Third Quarter Mission Reports

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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Third Quarter Mission Reports

Post by Ndreare »

I am placing Mission report here, so it will be included in in character post counts at the end of the quarter.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Erin Sol
Diamond Patron
Diamond Patron
Posts: 76
Joined: Sun Aug 13, 2017 12:11 pm

Re: Third Quarter Mission Reports

Post by Erin Sol »

Erin Sol’s Report
99 SET Field report
Date September 17 20:00hrs
Specialist 1st class Erin Sol

Casualties: Sgt Powell Michael
Non-Combatants retrieved: 13 human male (2 children), 12 Human female (3 children),1 Elven male. Almost all Non-Combatants currently suffering from exhaustion and mild malnutrition

Assets lost: Legion std Lt APC and supplies
Assets acquired: Field repaired coalition Mark IV APC

Timeline
September 12: The Rift deposited us off north of the intended LZ. No Joy on non-combatants. Extensive signs of past Xiticix presence. Observed 2 flights of Xiticix warriors and 1 standard SAMAS patrol no enemy contact.

September 13: Early morning we were ambushed by Xiticix. The opening salvo damaged the APC beyond field repair. It was a large swarm 50+ contacts. The sarge got us out and on we began a run and gun movement for terrain to limit their numerical advantage. About a hour after the ambush we were still moving into denser terrain. The sarge had Nomed, LC and Hardin use their superior speed of their vehicles and Power Armor to draw off groups before regrouping. He kept us moving in a winding path droppin warriors wherever we could. One of his priorities was to flood the area with Xiticix death scents to mask the scent of any we kill when we broke out.

September 14: We slipped out of the main swarm and began moving under natural cover. The Sgt Powell’s experience fighting the Xiticix was instrumental in our escape. During the breakout one hunter sprayed me with a non corrosive spray Sgt Powell informed me that it was a scent mark that because of my PPE could last for weeks. I rigged a device to neutralize the scent mark before we moved on. It was later that day we had another significant encounter with the Xiticix, approximately 25 contacts, and Sgt Powell was KIA. Corporal Charles assumed command and following the same plan used in the escape from the APC we broke contact and continued moving south towards the ridge.

September 15: Sporadic enemy contact. Encountered a battlefield where a substantial sized skelebot seek and destroy engaged a number of gargoyles. The remains had been picked of supplies. Approx 2 klicks SW from the battlefield Corporal McVey recovered a hiding human child named Amber. We had no communication from her at first and despite extensive efforts did not discover her family or how she arrived in the area.

September 16: Continued light Xiticix contact. 2 SAMAS patrols sighted no coalition contact.

September 17: We took shelter in an elevated cave and monitored a battle between coalition forces and gargoyles. Intercepted radio communications ordered the remaining SAMASs to retrieve the medical supplies, the coalition survivor and destroy everything else. Acting sergeant Charles detected a hobgoblin trader observing us while hidden with dimensional magic. I repaired Ekkie’s TW communication device in exchange for current intel on the area. The Xiticix are building a new hive in the region and clashes between them and coalition forces have increased with refugees caught in the crossfire. This matches current Legion intelligence and our field observations.

After the looking over the map Ekkie provided we scouted the battle site we monitored earlier. At the location where the remaining non-combatants and assets listed in the summary. There was a second more heavily damaged APC that was used to repair the first. Repairs took approximately 7 hours, during the second half we were under constant Xiticix. LC, Corporal McVey, Specialists Hardin Sephia, Mahan and Dercas defended the refugees and the repair site while Specialist Billy and I completed repairs. During the attack the refugees trained to shoot by Hardin proved an effective militia.

Group Analysis
The loss of Sgt Powell is a blow to the legion but the 99 is functioning well under LC’s hands off command. Barron McVey has been extremely capable of calming encountered refugees and engaging in negotiations on behalf of the group. Hardin demonstrated excellent leadership potential in training the refugees as marksman in addition to his extensive experience in combat. Lady Sephia and Sir William displayed inspiring valor in combat rallying the courage of the refugees. On more than one occasion Nomed was the first to notice, engage and eliminate a threat as we moved through the brush. Billy displayed his extreme skill while repairing the APC. It is tragic what created him but he does seem to be making the best of the situation.

End Transmission…. Encryption key 99-38Kilo-22Atlantis
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
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Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: Third Quarter Mission Reports

Post by Nomed Dercas »

To: Beacon
From: Nomed Dercas
Subject: 99’s Field Report
Date: October 5, 106 PA

Hey there Beacon!

I hope things are well back in The Castle as well as can be anyway. The frontier is as rough as you said it was gonna be… Things are ok now, but it didn’t start so good. I told you I’d write to you, well record to you, on this weird vocoder you gave me ‘fore I left. I really hope you’re gettin’ this. Guess I’ll keep my dial tuned to the Smooth & Sultry Voice of Hope 98.9 and expect you’ll air it.

The trip north started off wicked. We had a sweet, tricked out, Legion APC loaded with tons of supplies. After Major Deschesne’s briefin’ everyone got ready and we went straight into a Rift!!! We came out somewhere west of Tolkeen or were supposed to anyway. Sergeant Powel, our CO then, was very “by the book” and made us have a duty roster, take daily inventory and even set up a shift schedule for night watch. Everythin’ from doin’ dishes to diggin’ the latrine pit was on there. I didn’t know we were joinin’ a military outfit, but I guess that musta worked with his old team. Didn’t really help much when the Xiticix found us.

We were supposed to be helping refugees and escortin’ ‘em back south to Castle Refuge. We hadn’t seen anyone since we arrived when the bugs came outa the woodwork, literally. They had some kinda ambush planned and were inside of the dam…dang trees!! The forest ‘round us exploded as the trees shattered and the bugs poured out. The bugs were everywhere. Sgt. Powel quickly issued commands and ordered a fightin’ retreat. We had to abandon the APC and all the supplies to the bugs.

We fought our way south, or was it west? Either way, we just kept fightin’ and runnin’ and fightin’ and runnin’ and runnin’ and fightin’. The bugs chased us for six days. The first day Sergeant Powel bit it. He was just in the wrong place at the wrong time, there wasn't nothin' anyone could do. LC steped up immediately and kept us goin'. At one point I was sure we were done for, but the last of the bugs died and suddenly, there weren’t no more chasin’ us. We took full advantage of the lull, hid our trail as best we could, and sought shelter in a nearby cave. They didn’t follow us. We were able to catch our breath and rest up a bit. If the storm brewin’ outside was any indication, we wouldn’t get to rest for too long.

All the fightin’ brought us together pretty quick. Sergeant Lawrence Charles, “Just LC,” he says, stepped up and is our Sergeant now. He’s a cool ex-CS psychic with some wiclked power armor. Corporal Baron McVey is our second in command. He’s quiet, but knows his shi…stuff. He’s a real gentleman and is always willin’ to lend a hand. Specialist 1st Erin Sol says she can fix anythin’. She loves technology and even made herself her very own vocoder. Said she’d even send you a report too, I think, somehow. Spc. 1st Hardin is a real-life psi-slinger! He’s even got this cool robot horse named Jane. One sec, I think Jane’s lookin’ at me. Ok, I’m back, false alarm, I think... Spc. 1st Sephia and Spc. 2nd Sir William Mahan are both Cyber-Knights. They’ve already saved my life at least once since we left The Castle. Spc. 2nd Billy Borg is a kid with a body of a combat cyborg. How fu…I mean freakin’ awesome, right? We have the coolest secret handshake and he’s a blast to hang out with. Always the sickest questions about everythin'. Lastly, there’s me Spc. 2nd Nomed Dercas, Juicer extraordinaire. Ever since I heard your broadcasts I’ve been lookin’ for a way to head out here and help people, and now I totally can! We just really needed a respite.

The storm slammed our area the night we found the cave. Maybe it kept the bugs away, maybe they all just went back to their hives or somethin’. Baron McVey found a girl in the woods while we were runnin’ from the bugs. Turns out her name is Amber and she’s “almost four.” She don’t talk much, but we all look out for her now. As the storm raged we heard some explosions outside, followed by rail gun fire. Seems some demons and a CS patrol stumbled across each other in the storm and got into it. The last we saw of ‘em was a few power armor pilots buggin’ out with weird flying demon things, LC said they’re called gargoyles, hot on their tail. Shortly after, the storm began to break. LC pulled out an old spec-ops radio thingy and managed to hear some of the CS radio traffic. He said he cain’t leave it on or they’ll use its signal to track him, but he had heard enough. We’re movin’ out.

It’s pretty cold up here in Minnesota and we all were worried about Amber out in the elements. Turns out I had some things to help in what was left of my stash from The Castle I keep in my hoverbike. I found an old military Gore-Tex jack and a pink motorcycle helmet for her to wear. They were both a little big, but she’ll grow into ‘em. Ready to get goin’ we started makin’ ready to move. While preparin’ to leave, we all got this weird feelin’ we were bein’ watched.

LC did some psychic stuff and in the middle of the cave popped out a little ex-invisible goblin! We all were ready for a fight, but it didn’t come to that. Turns out his name is Gamlin and he’s really a hobgoblin, not a goblin. Erin fixed his broken communicator lickedy split and Gamlin was very grateful. He showed us a map of the surroundin’ area, as best he could. He was also runnin’ and hidin’ from the CS patrols. He told us about a Xiticix hive to the south and refugee convoy of students to the east, probably where we heard all those explosions coming from. He offered to come with us, but I haven’t seen him since we left the cave. Maybe there’s an invisible goblin listenin’ to me right now!?! Whelp, not one I can see anyway. Where were we, Amber rode with Hardin on Jane and we all headed out to meet some new people.

We didn’t have to go far when we found the battle site. I was ahead scoutin’ and took an overwatch position. There was a whole boat, well APC, load of refugees, survivors more like. The scene down in the clearin’ was carnage. Two damaged CS vehicles and roughly 20 survivors millin’ about the place, scavengin’ what they could use to survive. My buddy B-Borg went down to let ‘em know help had arrived. I think he scared the shi…crap outa ‘em tho. He told ‘em we come in peace and we’re here to help and they all started screamin’ or cryin’. One kid even stepped up to defend the others and attacked B-man. Billy wasn’t too worried, bein’ made of MDC grade armor or whatever. Luckily Baron McVey knows his stuff and was able to calm everyone down and explain to ‘em we’re all from the Tomorrow Legion and here to help.

Lookin’ around we started assessin’ our options. Billy Borg and Erin Sol moved straight toward the mostly intact APC and decided they could fix it up. Hardin met a refugee from the CS convoy, Elizabeth I think, who promised to take good care of Amber and watch her so we could do our thing. Sir Mahan and Sephia moved down to help attend their wounded while LC and I kept watch on the perimeter. Hardin and Baron took up teachin’ the refugees how to use the weapons the CS troopers no longer had any use for. The calm before yet another storm.

With Billy and Erin workin’ on gettin’ the truck runnin’ the rest of us were keepin’ an eye out for anyone, or anythin’, that might also have been attracted by the noise. After lunch, I spotted a couple bug scouts headin’ straight toward the wreckage. I picked ‘em off easy peasy, but if they were scoutin’ us, it’s only a matter of time before more come. LC flew up in a higher scoutin’ pattern and noticed more bugs in our area. I told Billy and Erin to hurry the fu…heck up on those repairs.

LC said the bugs musta caught wind of the ones I killed, ‘cause all of a sudden, the ones to our south turned north and began advancin’ on the clearin’. LC helped head off their flank by coordinatin’ our defenses. Hardin, Sir Mahan, Sephia, Baron and myself protected perimeter while Erin and Billy quickly finished the repairs. The Xiticix swarmed us from the south and tried to flank us in the north, but we were ready. Even the refugees Hardin and Sir Mahan trained fought the bugs and put their trainin’ to good use. Erin and Billy got the APC, LC calls it a Mark Five, runnin’ and ready to go. We managed to get through the battle without anyone gettin’ hurt, this time. With this wave of bugs dead, we decided it’d only attract more and we needed to get our salvaged APC and these refugees the hel...heck outa here.

It was night by the time we were ready to head out, recover and maybe even get to know each other a little more. We’ve been travelin’ south and west mostly for about a day now. Nothin’ else to report on at the moment. I’ll see about reportin’ in more frequently so these reports ain’t so long for next time, but I dunno what’s gonna happen so we’ll have to play it by ear.

Nomed of the 99’s, signin’ off for now. We’ll stay safe, move surely, and look out for the refugees as well as we can.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
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