07 AFTERMATH

What's come before
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Ndreare
Savage Siri
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07 AFTERMATH

Post by Ndreare »

Looking around at the destruction resulting from the attack the refugees appear angry and upset. Having no idea of the events that transpired outside you hear why of them say over the clammer her voice breaking in pain and sorry. “Why did they start shooting, we were cooperating with them.” The general ruckus continues with the tears of fear and anxiety over the extreme injuries inflicted by the laser fire. The surreal horror sinking in as you survey the scene. Lisa is holding her arm having been burnt completely off crying and rocking back and forth. Looking around you see Steven holding Samantha (Sam) as he cries over her, her body having been rejuvenated by the healing efforts of the group somehow having no evidence of the previous life threatening wounds. Surveying around about half of the refugees have received major wounds and scars that will stick with them for life. But no lives were lost as the combined efforts of the team managed to save them from the darker fate. A couple of the refugees are standing there glassy eyed after having use fire extinguishers to put out some of the molten steel.



The following people have received critical burns and permanent injuries:
  • Lisa Dunbar = Vigor [dice]0[/dice] = Permanently gained one arm hindrance.

    Clare Wedgewood = Vigor [dice]1[/dice] = Success no injuries, somehow healed completely from the powers of the heroes.

    Craig Newman = Vigor [dice]2[/dice] = Success no injuries, somehow healed completely from the powers of the heroes.

    Camilo Echevarra = Vigor [dice]3[/dice] = Success no injuries, somehow healed completely from the powers of the heroes.

    Morris Painter = Vigor [dice]4[/dice] Left leg removed above the knee, he now has the one leg hindrance and will need some sort of prosthetic.

    Adrian Pizarro = Vigor [dice]5[/dice] Scarring can be seen along his whole left side as he is has gained the Ugly Hindrance.

    Samantha Brinkley = No roll based on Sephia’s awesome roll of a Raise.

    Ignacio Maddry = Vigor [dice]6[/dice] The top right half of his head is covered is scars and his mind seems a little addled. Permanently lost his right eye.
  • 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
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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 07 AFTERMATH

Post by Miles RAD Radoslav »

Notice 5
[dice]0[/dice] Wild Die [dice]1[/dice]
Sir William continues to move through the refugees, administering minor healing where he can. "I know not why the Coaltion opened fire on us, but I know them to be cowards. They preferred to strike at the innocent rather than face honorable battle. I believe our commanding officer intended to negotiate, but why that went awry I do not know." Privately, he thinks "Why did Hardin fire? His disobedience of orders nearly cost these refugees their lives." His face hardens. "I will need to see what the lieutenant deems appropriate."
Last edited by Miles RAD Radoslav on Wed Oct 25, 2017 4:56 am, edited 1 time in total.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
Erin Sol
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Re: 07 AFTERMATH

Post by Erin Sol »

Notice 6
Notice: [dice]0[/dice] -2 if storm fouled senses applies
Wild: [dice]1[/dice]
“Billy I’m going to help the Knights tend to the wounded.”

Erin starts by checking that the healing magics have properly sealed the wounds on those that lost limbs. If she doesn’t find any immediate threats there or after bandaging them she moves onto checking Ignacio for a concussion.
Healing 13 Kn Medical 11
Healing:[dice]2[/dice] +1 for kit and +2 for maestro
Healing Wild: [dice]3[/dice]
Healing Wild Ace: [dice]10[/dice]

Kn Medical:[dice]4[/dice]
Kn Medical Ace: [dice]11[/dice]
Kn Medical Wild: [dice]5[/dice]
Kn Medical Wild Ace: [dice]12[/dice]
1 use of healing kit used per patient if needed
After everyone is stable she powers her tools up and fashions a prosthetic from a lightweight strut that was destroyed during the attack.
Repair 6 or 17
Repair:[dice]6[/dice] +4 for maestro
Repair Wild: [dice]7[/dice]
If it needs to be limited by Healing or Kn Medical
Repair limited by Healing:[dice]8[/dice] +4 for maestro
Repair limited by Healing Ace: [dice]13[/dice]
Repair LbH Ace Ace: [dice]14[/dice]
Repair Wild: [dice]9[/dice]
While providing medical attention she tries for a comforting bedside manner but has little experience at it.
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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Sephia
Posts: 45
Joined: Wed Aug 09, 2017 7:14 am

Re: 07 AFTERMATH

Post by Sephia »

Notice 5
Notice [dice]0[/dice], Wild [dice]1[/dice]
Healing 4
Healing [dice]2[/dice], Wild [dice]3[/dice]

Sephia does some basic follow up treatment on the refugees after the battle, but there's not much more she can do beyond what has already been done. It doesn't stop her from trying. Hearing the refugee's question and Sir William's response, she tries to project a calm and serenity that she does not feel. Taking a break, she steps out for some air and walks around the APC out of sight. She stares at the scarred hull of the APC, fighting to contain her emotions. The Coalition were at fault. They did not have to fire on the APC, they knew we were transporting civilians. But...if we had not fired first, maybe...

She slams her fist against the armoured hull, failing to contain her anger completely. Limiting her outburst to one punch against an inanimate - and now useless - object is the best she can manage. She bows her head in shame, for the momentary lapse of control, and for not being able to do more to protect the refugees.

None of them died. She reminds herself. We were able to do that much right.
Last edited by Sephia on Thu Oct 26, 2017 11:38 pm, edited 1 time in total.
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
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BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: 07 AFTERMATH

Post by BILLY BORG »

Notice
Notice [dice]0[/dice] +2 with Audio or Visual related perception
Notice Wild Die [dice]1[/dice] +2 with Audio or Visual related perception


“Billy I’m going to help the Knights tend to the wounded.”

Billy Borg delays his response for a fractional second. He wishes to help the wounded but knows that his skill set is far more valuable elsewhere.

"Erin, I have some ideas" He says, more than a bit unsure,"But I will need your help later"

Billy then moves off to a triage of a different sort, beginning another diagnostic of the 099 APC.
Diagnostic
Notice [dice]2[/dice] +6
Notice Wild Die [dice]3[/dice] +6
REPAIR 12
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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Baron McVey
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Re: 07 AFTERMATH

Post by Baron McVey »

OOC Comments
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Notice Total: 7
Persuasion: [dice]2[/dice]
Wild Die: [dice]3[/dice]
Persuasion Total: 7
Healing (Jack of all Trades): [dice]4[/dice]
Wild Die: [dice]5[/dice]
Healing Total: 3
Baron is devastated, and confused, which melds into anger. Nomed you dumb ass... I had them talking. Baron swallows his anger and proceeds to move among the wounded, offering aid, words of comfort, or a shoulder to cry on. The whole time feels like a fugue state for the Quick-Flex Gambler, time running at it's absolute slowest due to him truely not being able to help in any meaningful way. His anger for Nomed's hot-headed blunder simmering in the pit of his stomach. We will have words...
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 07 AFTERMATH

Post by Ndreare »

As the group gathers together to see what can be done to help the hostages everyone is able to find something to do. Even if not medically trained there is clean up and other work to be done.
The damage to the vehicle has completely compromised it to the point that Erin and Billy are unsure that they will be able to get the parts needed from the sky cycles or supplies on the roof, but they hope they can at least improvise. They need so many components and the closest safe town is still about 50 klicks away.
Frustration and fear has filled the refugees that is amplified by the frustration of the Legionaries who are seen as leaders in these hard times. None of them understands what happened outside the vehicle, but the current is one that is beginning to escalate could be volatile if things go wrong.
Many of the refugees are moving numbly trying to busy themselves helping in order to keep from thinking but a few are spacing off looking out towards the woods and the danger represented there.
Suddenly the sound of several explosions can be heard, loud enough you are certain they are from close. Someone yelps out “It’s not over!” yet another, “I thought they were all defeated.”, and yet another “there’s more out there.” The emotional intensity filling the APC again swings towards panic as the high tension of the last couple minutes in brought back up in amplitude.
When the call comes over the radio everyone simply collapses in adrenal exhaustion. Many crying, others returning to their empty stare.
The efforts of the Legionaries finally get the people calmed as the remainder of the team approaches with prisoners in tow.
OOC Comments
Emotion Comtrol: Baron McVey your persuasion skills are able to help control the emotions of the passengers with your efforts at comfort. But things are still a little volatile.

Healing: I am assuming your efforts so far have been focused heavily on healing and stabilization. So I am taking the healing rolls of everyone as face value.

For Billy and Erin who made rolls to assess damage.
Damage Assessment shows things have gone badly. Unfortunately I acknowledge this is a step backwards, but hopefully not a pattern. The players who have Repair may roll, those who roll lower adds +1 per success and raise to the roll of the player who rolls the highest and the result is compared as follows.

Nominate 1 player to Roll Repair -2: This is 90% mechanical damage so Electronics bonus will not help.
  • Failure: Repair will require 60 Hours to get the vehicle mobile with compromised armor
    Success: Repair will require 40 hours to get the vehicle mobile with compromised armor
    Raise: Repair will require 40 hours to get the vehicle mobile with compromised armor
    Two Raises: Repair will require 20 hours to get the vehicle mobile
    Three Raises: Repair will require 10 hours to get the vehicle mobile
    Four Raises: Repair will require 5 hours to get the vehicle mobile
    Five Raises: Repair will require 2.5 hours to get the vehicle mobile
  • 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
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Re: 07 AFTERMATH

Post by Erin Sol »

BILLY BORG wrote: "Erin, I have some ideas" He says, more than a bit unsure,"But I will need your help later"

“Sure thing Billy, tell me.”

While listening to Billy Erin circles the APC taking in the scope of the damage from the outside. When she completes her circle she holds a cable from her computer out to Billy.

“Would you allow me to upload your targeting data from the battle to this? I want to get an estimate on the likelihood of salvage from the skycycles. I know the CS probably detonated most of their equipment after crashing but this is a start.”


After listening to Billy and surveying the scene, she sits down to review the files before beginning the repair work.



With her TW tool she begins work. Replacing the typical grace of her work is a grim determination.
Repair 15 2 Raises
Repair:[dice]1[/dice] -2 Repair difficulty, +1 TW bonus on Tools, +4 Machine-Maestro with TW tools, +4 Add +4 to any trait roll 1 EP
TW Wild: [dice]2[/dice]
Extra Effort:[dice]3[/dice] Note +8 should be a +7
1 EP spent
1 Bennie Extra Effort


During the first few hours of work she says very little to anyone other than Billy.

Erin does briefly stop to make one additional check on Ignacio's head injury.
OOC Comments
An additional post can be made or this post edited based on Billy’s plan.
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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BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: 07 AFTERMATH

Post by BILLY BORG »

OOC Comments
"Iron Man" Vehicle montage, Repair [dice]0[/dice]+6 Wild Die[dice]1[/dice]+6
Repair14

Billy unhesitatingly pairs with Erin's computer at here request. He relaxes his defensive protocols as he lets his memories slide into one slick loop of data with Erins machine.

"If we can get the 099 moving again, I want to be able to operate her without hindrance." Billy holds up one of his massive hands." I need resized controls to do this. I have an idea about how to do this without seriously reducing the functionality of the existing piloting stations". The cyborg closes his hand into a pointing position and gestures towards the mass of Skycycle wreckage. "Can we use this salvage to create an exterior set of controls sized for me?"
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
Erin Sol
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Posts: 76
Joined: Sun Aug 13, 2017 12:11 pm

Re: 07 AFTERMATH

Post by Erin Sol »

With Billy's roll team Erill (or maybe Bilin) should be at 3 raises
BILLY BORG wrote: "If we can get the 099 moving again, I want to be able to operate her without hindrance." Billy holds up one of his massive hands." I need resized controls to do this. I have an idea about how to do this without seriously reducing the functionality of the existing piloting stations". The cyborg closes his hand into a pointing position and gestures towards the mass of Skycycle wreckage. "Can we use this salvage to create an exterior set of controls sized for me?"
"We can definitely see if we can find all the parts for that." Erin takes a few moments while her computer is out to run over the inventory and kit bash a few plans. As she rejects and modifies designs, images of blueprints and alien symbols flash like lighting on the monitor and across the data uplink for Billy. While she brainstorms she stream of consciousness mumbles to her build partner. "Take the bars and throttle hand controls from cycle two that took the hit to the Aft...increase resistance feedback and scale... basics controls at first .. feed sensors through data port...that piece of armor for a rigid front shield and stand...hinge the whole rig to fold down."
Design 8
Kn Engineering, Kn Electronics & Repair all at D8
Kn Engineering:[dice]0[/dice] +4 Machine-Maestro with TW
Kn Engineering Wild: [dice]1[/dice]
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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 07 AFTERMATH

Post by Ndreare »

Reviewing the damage done starts to become very discouraging but with the idea of salvaging parts from the sky cycles you are satisfied that that is the way to go. Heaving out to the location of the explosions Erin and Billy are able to find the parts they need quickly and easily. You know for certain you should be able to fix the APC and get it going again tomorrow. It will be a full days work, but you are thing 8-12 hours will have it done. Perhaps returning to the explosions in daylight will help find even more parts.
Notes, please read
(Game mechanically you guys scored 3 raises, you will be able to fix it in 10 hours and more importantly, there will be no additional penalties!

Billy, explain to me what you want in more detail and we will see what we can do.
Things are going so smoothly with the repairs this is great. By tomorrow this time you will be running and in two days you will have these people to the safety they need.
Ignore This Button
[dice]0[/dice] QC
  • 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
User avatar
Baron McVey
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Posts: 50
Joined: Wed Aug 09, 2017 8:04 pm

Re: 07 AFTERMATH

Post by Baron McVey »

OOC Comments
Notice: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Notice Total: 3
Persuasion: [dice]2[/dice]
Persuasion Wild Die: [dice]3[/dice]
Persuasion Total: 6
Baron is furious, but he channels his poker face to not appear so to the refugees. Baron continues to make his way about the APC speaking kind words and offering hope to the people. He goes out of his way to try and make the toddler smile. These people need us to keep a strong face. Without that all hope falls to darkness. Baron thinks morosely. When there is free time, Baron sits and maintains his equipment, cleaning his guns and checking the power cells and what not.
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
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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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Re: 07 AFTERMATH

Post by Ndreare »

Mysterious Moment
Stealth [dice]0[/dice]
Wild Die [dice]1[/dice]

Benny for Reroll
Stealth [dice]2[/dice]
Wild Die [dice]3[/dice]
  • 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
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 07 AFTERMATH

Post by Ndreare »

As the party finishes the repairs no-one is able to get the much needed rest as the noise driving in the background is loud, but clearing the area ASAP is the priority. The repairs go smoothly and no surprises mount their head than cannot be handled efficiently and as reasonably quietly as possible.
The work performed by Erin and Billy can be described as nothing less than magical. By the time dawn comes the APC is running again and while some scarring on the roof plate and floor can be seen, it functions as if it were never damage. The two retire to their much deserved rest leaving the vehicle in the hands of the others.
Stepping forward one of the refugees approaches L.C. and Sir William where they are talking. Thinking for only a moment his name comes to you as Adrian. “I know your drivers need rest, but I am a really good driver. If you would be willing I am anxious to get out of here. Would you mind if I drive so we can go?” He seems to no longer have the fear and nervousness about stepping forward the refugees originally had. As soon as permission is given he immediately heads forward as the team packs up and everyone gets ready to go.
The packing of supplies comes across a major problem. Quite a bit of the supplies are missing including multiple of the weapons weapons that were under guard throughout the nig! How is it even possible for something to be stolen while being worn. Efforts to turn the camp reveal nothing as there is no sign anyone has any of the missing weapons and supplies.
Once given the chance to go the soldiers get up confident the Cyber-Knights would not let them be shot in the back. But as they start to walk away with what is left of their gear one of them hesitates. The SAMAS pilot has a private conversation with the other two pilots and you hear some cursing before he turns and walks back. “If you were serious, I want to stay. I don't like a lot of my orders and I like what you guys are doing, and I don’t have any family for them to punish. Can I work with the Knights?
I can help that kid drive, or do whatever work is needed. I’m able bodied.” (You recall his name was Andrew Brison.)

The remaining drive to Wheaton only takes about 6 hours and the sight of the Ley Line in the distance is refreshing to everyone as all know that soon they will be in the relative safety of the city.
  • 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
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Kaja Earthblooded
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Re: 07 AFTERMATH

Post by Kaja Earthblooded »

Notice 5 - Detect Arcane 7
Notice [dice]0[/dice],[dice]1[/dice]
Psionics (Detect Arcana) [dice]2[/dice], [dice]3[/dice] Benny for reroll (Detect Arcana) [dice]4[/dice], [dice]5[/dice]
"Hardin, you and Sir William have first watch. Baron, you and Lady Sephia have second. Nomed, you and I have third. Keep off the radios unless necessary."

When the refugee comes up, he nods. "Sounds like a plan Adrian." Afterwards he finds Sephia and he asks. "Have you found that hobgoblin about recently?" The CS soldiers had never said who told their commander about him. He had no reason to think the hobgoblin had done it, but who knows. He wishes the soldiers well as they leave, shaking each man's hand if they'l return the gesture.

When Brison comes up, L.C. smiles. "You're damned right I'm serious. Grab some shut eye while we are packing, and tell Adrian to as well. Glad to have you on board. The Tomorrow Legion is here to do the right thing, and will accept anyone willing to do the same."

During his and Nomed's watch, he has a talk with the juicer. "Look, things happened in that skirmish, and I'm not saying some of those guys weren't idiots, but remember that it's important we not be the antagonist if we can help it. It hurts our image as the Tomorrow Legion. Our job is protecting refugees, not fighting the Coalition. There are squads that do that sort of thing. Me, I just want to protect refugees. That's the pitch Beacon gave me when he convinced me to join the Legion. And let me tell you, after a long time taking orders to kill for the 'safety' of others, it's good to do honest work that actually protects others." He gives Nomed a square look and his voice is even as he speaks. "But in the future, don't fire until you hear it from me. You or our charges are fired upon, that's different, but don't get into the fight without orders. Not again."
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Hardin
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Re: 07 AFTERMATH

Post by Hardin »

Notice, Hardin 6, Jane 7
Hardin Notice [dice]0[/dice]
Hardin Wild [dice]1[/dice]
Jane Notice [dice]2[/dice] +2 (sensor package)
After a few items go missing, Hardin examines his own pack to find that a couple of things just aren't there. "Sonuva...!", he exclaims. He doesn't understand how such a thing could be possible. Psychic whammy, maybe? Nah. L.C. woulda caught that. Magic, then? But what kind, and by who?

He overhears L.C. ask about the hobgoblin, the invisible hobgoblin they caught scrounging through their stuff, and lets out a groan. Oh, we can't be that dumb, can we?

"L.C., speakin' a that invisible scavenger, I take it then you ain't seen him with yer Sight since we left that cave, have ya?" He waves his hand around, indicating the camp as a whole. "Not ta point fingers, but that little critter might be the one that robbed us blind!"

Hardin checks that his newest prize, the particle beam rifle previously owned by the lieutenant, is securely fastened to Jane, and then runs through his other weapons, checking each one individually.

When one of the CS soldiers defects, he gives the man a nod by way of greeting, but lets L.C. handle it otherwise. I'll keep an eye on that one.

His (remaining) gear checked and stowed, he positions himself and Jane opposite of Sir. William for their watch.
Items Theived by That Dirty Thieving Thief
TW Xiticix Resin Spike Gun
Long e-clip (for Judgment Day rifle)
Last edited by Hardin on Wed Nov 08, 2017 8:37 pm, edited 2 times in total.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Sephia
Posts: 45
Joined: Wed Aug 09, 2017 7:14 am

Re: 07 AFTERMATH

Post by Sephia »

When Sephia goes to pack up her things, she finds a few things missing, but the loss of one thing in particular hits her like a punch in the gut. Her data disc player is gone. She knows she should not get upset over the loss of a material possession, but she can't help but clench her jaw in anger. It was the one memento of Elphyra she had left.
She sighed, pushing the air out through her teeth as she let the sudden tension leave her body. Perhaps it was a sign, that she should let go of the past? But... damn, she enjoyed those tales, foolish though that might be.
Worse than that was that her gun belt was missing, with both pistols.
L.C. wrote:Afterwards he finds Sephia and he asks. "Have you found that hobgoblin about recently?"
"I have not, but I suspect his type of invisibility would be outside my own ability to detect if he did follow us." She tries not to show how uncomfortable that makes her feel, but suspects one of L.C.'s particular talents would sense it anyway.
RFT wrote:Once given the chance to go the soldiers get up confident the Cyber-Knights would not let them be shot in the back. But as they start to walk away with what is left of their gear one of them hesitates. The SAMAS pilot has a private conversation with the other two pilots and you hear some cursing before he turns and walks back. “If you were serious, I want to stay. I don't like a lot of my orders and I like what you guys are doing, and I don’t have any family for them to punish. Can I work with the Knights?
I can help that kid drive, or do whatever work is needed. I’m able bodied.” (You recall his name was Andrew Brison.)
In light of recent events and her own past dealings with the CS, Sephia's first instinct is caution. However, she can not refuse this man a chance to redeem himself; after all, if she, Erin and L.C. could choose the side of good over their former masters, who was she to say this one could not?

So she tries to offer a reassuring smile and nods, "I believe we can find ways for you to help out, right Sir William? If you have any medical training, however basic, we can always use an extra hand in that regard.

After things wind down, Sephia leaves Sir William to his watch with Hardin and meditates to clear her mind before laying down to rest. After a few hours, she awakens and relieves Sir William to join McVey for the second watch.
Stolen Items
Wilks 320 Laser Pistol - Consequential
TX-22 Precision Laser Pistol - Consequential
Data Disc Player with audio book discs- Sentimental value
Last edited by Sephia on Wed Nov 08, 2017 6:24 pm, edited 1 time in total.
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
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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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Re: 07 AFTERMATH

Post by Ndreare »

As they begin looking through their gear and appraising each of you identifies a couple items missing even from your personal possessions.
Please Read
The Good and The Bad
Each of you is missing to items of consequence. But lucky you, you get to tell us what those two items are!

The Catch
Unfortunately supply and demand means that he will not take more than two of the same item. The items must be an item of consequence, not trivial such as soap or nail clipper, but instead something of 1,000 credit value or more.
So if for example two people say they are missing a radio, then no other player will find a radio missing.
  • 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
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Re: 07 AFTERMATH

Post by Erin Sol »

Erin and Billy work wonders during the day and by the time first watch starts up the pair have a complete game plan are just checking the items off their list one after another. While Billy and Erin weld a top armor plate she whistles to Jane to bring Hardin a little closer for a word. When they approach she turns to speak face to face and continues welding at her side.

“This is coming along fine we’ll be ready to roll by morning. I noticed you have the particle beam rifle you asked me about strapped to Jane. What exactly were you wanting done with it? I obviously can’t work on it till later but having a second design project running in the background makes the welding go faster.”

After listening to Harin’s explanation she starts to ask him to hook a meter to it from her tool box at Jane’s feet but stops when she doesn’t sense it in the box. Instead she just replies

“Yeah I think I can do that... It shouldn’t be very difficult.”

Did I misplace the meter? No. I’ll find it during clean up before we set out and remind our crew that we appreciate their help but everything goes back in the box!! . On second thought I may want someone else to speak to them, I still have to spend a few hours squeezed between the drivetrain and armor plating tonight and will probably not be receptive to excuses or apologies come morning.

It’s late at night the Baron and Lady Sephia are on watch when Erin has to shimmy into the undercarriage of the APC to repair a damaged servo. Normally at a shop several major components would be removed to access this area but time is of the essence and Erin figured if she didn’t breath too much she could squeeze in far enough to just barely reach the part. To get in as far as she could Erin removed her goggles, armor plates, wrist blasters, TW harness and her weapon belt leaving just her original Altara bodysuit.

During the work she assures Billy that she is doing fine and the time saved is worth the discomfort.
If shapely slaves wasn’t such a selling point breathing wouldn’t hurt my chest nearly as much. "Ouch" don't laugh.

Before she emerges the night is almost over and Billy has informed her all other systems are functional. She is tired sore and a little dirty when she gathers up her belongings and notices that her weapon belt is missing. On the belt was her TW laser revolver and her EMMER gizmo (Speed).

“L.C. someone snatched my weapon belt with my sidearm and six tools from my kit.”

She closes up her kit and carries her remaining belongings into the APC. When she passes Billy she pats him on the back. “Great work kid, I just wish we would've had some milk to leave out.”

Before entering the APC she says to no one in particular “I’m too tired and sore for murder right now but that could change real quick. Just think on that.” Add a little twang to it and I could sound like Hardin. For a second this thought puts a small smile on her face.

When she gets inside she stares at her pack for a few moments and the smile fades. She reattaches her harness and places the rest of her belonging in the pack before wrapping her body around the pack turning it into an uncomfortable chainsaw and hammer filled makeshift pillow. As her body relaxes she says.

“Looks like they took my sleeping bag too.”
Missing Items
  1. TW Laser Revolver consequential
  2. EMMER speed Gizmo consequential
  3. Some tools from her second kit inconsequential
  4. Sleeping Bag inconsequential
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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Baron McVey
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Re: 07 AFTERMATH

Post by Baron McVey »

OOC Comments
Notice: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Notice Total: 5
Persuasion: [dice]2[/dice]
Persuasion Wild Die: [dice]3[/dice]
Persuasion Ace: [dice]4[/dice]
Persuasion Total: 11 (Raise)
Baron sits quietly on the bench looking out at the Refugees. It's a damn shame how rough these people have it. Hopefully they'll find relief in the next town we get to. Baron keeps up appearances during his watch, offering words of encouragement and hope, but inside he was miserable. The anger he was feeling was tearing him up. Once Baron's watch was over he tried to sleep, but finds it fitful, his mind replaying the Coalition attack over and over again, the faces of the wounded and the dead haunting his dreams. When Baron finally does awaken, he goes to his pack only to find it has been rummaged through. Taking a quick inventory of his things he fonds his rifle is missing and the radio from his survival kit. Son of a bitch, we've been robbed. Baron thinks as he makes his way to L.C.. "I'm missing some gear, anyone else find their missing stuff?"
Items Stolen
Wilk's 447 Laser Rifle and Radio.
Last edited by Baron McVey on Thu Nov 09, 2017 12:13 pm, edited 1 time in total.
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
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Hardin
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Bronze Patron
Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: 07 AFTERMATH

Post by Hardin »

Erin Sol wrote:Erin and Billy work wonders during the day and by the time first watch starts up the pair have a complete game plan are just checking the items off their list one after another. While Billy and Erin weld a top armor plate she whistles to Jane to bring Hardin a little closer for a word. When they approach she turns to speak face to face and continues welding at her side.

“This is coming along fine we’ll be ready to roll by morning. I noticed you have the particle beam rifle you asked me about strapped to Jane. What exactly were you wanting done with it? I obviously can’t work on it till later but having a second design project running in the background makes the welding go faster.”

After listening to Harin’s explanation she starts to ask him to hook a meter to it from her tool box at Jane’s feet but stops when she doesn’t sense it in the box. Instead she just replies

“Yeah I think I can do that... It shouldn’t be very difficult.”
"Well, that is mighty kind, Erin. Truth be told, I was hopin' you might fix 'er up and rig a kinda quick-draw holster fer it on Jane there. I can't carry this cannon on my own, but it'll be lighter than a horse fly to old Jane, and if we get into it I'd like to be able to draw it out fast with my 'Kinesis."
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: 07 AFTERMATH

Post by BILLY BORG »

As Erin and Hardin end there conversation, Billy slides easily on his back casters from beneath the 099.

"Grablinated" He says. "I don't think there is anyway those CS troops would have known about LC being here unless that Grablin from the cave sold us out"

Billy stands up, and uses a dipstick rag to wipe away some glowing fluid from his hands.

"Also, I am missing...A computer...a computer that I was attempting to copy my... my conciseness onto."

Billy then moves off to inform LC of his suspicions.

Things lost
OOC Comments
Silver cross, Computer.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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Kaja Earthblooded
Silver Patron
Silver Patron
Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: 07 AFTERMATH

Post by Kaja Earthblooded »

Notice [dice]0[/dice], [dice]1[/dice]
Psionics (Detect) [dice]2[/dice], [dice]3[/dice]

L.C. pulls his own sleeping bag and hands it to Erin. "Here, use mine. You've done your part tonight." That, of course, is when he realizes his infrared distancing binoculars and two e-clips are missing. "Son of a... If I find out that damn hobgoblin is behind this, I may just lose my temper." That's when you realize, L.C. gets annoyed often, but he rarely loses it. Morbid curiosity might find one wondering about that, but the thoughts of what a Mind Melter can do when restraint is no longer a factor make any such speculations morbid and horrifying quickly. As he goes looking around, he experiences some brain burn as he instinctively reaches out with his mind.
Brainburn
When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken.
Spirit to UnShake [dice]4[/dice],[dice]5[/dice]
Spirit to UnShake [dice]6[/dice],[dice]7[/dice] at a later time. Succeeded.
Missing Items
Infrared Distancing Binoculars (Significant)
two E-Clips - 10,000 credit cost to replace (Significant)
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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