enjoyed a little alcohol to help relax now and then. But this time he was thinking perhaps he should let someone else have some fun. His voice only a little loose from his evenings drinking, but lacking the the solid slur of someone who is actually drunk he looks to the club member he left on guard earlier. “Hey, I’ll take this post. No need for you to stay here all night and not get a chance to enjoy yourself some before we start the job. You will be busy enough soon.
“Go ahead and take off, go find a partner to have some drinks with and perhaps a little time in a bedroom. I will take over here, you have six hours to enjoy yourself.” Seeing the uncertain look on the guards the commander would brook no arguments, his face getting a little stern, while still maintaining the jovial nature of his friendly respect with his soldiers he says. “That's an order. Go have some fun soldier.”
Seeing his man head off to enjoy himself the commander relaxes and takes over the guard position, looking over he sees his special assignment men coming to perform the vehicle maintenance he had requested. This should be an easy night with no actions planned until tomorrow he doubted there would be any trouble tonight.



Once his allies show up, Echo shapes a duplicate of himself to stand 'guard' while he heads in with the others to get started on the evenings maintenance plans.
Last edited by Echo on Sun Jul 23, 2017 8:36 am, edited 3 times in total.
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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Erin Tarn
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Re: First! - Little Pocahontas

Post by Erin Tarn »

Stealth Roll 6 and Spellcasting Roll 6
Stealth [dice]0[/dice]
Wild Die Stealth [dice]1[/dice]

Shadow Cloak
Spellcasting [dice]2[/dice]
Wild Die Spellcasting [dice]3[/dice]
1 PP to activate the cloak for an hour and 10 PP to cast Invisibility Greater.

Note: True Invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.
  • Roath activates his Shadow Cloak and follows Echo. The Line Walker marvels at Echo's impersonation abilities and absently feels the spell being weaved, always listening to the magic and feeling how it plays across the world around it.

    Well done...

    As Echo finishes up with an order to go have fun, Roath moves, silently and with great care. Following the bandit, the Line Walker has his mind wrapped around a spell to cast and his hand wrapped around the hilt of the Greater Flamming Sword, or the Rox Blade, as he thinks of it.

    Staying close, Roath parallels the bandits path ready to strike if necessary.
Last edited by Erin Tarn on Tue Jul 18, 2017 7:57 am, edited 3 times in total.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Scyleia
Posts: 35
Joined: Fri May 12, 2017 10:03 am

Re: First! - Little Pocahontas

Post by Scyleia »

Scyliea reaches out with her mind telepathically to the sleeping pilot. Her intention is to plant subtle seeds of fear into the pilots mind and dreams. She places images of venomous insects crawling all over the pilot within the power armor suit in the pilots mind.

She will attempt to use her mental incapacitator first.

Rolls:
OOC Comments
Mental Incapacitator roll: [dice]0[/dice]
Mental Incapacitator Wild die: [dice]1[/dice]
Telepathy roll: [dice]2[/dice]
Telepathy wild die: [dice]3[/dice]
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
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"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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SnackHappy
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Re: First! - Little Pocahontas

Post by SnackHappy »

"Commander lady, my big ass may not be that stealthy but I am pretty decent with the mechanics. If you'ant I can disable most of their equipment in the garage. It may take some time. Just helpin' show you some more options."

Jacob pulls a sandwich out and begins eating while patiently observing and keeping an eye out for anything that may be going astray.
Notice
Notice:[dice]0[/dice]+2 for Sensors
Notice Wild:[dice]1[/dice]+2 for Sensors
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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Zakkael
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Location: Castle Refuge

Re: First! - Little Pocahontas

Post by Zakkael »

Zakkael nods at Herra. "Indeed, the tricks of the enemy can easily be made to work against them. Even the merest skill at piloting should suffice to deprive our enemies of their armor. Perhaps one of the townsfolk at our destination may have such ability, if we don't? Surely someone among us can at least maneuver the machine to our next destination."
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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Artemeisia
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Re: First! - Little Pocahontas

Post by Artemeisia »

SnackHappy wrote:"Commander lady, my big ass may not be that stealthy but I am pretty decent with the mechanics. If you'ant I can disable most of their equipment in the garage. It may take some time. Just helpin' show you some more options."

Jacob pulls a sandwich out and begins eating while patiently observing and keeping an eye out for anything that may be going astray.
Notice
Notice:[dice]14853:0[/dice]+2 for Sensors
Notice Wild:[dice]14853:1[/dice]+2 for Sensors
"The question I am pondering is along similar lines. We do indeed need to remove those assets from the board. So do we simply blow them to pieces? Or is there value in only a temporary disabling of their ability to impede us? I can not deny that this waiting is chafing. Patience is important, that is undeniable, but to have people out there on edge of the sword while we sit her blades in scabbards, it is not pleasant."

Just to hold something less tempting than her swords, Artemeisia draws her pistol and casually holds it in her left hand as she paces. "Would we be able to disable the vehicles while the others perform their more gentle tasks?"

"Or blow them up, I would really enjoy seeing the robot vehicle of yours in its full splendor."
Artemeisia Harpe Discipula
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Echo
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Re: First! - Little Pocahontas

Post by Echo »

Notice 6
Echo Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]+1
Stopping her self as she was about to head out Echo looks to the others and then to Artemeisia adopting the professional demeanor favored by most of the team. "We need a single plan and indecision will only cause failure.
"Commander, what are the orders?"
The cold expression on her face a perfect imitation of Herra's frequent detachment.
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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Zakkael
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Location: Castle Refuge

Re: First! - Little Pocahontas

Post by Zakkael »

Zakkael turns to Artemeisia. "Are there none among us who could, if the pilot is subdued, pilot their own robot armor? Certainly, none are likely to be as skilled as Snack Happy. But if one of us can maneuver the vehicle to our objective, there may be one or two among the miners that could use the armor against the attackers. There is to be a battle in defense of the miners' settlement and property. Two suits of robot armor are better than one, even if one is there only to draw some fire."
Zakkael thinks a moment, and continues. "Also, any surviving materiel such as a robot armor suit could certainly be put to use by the Tomorrow Legion in other theaters. Our unit's expertise at martial concerns lacks nothing, but our gift of persuasion and subterfuge is peerless. Herra and Scyleia could address the armor while Echo, Roath, and myself gain entrance to the stable of hoverbikes and horses. Anyone capable of maneuvering their armor out of the way can accompany Herra and Scyleia."
Zakkael bows his head to Artemeisia. "If it meets your approval, commander."
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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Re: First! - Little Pocahontas

Post by Echo »

Echo looks to Zakkael. "I could pilot the robot to its destination, but you would not want to rely on me to use it in combat for anything more than simply firing the weapons."
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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Zakkael
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Re: First! - Little Pocahontas

Post by Zakkael »

Zakkael shrugs. "Until we can duplicate our master pilot, all we need is to deprive the enemy of the unit. I see advantage in taking it for our own use rather than simply destroying it. Or, if Herra is capable, we could even use their pilot as our own."
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
Edit Signature
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: First! - Little Pocahontas

Post by Freemage »

Scyleia uses the incapacitater on the unseen pilot of the Triax unit, and the lack of reaction suggests it was successful, but she is unable to establish a mental link with him.
OOC Comments
Small rules note, unless first using clairvoyance to scry inside the suit, targeted psychic powers suffer a penalty to get the pilot or crew of robot armor, for shooting blind, as it were.
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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Scyleia
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Joined: Fri May 12, 2017 10:03 am

Re: First! - Little Pocahontas

Post by Scyleia »

Freemage wrote:Scyleia uses the incapacitater on the unseen pilot of the Triax unit, and the lack of reaction suggests it was successful, but she is unable to establish a mental link with him.
OOC Comments
Small rules note, unless first using clairvoyance to scry inside the suit, targeted psychic powers suffer a penalty to get the pilot or crew of robot armor, for shooting blind, as it were.
OOC Comments
Is the pilot still sleeping?
Scyleia, recalling some of the torture that she personally endured, starts sending the pilot mental images of being tortured in very tight, confined places. Conveying through the connection that it is very hard to breath and her own memories of the desire to 'get out of this NOW'.
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: First! - Little Pocahontas

Post by Freemage »

Scyleia wrote:
Freemage wrote:Scyleia uses the incapacitater on the unseen pilot of the Triax unit, and the lack of reaction suggests it was successful, but she is unable to establish a mental link with him.
OOC Comments
Small rules note, unless first using clairvoyance to scry inside the suit, targeted psychic powers suffer a penalty to get the pilot or crew of robot armor, for shooting blind, as it were.
OOC Comments
Is the pilot still sleeping?
Scyleia, recalling some of the torture that she personally endured, starts sending the pilot mental images of being tortured in very tight, confined places. Conveying through the connection that it is very hard to breath and her own memories of the desire to 'get out of this NOW'.
OOC Comments
The incapacitater didn't wake him, but she failed at her telepathy roll, so she has no connection to send him images. She can try again since he is still sleeping, of course. The rolls would be telepathy at -2 for not seeing him directly, and then if that succeeds, Intimidation to scare him out of the suit.
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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Scyleia
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Re: First! - Little Pocahontas

Post by Scyleia »

OOC Comments
Take Two for the rolls:
Mental Incapacitator d6 [dice]0[/dice]
Mental Incapacitator wild die d6 [dice]1[/dice]

Telepathy d4 - 2 [dice]2[/dice]
Telepathy wild die d6 - 2 [dice]3[/dice]

Intimidation d4-2 [dice]6[/dice]
Intimidation wild die d6-2 [dice]5[/dice]
[dice]4[/dice]
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Scyleia
Posts: 35
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Re: First! - Little Pocahontas

Post by Scyleia »

Scyleia wrote:
OOC Comments
Take Two for the rolls:
Mental Incapacitator d6 [dice]15085:0[/dice]
Mental Incapacitator wild die d6 [dice]15085:1[/dice]

Telepathy d4 - 2 [dice]15085:2[/dice]
Telepathy wild die d6 - 2 [dice]15085:3[/dice]

Intimidation d4-2 [dice]15085:6[/dice]
Intimidation wild die d6-2 [dice]15085:5[/dice]
[dice]15085:4[/dice]
OOC Comments
Incapacitator blow up d6: [dice]0[/dice]

Telepathy d6 blow up d4:[dice]1[/dice]
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Echo
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Re: First! - Little Pocahontas

Post by Echo »

Artemeisia wrote: "If we are capable of achieving the objective without taking lives, that is preferable in some ways," she agrees, but it's clear she is spoiling for a fight. "We should proceed with that plan. If the layout makes it possible, the rest of us should remain in close proximity if the subtle route goes awry. As long as the efforts are not at cross-purposes, Echo and Zakkael should proceed simultaneously. Roathe, as you have indicated, you can become truly invisible, so, using that, support Zakkael. His plan depends on his force of personality." Switching to Echo, she says, "What support would be most advantageous to your proposal?"
Dice rolls
Notice for anything of concern = 6.
  • Notice [dice]14843:0[/dice]
    Notice Wild Die [dice]14843:1[/dice]
Persuasion to convince the soldier = 11.
  • Persuasion [dice]14843:2[/dice]
    Persuasion Wild Die [dice]14843:3[/dice]
Spirit to Summon a Construct = 5.
  • Spirit [dice]14843:4[/dice]
    Spirit Wild Die [dice]14843:5[/dice]
    Bennie for Extra Effort [dice]14843:6[/dice]
These are same rolls from earlier post.
Having received the confirmation order from Artemeisia Echo heads out.



The seasoned commander having enjoyed a little alcohol to help relax now and then. But this time he was thinking perhaps he should let someone else have some fun. His voice only a little loose from his evenings drinking, but lacking the the solid slur of someone who is actually drunk he looks to the club member he left on guard earlier. “Hey, I’ll take this post. No need for you to stay here all night and not get a chance to enjoy yourself some before we start the job. You will be busy enough soon.
“Go ahead and take off, go find a partner to have some drinks with and perhaps a little time in a bedroom. I will take over here, you have six hours to enjoy yourself.” Seeing the uncertain look on the guards the commander would brook no arguments, his face getting a little stern, while still maintaining the jovial nature of his friendly respect with his soldiers he says. “That's an order. Go have some fun soldier.”
Seeing his man head off to enjoy himself the commander relaxes and takes over the guard position, looking over he sees his special assignment men coming to perform the vehicle maintenance he had requested. This should be an easy night with no actions planned until tomorrow he doubted there would be any trouble tonight.



Once his allies show up, Echo shapes a duplicate of himself to stand 'guard' while he heads in with the others to get started on the evenings maintenance plans.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


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


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

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

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


GM Quick Reference
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Freemage
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Re: First! - Little Pocahontas

Post by Freemage »

OOC Comments
OOC Comments
Scyleia wrote:
Scyleia wrote:Take Two for the rolls:
Mental Incapacitator d6 [dice]15085:0[/dice]
Mental Incapacitator wild die d6 [dice]15085:1[/dice]

Telepathy d4 - 2 [dice]15085:2[/dice]
Telepathy wild die d6 - 2 [dice]15085:3[/dice]

Intimidation d4-2 [dice]15085:6[/dice]
Intimidation wild die d6-2 [dice]15085:5[/dice]
[dice]15085:4[/dice]

Incapacitator blow up d6: [dice]15087:0[/dice]

Telepathy d6 blow up d4:[dice]15087:1[/dice]
Telepathy total 3: 4 on the original roll, 1 from the Ace, and then -2 for unsighted = 3

So, sadly, still a failure to make mental contact. That said, even if he wakes up as a result of action starting or an alarm being raised, he'll at least have to unshake before he can do anything else.
Scyleia gets the impression that targeting the mind of someone unseen may be a bit beyond her abilities, though she can continue to attempt to hammer through.

***************
OOC Comments
General consensus seems to be to go with the plan to distract, then steal/disable the vehicles, so....

Echo distracted successfully; Zakk can approach the guy at his leisure as he heads back towards the party zone, Roath is shadowing the guy en route.

So at this point, anyone else can enter the building with the bikes and horses (no roll needed to get in--a simple smash will do, if no one has lockpicking, and no one will come from just that). Then you have some options:

Simply disabling all the vehicles:
Simple Repair roll. On a Raise, you actually do it in a way that will cause them to break down an hour outside of town, making return even more difficult.

Stealing a hoverbike:
Requires a Lockpicking roll. It would be tougher, but most of these bikes were already stolen once, so many of the safeguards are already trashed. One roll per stolen vehicle, but stop if you get a Critical Failure.

Stealing a Robot Horse:
This is more difficult. It's a Dramatic Task, Knowledge: Computers at -2, to attempt to reprogram the horse so it recognizes you as the new owner.

Dramatic Task summary: Make up to 5 rolls at -2, and if you get a total of 5 successes or raises, you crack the horse's programming. If you want more than one Horse, you need to increase the penalty by one for each additional robot being reprogrammed at once.

If you get a CritFail on the Dramatic Task, you've set an alert; all future rolls are at an additional -2, and you MUST succeed or the horse(s) will wake and attack.
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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Zakkael
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Re: First! - Little Pocahontas

Post by Zakkael »

Zakkael watches from above as Echo's ruse unfolds. He sees the guard walking away and the "commander" taking his place. Zakkael radios in to the gunwolf. "Echo has succeeded. The stable is open. Commander, please advise whether you'd like me to assist with the sabotage and repossession or stand watch at the gunwolf while SnackHappy is away."
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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Scyleia
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Re: First! - Little Pocahontas

Post by Scyleia »

Sensing the pilot not emerging from the robot, Scyleia concentrates harder, digging deep into her recessed memories to recall the horrific experiences to project into the pilots mind.

Rolls:
OOC Comments
Telepathy 1d4 -2: [dice]0[/dice]
Telepathy Hero die 1d6 -2: [dice]1[/dice]

Intimidation 1d4 -2: [dice]2[/dice]
Intimidation 1d6 -2: [dice]3[/dice]
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Scyleia
Posts: 35
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Re: First! - Little Pocahontas

Post by Scyleia »

Scyleia wrote:Sensing the pilot not emerging from the robot, Scyleia concentrates harder, digging deep into her recessed memories to recall the horrific experiences to project into the pilots mind.

Rolls:
OOC Comments
Telepathy 1d4 -2: [dice]15151:0[/dice]
Telepathy Hero die 1d6 -2: [dice]15151:1[/dice]

Intimidation 1d4 -2: [dice]15151:2[/dice]
Intimidation 1d6 -2: [dice]15151:3[/dice]
Exploding Telepathy:
OOC Comments
Telepathy Dice explode: [dice]0[/dice]
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: First! - Little Pocahontas

Post by Freemage »

OOC Comments
Spirit [dice]0[/dice]
Wild Spirit [dice]1[/dice]

Factored in a small penalty to account for the fact that the target is groggy and stunned. However, it wasn't enough--he's still able to resist the Intimidation this round, as he wakes.

Please hold further action, Scyleia--I want to see how the other characters got distributed during the strategy discussion, so I can see who has the opportunity to join her, especially if this goes south and he sends up the alarm.
Scyleia finally feels her consciousness slip into her target's. She then begins her barrage of disturbing images.
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: First! - Little Pocahontas

Post by SnackHappy »

After quickly scarfing down the rest of his overly large sandwich, Jacob locks up the Gunwolf and heads out following on his way to the garage. Once in the garage he begins inspecting the bikes and robot horse and determining the best course of action. Once decided upon he gets to work disabling all the same parts of the vehicles so as to ensure it will be harder to piece meal back together.

OOC Comments
Stealth: 7
Repair: 9
Notice: 13

Stealth(on the way) untrained:[dice]0[/dice]
Wild Die:[dice]1[/dice] Ace:[dice]6[/dice]

Repair +2 from Armor:[dice]2[/dice]
Wild Die:[dice]3[/dice] --------->Benny for Extra Effort:[dice]9[/dice]

Notice:[dice]4[/dice] Ace:[dice]7[/dice]
Wild Die:[dice]5[/dice] Ace:[dice]8[/dice]
Last edited by SnackHappy on Mon Jul 24, 2017 4:04 pm, edited 2 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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Echo
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Re: First! - Little Pocahontas

Post by Echo »

Notice 11 Success and Raise
Echo Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
  • Wild Die Ace: [dice]4[/dice]
Seeing the others arrive Echo leaves Private Harris watching the front as she heads in to see ho she can help sabotage the equipment.

Once getting to the entrance and seeing the door is still locked Echo warps the wall next to it forming an opening for her friends to enter and moves in. Appraising the number of vehicles she realizes this job may be a larger job than she thought. "The best thing it to just get started." Looking around she identifies the bike she finds most capable of being ignored and blending in and points to it. "Can we save that one? I would like help jacking it for myself?"
She then gets to work immediately opening each vehicle and using her shaping to randomly rip out things that look important or complex hoping to be as much help as possible to the team.
Notes
"Private Harris" is a shaped statue, not a person.

Echo Repair Roll = 5 to Destroy Vehicles: [dice]2[/dice]
Repair Wild Die: [dice]3[/dice]
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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Peta Chante
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Re: First! - Little Pocahontas

Post by Peta Chante »

Notice 4
Notice [dice]7[/dice]
Wild: [dice]0[/dice]
Sneaking up alongside Scyleia, Herra watches as she attempts to use her abilities sight unseen. A very difficult task indeed. Not one to show someone up unnecessarily, Herra hesitates before attempting her own action. Stirring up her mental reserves she attempts to take control of the pilot's mind, first using her mind's eye to find his location and then take control of his actions.

If successful she will have the pilot unlock the vehicle, set all pass codes and authorizations to "Legion", and make him exit the vehicle and submit to Artemesia and Scyleia.

"Pilot, please set all your pass codes and authorizations for the vehicle to "legion", unlock the doors and come out here. Do as my two friends instruct and allow them to restrain you."
Rolls Stealth-12 Clairvoyance-4 Puppet-9
Stealth [dice]1[/dice]
Wild: [dice]2[/dice]
Extra Effort: [dice]8[/dice]
Ace: [dice]9[/dice]
Total: 12

Clairvoyance: Psionics [dice]3[/dice]
Wild: [dice]4[/dice]

Puppet: Psionics [dice]5[/dice] - success with a raise
Wild: [dice]6[/dice]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Zakkael
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Location: Castle Refuge

Re: First! - Little Pocahontas

Post by Zakkael »

Zakkael continues his overwatch of the guard.
Notice
Notice with Alertness
[dice]0[/dice]

Wild die Notice
[dice]1[/dice]

Detect Arcana - Free Action with staff mysticism bonus
[dice]2[/dice]

Wild die Detect Arcana
[dice]3[/dice]
Satisfied that the stable guard is fully involved in the festivities, Zakkael banks around to return to the stable, and sets up a high patrol / overwatch position, circling in a wide berth over and around the perimeter of the building.
"Roath, the guard is yours to finish escorting. I am watching the perimeter of the stable. Happy, Echo, you are still clear."
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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Re: First! - Little Pocahontas

Post by Echo »

Notice 21 success and 4 raises
Echo Notice Roll: [dice]0[/dice]
  • Notice Die Aced: [dice]2[/dice]
Notice Wild Die: [dice]1[/dice]
Echo hears the call on the radio an confirms things are still going well in the garage. "Copy that, all is still well in here. This may take a minute, there are a number of robots and vehicles in here."

Echo looks around taking a quick count and reports the exact number of vehicles and robots for reference.
OOC Comments
I am also curious how many total vehicles and robots we are tasked with disabling.
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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Hassun
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Re: First! - Little Pocahontas

Post by Hassun »

Hassun's mind snaps back into focus.
OOC Comments
Untrained Stealth 1d4 [dice]0[/dice]
Wild Die 1d6 [dice]1[/dice]
Exploded Wild Die [dice]4[/dice]
Total: 9
Notice 1d6 [dice]2[/dice]
Wild Die 1d6 [dice]3[/dice]
Total:5
He glances around looking for sentries and starts moving while crouching low as quickly as he dares towards the others.
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Freemage
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Posts: 1927
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Re: First! - Little Pocahontas

Post by Freemage »

Post in progress. Rolls will be identified in a bit.
OOC Comments
Hellfire Notice [dice]0[/dice]
Hellfire Wild Notice [dice]1[/dice]

Bennie Reroll Hellfire Notice [dice]10[/dice]
Bennie Reroll Hellfire Wild Notice [dice]11[/dice]
5

So, yeah, in order to even get INTO things, the Boss had to spend a Bennie on the Notice roll to spot the mook coming back early. Then he contacted him telepathically, which led to him rousing the closest troops and heading out to find out who was playing games at the warehouse. Good news is, because he spent that bennie, he'll be easier to kill!

Lucas Resist Telepathy [dice]3[/dice]
Lucas Resist Telepathy Ace [dice]9[/dice]
Lucas Wild Resist Telepathy [dice]6[/dice]
15

Yeah, he told Syleia to get out of his head.

Lucas Resist Puppet [dice]7[/dice]
Lucas Wild Resist Puppet [dice]8[/dice]
Lucas Resist Puppet Bennie Extra Effort[dice]2[/dice]
12

Let's face it--of COURSE he's going to resist getting out of Ursula. So yes, he dropped one of HIS two bennies on the Extra Effort he needed (even with his natural psi-resistance) to push Herra out.

Lucas Notice [dice]12[/dice]
Lucas Wild Notice [dice]13[/dice]
5

This was the Pilot rolling to be able to get 'dealt in' on the surprise round. He succeeded.

Lucas Unshake [dice]4[/dice]
Lucas Wild Unshake [dice]5[/dice]
5

And he had to unshake because of the successful Inhibitor shot.

Lucas Intimidate Herra [dice]14[/dice]
Lucas Wild Intimidate Herra [dice]15[/dice]
5

Lucas Intimidate Scyleia [dice]16[/dice]
Lucas Wild Intimidate Scyleia [dice]17[/dice]
4

The modifiers here: -2 MAP, +2 Biggest Gun, +2 Strong Willed = +2 net bonus to both rolls.

Hope that makes things a bit clearer.
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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Artemeisia
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Re: First! - Little Pocahontas

Post by Artemeisia »

OOC Comments
Notice:[dice]0[/dice] Wild Die [dice]1[/dice]
Constant Effects: One Eye (-2 Range penalty), Sense Ley Lines, Danger Sense
Temporary Effects: Name (Duration)
OOC Comments
Stealth(on the way) untrained: Automatic Ace!
Artemeisia is a bit anxious while part of the team is running around in small groups. She joins up with Jacob as he sneaks to the garage. She tries to sneak too. With her sword and gun drawn she is prepared for action, no matter how much bumbling.

Stealth isn't Arteimsia's strong suit but at least it's doing something. She also feels the need to narrate the experience, but barely manages to keep it under wraps. A little grandstanding at the appropriate moment, which is extremely difficult since the point of grandstanding is to be seen, but the point of stealth is to not be seen.
Artemeisia Harpe Discipula
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Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Echo
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Re: First! - Little Pocahontas

Post by Echo »

After getting started on the work of disabling the vehicles Echo thinks to add a little extra to the damage she is doing to the engines of these vehicles. Before walking away she floods the engine compartment with fire, followed by electricity. "That should give them a little extra headache when trying to fix these things."
Leaving the hood open as she walks towards the next vehicle, she tries to think if there are any other options available to stall out any repair attempts that may be made on these vehicles.
Assist SnackHappy 5 success for +1
Repair [dice]0[/dice]
Repair Wild Die [dice]1[/dice]
Edited per GM request for assisting SnackHappy.
Last edited by Echo on Thu Jul 27, 2017 10:01 am, edited 2 times in total.
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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Erin Tarn
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Re: First! - Little Pocahontas

Post by Erin Tarn »

OOC Comments
Stealth roll 6 carried over.
Zakkael wrote:"Roath, the guard is yours to finish escorting. I am watching the perimeter of the stable. Happy, Echo, you are still clear."
Moving along, truly invisible thanks to the Shadow Cloak, Roath hears Zakkael. The Ley Line Walker does not reply as the guard would hear him talk. Roath simply walks close, not too close tho, to the guard and keeps his hand on his Roxblade, ready for action if needed.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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SnackHappy
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Re: First! - Little Pocahontas

Post by SnackHappy »

While moving between vehicles. "Yous guys must be the types what always be gettin' ripped off by mechanics. You gotta play with the machines all gentle like. They be tellin' you whats needed." Jacob chuckles a bit as he continues to dismantle the key components.
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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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: First! - Little Pocahontas

Post by Freemage »

Peril at Pocahontas

A Little Night Sabotage (SnackHappy, Hossun, Echo, Artemeisia)

As Hossun and Artemeisia stand guard outside the warehouse, SnackHappy and Echo begin tweaking the machines to fail, dramatically and spectacularly, a good two hours after they've been fired up--which will make them completely worthless going forward. Outside, the night is silent and dark; Echo's ruse must've worked, and the guard took his orders to go have some fun without question.
OOC Comments
At the point the other segments of this are posted, SnackHappy has finished with the Hover-bikes, and is getting to work on the Robot Horses. No rolls for the group needed just yet, but don't worry, I'm sure the action will be coming to you all soon enough.
Revelry & Rebuke (Roath)

Roath shadows the former guard as he makes his way out of the decrepit industrial ruin and to the well-lit downtown party zone. He hears it, even before the lights become visible--music, laughter, catcalls and the occasional pitch being shouted by a consort-for-hire. There are cities with less active red-light districts than this.

His mark makes it to the lit streets, and is immediately beset by a bevy of come-ons; apparently deciding to make up for lost time, he picks out a girl and a guy, and they start heading towards the brothel across the street from the shadowed alley Roath is watching from, unseen. Just as they are about to go inside, he stops, standing a few feet from the door, as his companions look on in confusion. His body language is tough to read from this angle, but he seems to simply be stunned by something or other.

Several moments pass, while he ignores the entreaties of the prostitutes to come inside and seal the deal. Then the doors of the brothel fly open, and six men come storming out--one of them, Roath recognizes easily as the man Echo was imitating. Without a word, all seven of the men start towards the alleyway Roath is using as his cover--the shortest path back to the warehouse where SnackHappy and Echo are working so diligently....
OOC Comments
Roath has a few obvious choices:

1: Step out immediately, challenge the guys in the middle of the street, initiating a very public and messy firefight. An unlikely choice, but I like to be complete in these things.

2: Fall back to the warehouse, letting the others know what's going on, and then making a stand with everyone. Of course, the 1AC guys are obviously expecting trouble there, so no surprise advantage for either side.

3: Fall back partway, and ambush them on his own. He'd absolutely get the drop on them in the first round; after that, he'd presumably have to either finish them off or retreat--which would probably result in reinforcements being called in.

4: As 3, but also radioing ahead so that Arte and Hassun can join him at the ambush-point. Three stealth rolls would make the odds of a successful ambush less likely, but at least SnackHappy and Echo could continue working in peace, and a combined force would be less likely to let anyone get away.

5: Decide he's too old for this $#!^, and go see if the Federation of Magic is hiring senior citizens as greeters at the City of Brass. Like I said, I like to be complete!

Declare his intent, and we'll have combat as appropriate.

Oh, as a bonus--if he rolls a success on Knowledge: Arcane, he'll get some insight into what he saw there.
Get Out of My Head (Herra, Scyleia)

Herra's mental commands rouse the stunned and sleeping pilot, and his hand hovers over the hatch control--and then, with a genuinely impressive force of will, he pushes both Herra and Scyleia out of his mind, and powers up his weapon systems, instead. A cold, angry voice comes over the speakers of the suit's PA system: "I'd appreciate it if you guys run; it's more fun to blow holes in moving targets."
OOC Comments
This guy took SO MANY rolls in one freakin' round: Resist both powers, unshake, notice to actually be able to act during this surprise round, AND two Intimidation rolls. Sadly, the Psions picked the guy Most Able To Resist mental control. I swear, that was part of the scenario even before you guys MADE your characters....

Herra got the distinct impression that this guy is actually pretty skilled at resisting mental control. Also, big guns are scary. Both women need to make Spirit rolls to resist Intimidation. He got a 5 against Herra (she needs to roll a 6 to resist entirely) and a 4 against Scyleia (she needs a 5 to resist). If either of them critically fail, they get Shaken by the Intimidate; otherwise, failure means he gets a +2 against that character on his next action.

Also, since I tend to assume characters aren't morons, the two of them are already operating from behind the best cover they could find--a low MDC-material wall, probably used to be the foundation of a larger building.

Once the Intimidate is resolved, we'll begin the first non-surprise round of the encounter when I deal cards.
Sky Sentinel (Zakkael)

Zakkael dutifully circles the night sky, staying above the GunWolf to ensure no tampering occurs, and yet still able to provide limited overwatch on the rest of the town, as well.
OOC Comments
Notice roll, please. On a Success, Zakkael spots the Hunter Robot Armor coming to life; on a Raise, he also sees the 1AC hit-squad leaving the brothel in battle gear. He can begin approaching the group of his choice, if he spots both. He can easily join Roath if he wants to intercede there; alternately, he can spend a full round in a power-swoop to get to the Robot Armor fight the next round (so there will be one round of inaction on his part, during which the ladies will have to fend for themselves).

Of course, he can also choose to stay with his current assignment, but I can say that he sees no sign that anyone is even aware of the GunWolf's presence.
TO ALL:
OOC Comments
Please hold any rolls other than the ones I've asked for until we get into actual combat mode--I'll be starting separate threads for the two fights, so it'll be cleaner that way. I'm hoping to have those up by Saturday, if everyone who needs to post a roll has done so. There will be BLOOD! (Hopefully, the villains'....)

Also, Artemeisia and SnackHappy, both of you get an extra Benny as things kick off. Splitting the party is just the sort of thing Overconfident characters do, after all.
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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Erin Tarn
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Re: First! - Little Pocahontas

Post by Erin Tarn »

Options and Rolls
Several moments pass, while he ignores the entreaties of the prostitutes to come inside and seal the deal. Then the doors of the brothel fly open, and six men come storming out--one of them, Roath recognizes easily as the man Echo was imitating. Without a word, all seven of the men start towards the alleyway Roath is using as his cover--the shortest path back to the warehouse where SnackHappy and Echo are working so diligently....

OOC Comments

Fall back partway, but also radioing ahead so that Arte and Hassun can join him at the ambush-point. Three stealth rolls would make the odds of a successful ambush less likely, but at least SnackHappy and Echo could continue working in peace, and a combined force would be less likely to let anyone get away.
Stealth d6+2 ... [dice]0[/dice] wild die roll [dice]1[/dice] STEALTH 7

Decide he's too old for this $#!^, and go see if the Federation of Magic is hiring senior citizens as greeters at the City of Brass. Like I said, I like to be complete!
So badly want to! But won't, yet.

Oh, as a bonus--if he rolls a success on Knowledge: Arcane, he'll get some insight into what he saw there.
Knowledge (Arcana) d8 ... [dice]2[/dice] wild die roll [dice]3[/dice] Kn: ARCANE 4


Roath frowns, then harrumphs a sigh as seven of the men start towards the alleyway that Roath is using as his cover. I suppose this is the kind of position Sir Sayeen would charge in and take on all seven mercs, by himself. A quiet chuckle escapes his mouth and Roath rushes back deeper into the alley, back towards the garage.

Over the radio he quietly and quickly explains the situation, "If you want to meet me half way great, come set up a ambush with me, otherwise half way back I am going to turn around and fight them myself. We need....hold on..."

Roath concentrates on his breathing and not getting light headed as he runs. This blows. When did I get old?

"...we ... need ... to ... stop ... them....them...'for ...the garage... sheesh....okay?"

Damn it, now I get it. Running away is more effort than staying and charging. Damn old Cyber Knight knew it. Now I do too.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Echo
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Re: First! - Little Pocahontas

Post by Echo »

Hearing the report on the radio Echo looks to the commander and grabs the radio calling back to Roath. "How many are coming this way? Will the three of you guarantee success or be risky?"
Saying off radio to the commander she adds. "I think this is important, do you want us to join you for the ambush or stay here and work on this?"
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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Erin Tarn
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Re: First! - Little Pocahontas

Post by Erin Tarn »

Echo wrote:Hearing the report on the radio Echo looks to the commander and grabs the radio calling back to Roath. "How many are coming this way? Will the three of you guarantee success or be risky?"
Saying off radio to the commander she adds. "I think this is important, do you want us to join you for the ambush or stay here and work on this?"
Oh come on! I'm trying to breath here, sure go ahead ask me more questions.

In a rapid lightning fast response Roath radios: "TherearesevenmercscomingasfarasIcouldseeahhhh."

Several breaths later: "Seven."
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Scyleia
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Re: First! - Little Pocahontas

Post by Scyleia »

Staving off memories of countless encounters with these machines in the past, scyleia readies her weapon for combat.

Turning to Herra

"Do you know of any weak points on this model?"
OOC Comments
Spirit d6+2: [dice]0[/dice]
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Artemeisia
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Re: First! - Little Pocahontas

Post by Artemeisia »

Echo wrote:Hearing the report on the radio Echo looks to the commander and grabs the radio calling back to Roath. "How many are coming this way? Will the three of you guarantee success or be risky?"
Saying off radio to the commander she adds. "I think this is important, do you want us to join you for the ambush or stay here and work on this?"
"It does indeed seem to be an important task. If we can keep the enemy from organizing it will provide us the advantage. Proceed, keep me informed of your progress," Atremeisia replies.
Artemeisia Harpe Discipula
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Freemage
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Re: First! - Little Pocahontas

Post by Freemage »

OOC Comments
Quick note for Herra:

The Psionics will come the next round, on her initiative card (which will be included in the set-up post on the new thread-to-come. Basically, Scyleia's Intimidation and Herra's Puppet were surprise-round actions, taken while they were "On Hold" as the ambushers; after that, he had a Notice roll to get 'dealt in' to see if he could act on the surprise round (see SWD, page 65), and succeeded. I didn't bother posting a card; suffice to say he didn't get a Joker, so no additional +2 on all those other rolls I had to make for him.

So we'll be starting with the first non-surprise round in the new thread, and will be dealing initiative cards there. That said, I'll definitely let you keep the rolls you made there as your action in that round, assuming you still want to do that by the time your action comes up. Sorry for the confusion.

I need to go up and flesh out the big 'lotsa rolls' post I made a bit further up, to show all the behind-the-scenes crap, I think....
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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Zakkael
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Re: First! - Little Pocahontas

Post by Zakkael »

Notice
Notice w/ Alertness
[dice]0[/dice]

Ace notice
[dice]2[/dice]

Total: 12 success & 2 raises

Wild die Notice
[dice]1[/dice]

Detect Arcana - free action with staff bonus
[dice]3[/dice]

Wild die D A
[dice]4[/dice]
Zakkael's sharp eyes miss nothing. The Robot Armor on the far side of town springs to life. As he begins to bank that way, his eye catches the crew of toughs leaving the brothel and heading in the direction of the garage.
"Roath, I leave those men, intent on violence, to your tender ministrations. Herra and Scyleia are in trouble. The robot pilot is not cooperating. I am on my way. May the Light protect you until I arrive!"
Last edited by Zakkael on Thu Jul 27, 2017 4:50 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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Re: First! - Little Pocahontas

Post by Freemage »

OOC Comments
So, Zakkael can intervene in either fight. If he joins the alleyway ambush, he can be in it from Round 1. If he joins the Robo Rumble, it'll be round 2 before he arrives.
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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Artemeisia
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Re: First! - Little Pocahontas

Post by Artemeisia »

OOC Comments
Notice:[dice]2[/dice] Wild Die [dice]3[/dice]
Constant Effects: One Eye (-2 Range penalty), Sense Ley Lines, Danger Sense
Temporary Effects: Name (Duration)
"Please proceed with the sabotage, Hassun and I are off to assist our "elder"," Artemeisia says to Snackhappy and Echo. There's a smirk on her face when she says "elder" because the True Atlantean suspects she's probably older than the teams most aged human. That he's not human hasn't actually occurred to her yet.

The prospect of a good fight energizes Artemeisia. She runs, finger itching on the laser pistol's trigger, the safety remains on for the moment. But the real test of her professionalism is leaving the chainsword off. It's an elegant model, designed for speed and agility as well as raw power, but even it sounds like a chainsaw when it's activated.

Quietly and calmly over the radio she tells Roath, "Roath, you have back up on the way, myself and the noble Hassun are rapidly approaching. Be patient, do not draw until we are there unless absolutely necessary."

She is most impatient though and runs, trusting that her teammate follows, but not really caring one way or the other. When she arrives at Roath's position, the fighting starts.
Artemeisia Harpe Discipula
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol

"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
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Erin Tarn
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Re: First! - Little Pocahontas

Post by Erin Tarn »

Roath transmits across the SET radio channel: "Young lady I am truly fighting the urge to turn and fight them all myself."

I'm tired of running damn it, be easier to just start fighting them.

"However I will attempt to muster the strength to wait for you. Hurry."

Summoning up mental willpower while making his way down the alley closer to his allies Roath is prepared to cast Greater Fear, but for now summons Armor around himself. If visible a protective coating of black stone would be visible encasing his body.
Spellcasting Armor
Spellcasting (d10) Armor [dice]0[/dice] wild die [dice]1[/dice] FINAL OUTCOME: Success

ARMOR–GREATER ARMOR
Power Points: 5 - so down to 24 PP 

Range: Touch
Duration: 3 (1/round)
Success grants +5 M.D.C. Armor, a raise grants +10. 16 (7) becomes Toughness: 21 (12)
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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Hassun
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Re: First! - Little Pocahontas

Post by Hassun »

Artemeisia wrote:"Please proceed with the sabotage, Hassun and I are off to assist our "elder","
Hassun mutters "The wolfpack attempts to protect those that get themselves into trouble, but eventually the porcupine gets set on fire" as he turns and follows Artemeisia.
OOC Comments
Right before we hit combat with the group, I'll activate Fiery Aura and spend 3 ISP (27 ISP remaining) which will adds +6 MDC armor

Cast Greater Smite on the tomahawk - 4 ISP (23 ISP remaining)
Psionics 1d10 [dice]0[/dice]
Wild Die 1d6 [dice]1[/dice]

Upon seeing the group I'll want to see if there are any threats I think I need to cast Greater Armor for
Notice 1d6 [dice]2[/dice]
Wild Die [dice]3[/dice]
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Freemage
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Re: First! - Little Pocahontas

Post by Freemage »

Since you guys are laying an ambush, Hassun, you'll need to wait until you can see them to cast in order to get the timing right--otherwise, you might end up having the power run out. You guys won't have a precise fix on their location until they're almost on top of you.

EDIT: Actually, I am retracting this ruling. Given Roath's position and plan to let the bad guys pass him, he can give a 'ping' to alert the other two on when to time their effects. All is well. Hassun will begin with the effect up; please go to the other thread and place him on the map and make the stealth/Notice rolls.
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: First! - Little Pocahontas

Post by SnackHappy »

Heading over to the bike Echo requested, Jacob calls over "This the on you 'ant? I think I can rig her up for ya."

He begins tinkering with the controls to enable Echo to use it. Hearing the distress over the radio. "Hope those guys got it under control. Bet they wish Sasha was providin' them with some cover. She is good at that ya' know?"
Rolls
Pick whichever is most appropriate.
Repair:[dice]0[/dice]
Repair Wild:[dice]1[/dice]
Repair Total: 4
Electronics:[dice]2[/dice]
Electronics Wild:[dice]3[/dice] Ace [dice]4[/dice] 2nd Ace [dice]5[/dice]
Electronics Total:14
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: First! - Little Pocahontas

Post by Echo »

Echo moves over to the books she would like to keep after SnackHappy tells her there is no security decides to hotwire a few too see if their group can take advantage of the opportunity.
Succeeded at getting 3 bikes
Trying for three bikes, any she falls to get running, she destroys.
  • Total = 6 on Lock Picking [dice]0[/dice]
    • Lock Picking Ace [dice]6[/dice]
      Wild Die [dice]1[/dice]
  • Total = 6 on Lock Picking [dice]2[/dice]
    • Lock Picking Ace [dice]7[/dice]
      Wild Die [dice]3[/dice]
  • Total = 4 on Lock Picking [dice]4[/dice]
    • Wild Die [dice]5[/dice]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


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


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

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

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


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

Re: First! - Little Pocahontas

Post by Freemage »

Meanwhile, back at the garage....

As fierce battles rage on elsewhere, SnackHappy and Echo proceed with their work, but when they get to the last of the Robot Horses... well. This is interesting. Gemstones, arcane sigils inlaid in gold and silver... This is a Techno-Wizard Robot Horse...
OOC Comments
They can choose to wreck this fine piece of creation the same as the others, no additional rolls needed. Or... they can try to steal it.

There's no particular modifications to the operating system, so it's a Knowledge: Computers Dramatic Task to reprogram. However, because some of the subroutines are for calling up specific effects, this task is at -4 to each roll. You have 5 rolls to attempt to crack the system; you need to get 5 successes/raises total by the fifth roll.

Anytime before the final roll, you can choose to stop, if you don't think you can manage it--you'll just have to give it up as a lost cause and wreck this wondrous construct. If you make the fifth roll and fail, you 'wake' the horse. If you Critically Fail any roll however, you suffer an addtional -2 to future rolls, AND you must complete the task or the horse 'wakes'. Needless to say, if the horse wakes, it will attack.

But if you succeed, someone gets a Techno-Wizard Robot Horse they could ultimately ride around on.
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
SnackHappy
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Re: First! - Little Pocahontas

Post by SnackHappy »

"Hey man, you know much about these magic devices? I aint to keen on 'em. To me I think its kinda like cheatin'. Curious cuz theres this sparkly horse over here. If you got no qualms I'ma just take it part like the rest of 'em"

If Echo wants it Snack Happy will step aside and let him try to work on the machine. Otherwise, he takes it apart just like the rest of them.
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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Joined: Tue May 23, 2017 7:43 pm

Re: First! - Little Pocahontas

Post by Echo »

"No, I was thinking to save it for the others. It just feels wrong to destroy such a beautiful spell when it can be avoided." Echo looks disappointed he cannot think of a valid reason to save the thing as he whispers. "I hope next time you are something with more self will and expression."
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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SnackHappy
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Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: First! - Little Pocahontas

Post by SnackHappy »

Jacob pats Echo on the shoulder in a consoling manner.

"Don't worry little guy. This sparkly horse will go to robo horsey heaven. We just need to be getting this done before the cavalry arrives. 'Sides if we don't tell dem about it they won't know what they missed."

Snack Happy leans down and begin dismantling just like he has done all the other machines in the garage.

Silly people. Just don't get why they always thinkin'

In mid thought while working Jacob does air qoutes.

oh its magic, must be saved, so precious. Hehe too bad for dem.
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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Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: First! - Little Pocahontas

Post by Echo »

Looking at SnackHappy with a serious face. "Unfortunately there is no heaven for us. Only the empty void while we await another taste of life. The struggle to remember yourself in that place is unbelievable."
Shaking his head for a second as if clearing it of something he would rather not dwell on.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


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


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

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

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


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

Re: First! - Little Pocahontas

Post by Freemage »

OOC Comments
Okay, with that, a wrap-up post will be coming tonight or tomorrow, along with a move-along post to the mining town. You guys did good, and so it will have some dramatic impacts on how the numbers go in the big battle. Feel free to freeform roleplay as you head out of town. No, the remaining mooks will not be showing up to fight you, unless you deliberately wait for them until mid-morning. One reason Hellfire didn't have a larger force with him is that several were already passed-out drunk. They're going to wake to their bosses dead, their robot destroyed, and when they ride out of town, their vehicles will break down horribly.

Everyone gets a bennie for tactics, roleplay and general awesomeness. If the Overconfident characters didn't catch that they were supposed to take bennies before, this is a reminder that they should've done so; you still got those.
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
Echo
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Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: First! - Little Pocahontas

Post by Echo »

Notice 10
Echo Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Seeing the others return from the battle without any major injury Echo comments. "Anyone want a ride? Those two are jacked and free for the taking. We were going to save you that cool looking TW Horse, but without the skills needed we were forced to break it down." Jumping on his own mount she turns her head to the others and adds. "Oh, if you don't take those two rides we have to destroy them."

Contingent
If the other characters are not interested in grabbing one of the bikes, then we will destroy them.
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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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: First! - Little Pocahontas

Post by Zakkael »

Zakkael smiles at Echo. "The hoverbikes will be of no use to me. I do thank you both for thinking of us, though. Unfortunately, I was unable to assist Herra and Scyleia with the repurposing of the Hunter. It has been thoroughly ruined. At least our brave warrior women were unharmed! I recall hearing a tale of one young boy facing off in single combat against a giant to decide the fate of a nation. Certainly, that giant did not have particle beam cannons and missiles at his disposal, but their fates were much the same. If the Light is for us, who can long stand against us?"
He takes one last look around before heading back to the gunwolf and ATV.
Notice
Notice with alertness
[dice]0[/dice]

Wild die notice
[dice]1[/dice]

Detect Arcana
[dice]2[/dice]

Wild die DA
[dice]3[/dice]
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
Edit Signature
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Scyleia
Posts: 35
Joined: Fri May 12, 2017 10:03 am

Re: First! - Little Pocahontas

Post by Scyleia »

Returning with the others, Scyleia remains silent and in her own head... "That was too reckless, you were trained better than that! Fortunately his errors spared me this time, you may not be so lucky in the future..."

Pulled out of her berating thoughts by Echo's greeting... "Thank you, but I prefer the ATV. I don't know how to operate one of those things."

Scyleia begins her climb into the ATV when she turns to address the group from the door, "Has anyone come across a spare vibrosword?"
OOC Comments
Does the ATV have a recharging station for e-clips?
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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Peta Chante
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Re: First! - Little Pocahontas

Post by Peta Chante »

Regrouping at the warehouse Herra declines a hover cycle, ”I can barely operate the monstrosity, riding that thing at break neck speed will surely kill me."

Assisting where she can at the remaining sabotage Herra contemplates the TW Horse. Its beauty is obvious and destroying it seems a shame. However, she also knows she can't ride and magic items sometimes have a mind of their own.

Heading back to the ATV she braces herself for driving. Staring at the steering wheel she sighs, "I'd rather fight another giant robot."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Erin Tarn
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Re: First! - Little Pocahontas

Post by Erin Tarn »

Roath chuckles. "If a cycle could be attached to the ATV for later use, I'd take one. If not, I'm okay without. Glad to see you all pulled through the action. Good job ruining their rides too!"

OOC Comments
Roath will either bring a ATV or go without depending on whether or not it can be attached to ATV.
Roath heads back with Herra to the ATV.
Discord: Daniel (Lars)

Lars
  • Game Master: CS Disavowed (110 PA)
  • Game Master: Rifts Speed Tribes! (68 PA)

Damien - Momano (Rifts: 1st SET, Far From Home)

Monza Lena - Altara (Phase World: Remorseless)

Sergio - Gunman (Deadlands)

Clay - Fighter (Savage Forgotten Realms)

Dred - Mega Juicer (Rifts Legends)

Jackal - Artificial Construct (21st SET)
NPC Accounts:
Zieja Kasbrook (RST!)
Erin Tarn (RST!)
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SnackHappy
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Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: First! - Little Pocahontas

Post by SnackHappy »

Eager to get back to Sasha, Jacob climbs on up. Back at the controls he lets his gut out a bit and relaxes.

"Whats next on our agenda oh fearless leader? Did you guys save anybody for Echo and I to beat on a bit?"

Firing the systems back up Jacob preps Sasha for their next move.
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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