Castle Refuge - Administration Quarter

Post Reply
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Castle Refuge - Administration Quarter

Post by Ndreare »

L.C. knows as he enters the office that the Major Deschesne will either promote him to Sgt. or be assigning a new Unit Lead. But he is still uncertain about what will be happening with the Brison. The Major always direct and to the point hand you an envelope as you enter. “Here is the pay for your men. I added a hazard pay bonus for the multiple combats your unit was in. Normally we expect most field aquasisions brought in, but with all you and your men are doing out there that would be ridiculous.”
Then he hands you a second dossier. “This report includes several targets of opportunity. You are a couple hundreds miles away on your current mission, but if you see these guys I want them removed. They are the worst kind of predators.” Opening the dossier you see it is full of information on a band of Black Market rogues who are taking refugees and offering to smuggle them to safety. But are actually Enslaving and torturing them. (Listen to mission 2)
With all of that settled he moves on to the lighter business. “So tell me everything you can about Brison. Not the crap in a report, I want your emotional feeling on the guy. He already passed screening so I am wondering if I should send him with you.”
Requirement
I need you to give an in character reason for wanting to take this guy under your wings to be your man.
After your report he gives you the option of keeping Brison with you or not. Then he rings a com and asks his aid to send in Leethe. “Spc Leethe, This is Sgt. Charles, you will be reporting to him and under his direct command for the foreseeable future. I will leave the two of you to get to know each other.”
OOC Comments
This is the first time he made it clear you are being promoted. Congratulations L.C.
  • 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
Kaja Earthblooded
Silver Patron
Silver Patron
Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: Castle Refuge - Administration Quarter

Post by Kaja Earthblooded »

Notice 3
Notice [dice]0[/dice], [dice]1[/dice]
Looking at the Dossier, L.C. nods. "Oh I'll personally make sure these guys get taken down." When asked about Brison, he nods. "Understandable reaction. I'd love to have him with us. He's a lot like a lot of the people in the C.S. military. They join because of patriotism and wanting to protect innocents from the horrors of our world. And then they get sent out after refugees, just killing them in droves instead of making them safe. But I guess my biggest reason I would want him us is I can actually be there to help with the inevitable questions. We're going to face CS forces again. I want him to know that our goal is not their destruction. One thing is for certain, I am going to have a very stern talk with my people. I understand we all have our issues, and I shed no tears for the officer they took down. But one of the guys who went down in the first salvo was the guy who made sure the refugees had some supplies, even though he was breaking orders to do so. The CS needs more people like that, not less. Anyway, as I was the one who turned him, I'd like a shot at mentoring him before he's reassigned to another team. Make him into an asset for the Tomorrow Legion with his head on straight. And help him through the adjustment period. Cause there is one, and he deserves a clean start."

When given Leethe's dossier, he looks over it quickly, committing it to memory for the most part, not there was much to memorize. When Leethe sits down and his new rank is confirmed, L.C. straightens a little. He'd already surpassed his rank by two grades since joining the legion, not that such a thing was his motivation. But he did like how they were rewarded well, given proper incentive, and how at the end of the day they actually help people. Looking twice at her confirmed powers, his left eye brow rises involuntarily. He puts his face back under control, and looks at the woman. "You've had a time of it, Ms. Leethe. I'm Sergeant Lawrence Charles. Just call me L.C. please. Sarge if you feel the need to use rank. I prefer just L.C. I'm the Commanding Officer of the 99th. Our job is saving refugees. Sometimes we fight, and sometimes we even hunt down scum bags, but mostly we help people. So tell me what's not in here, and how I can help you do that job."
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
Image
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: Castle Refuge - Administration Quarter

Post by Leethe »

Notice 5
notice [dice]0[/dice]
wild notice [dice]1[/dice]

based on her introduction, she has been at Castle Refuge for some time.
need to establish her known starting point as of now.
I am thinking that due to her amnesia, the Tomorrow Legion has put her through some evaluation testing to probe out what she can do.

The legion knows that her reaction abilities during the night or darkness seem to not be as impaired as other people.
The legion knows she is a powerful psionic, as part of her physical and magical examinations would have included someone probing out these things with exalted detect arcana.
She has proven to be a skilled pilot and driver due her skills and ace edge.
Skill evaluation has also shown she has skills to fix things, it is also noted that her psionics come into play in this area.
She has not discovered her gadgeteer ability but it will likely quickly come into play when she needs to jury-rig a device.

Her psionic powers.
Her first discovered psionic ability was her telemechanics power. To note, her spaceship was controlled via this power.
quickly afterwards she discovered her telepathy power, due to the fact that the telemechanics is actually telepathy used to talk to machine.
through power evaluations, she has also discovered her detect arcana abilities. With the discovery that power, they have also worked to train her in the conceal side of the power as well.
Knowing that she is master psionic, due to her telemechanics ability, they have worked to train her with her abilities to enhance her psionics.

Her armor power has not been discovered yet.
Her blast power has not been discovered yet.
Her smite power has not been discovered yet

She has been given a full psyche evaluation to make sure she won't crack under pressure or in battle. In fact they found she seems to be good at persuasion and has a commanding presence about her. She seems to be instinctively familiar with battle.

She has zero training with guns and seems to oppose them.
melee weapons on the other hand, she did show some talent with. her preferred weapon seems to be polearms. Or more specifically she seems drawn to Glaives. She has jury rigged a Vibro Knife into a halberd.

Her phobia of flying is as yet unknown, and is related to the crash.
Leethe enters the room and stands at attention. She gives a solute then returns her hand to her side. “Specialist second class Leethe, reporting as ordered.” She shows knowledge of military protocol. She then takes a seat. She is wearing her pulp aviator goggles over her eyes, so her weird eyes are not visible.

After L.C. introduces himself. "Alright L.C. You can call me Lee for short if you like. I don't know what my real name is though, I lost my memories when I arrived here. Not here here, but on this... in this?" She seems to be confusing herself as she tries to figure out what she is try to tell L.C. "Anyways I'm not sure what all I can tell you. I'm discovering new things about myself all the time. I seem to have been a pilot for a strange vessel that is in the hands of the, uh, I believe I was told, the Federation of Magic. I have a," she pauses for a second, "power that can talk to computers. I've also found I can use my mind to speak with other people as well." She looks about the room for a moment before continuing. "I have a knack with fixing things. Unfortunately, I don't know how to use a gun though. I prefer polearms myself. I think I may have been a warrior of some kind in my past."
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Castle Refuge - Administration Quarter

Post by Ndreare »

Being called in and told to be ready to ship out immediately for an assignment was not unheard of. But a one on one with Major Deschesne is not something to take casually and Foxx knew it. As the Major came in he looks at Foxx and polity says “Have a seat.
“We have an assignment for you Specialist. We recently received intelligence that a special Coalition S&D squad and a Federation of Magic representative are hunting down one of our COT’s in the field.
“I need you to join the 99’s in the field and deliver this intelligence packet to their Sgt, LC. Afterwards I am going to need you to report to him as they may have need of replacements until either the COT or I can figure this out and get those factions off of their back.
"I do not really have a lot of time for discussion. But I can answer any immediate questions you have, if you have them before you report to transportation for a Rift to their divined location. As I understand it they are scheduled to be camped near a Ley Line tonight.”

Looking around he stands reaching in his apparently unsecured desk and takes a data drive right off the top of a pile of paperwork in the center drawer and offers it to you. “Give this to your new Commander. Do you have any questions before you leave Specialist?”
  • 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
Foxx
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: Castle Refuge - Administration Quarter

Post by Foxx »

Foxx sits back in the chair and ponders briefly if she really has any questions. So this is it, her first assignment with the Legion and it already turns into something grand. "Only one question, Major," She says. "What do we know about the representative from the 'True' Federation? I notice you refer to him in the singular. Is he some sort of heavy hitter or a monster?"

She accepts the data drive and slips it into a pouch on her armor. "It shall get to him." The inclusion of someone or something from the Federation is interesting. With the turmoil from the fallen city of Tolkien the minions of Dunscon are out in force to pick up over the corpse. Also, no doubt in her mind, to add more corpses from the survivors. That will not do at all.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Castle Refuge - Administration Quarter

Post by Ndreare »

The Major answers. "We do not know a lot of information on the agent sent. His name is Rebuke, our records say he is a human Shifter. But his competency and ability to do what is needed has earned him an extreme reputation. He is known to be completely unrattled by even the worst set backs and apparently has access to many powerful magical equipment augmenting his own talents."
  • 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
Foxx
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: Castle Refuge - Administration Quarter

Post by Foxx »

Foxx quirks her brow at the brief on Rebuke. He sounded like someone that the Federation would have on hand. "Well, if I run across 'Rebuke'," She begins, "I will thank him for his generous donation to the Legion and the 99th magical inventory. Then I'll send him to hell, permanently." The thought of ridding the world of something that vile, unfortunately, put a small sinister smirk on her face.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Castle Refuge - Administration Quarter

Post by Ndreare »

The Major smiles at Foxx's confidence. "That would be a nice burden off our backs.
"If you do not have anything else there repair drones and supplies are waiting for you."




As Foxx enters the gate room she sees a older heavy Line Walker relaxing while the various labor drones are going about their work and preparing the room for the gate. Seeing her enter he says. "Hey, welcome aboard. Once the gate opens we will send the supplies through. Do you want to lead the way or go after?"
  • 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
Foxx
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: Castle Refuge - Administration Quarter

Post by Foxx »

Pressing her palms together and bowing her head, "Ancestors watch over you, sir."

Dressed and ready to go, she arrives at the pointed place. A proper chamber to summon Rifts! She had to give respect to the Legion for this ingenuity. She ponders for a moment to the question, "I shall go first and make sure the area is safe to drop off the supplies." That seems the fair thing to do, plus, much more spectacular way to make her entrance.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Castle Refuge - Administration Quarter

Post by Ndreare »

Please write your awesome dramatic entrance entrance at the following link.

As you walk through you will see signs of battle and several dead sentinels and gargoyles surrounding the APC. The front is torn open and inside you will see the person who matches the picture you recieved of LC standing toe to toe with a miniature gargoyle.

http://savagerifts.com/sr/viewtopic.php?f=82&t=1755

I will lock this topic
  • 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: Castle Refuge - Administration Quarter

Post by Ndreare »

The alert of the battle taking place on the other end of a gate in the traveling room sends ripples through the Castle and Specialists Bishop & Hunter receive orders direct from Major Deschesne to report to the gate room go through he is now under the command of Sgt Charles, known as L.C. to his men.
  • 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
Kaja Earthblooded
Silver Patron
Silver Patron
Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: Castle Refuge - Administration Quarter

Post by Kaja Earthblooded »

Notice 9
Notice [dice]0[/dice],[dice]1[/dice]+[dice]5[/dice]
Stepping through the rift in his power armor, LC cannot help but appreciate the irony of a former CS special forces operator regularly using Rifts as a means of travel. They used to tie his stomach up in knots, mostly due to prejudice deeply ingrained in him since he was a child. Eventually evidence overcame prejudice and the knots in his stomach stopped. But even still, now he experienced butterflies when going through. He parks the SAMAS power nearby and dons the armor he carries.

Heading immediately for the administrative quarter, LC finds Major Deschesne. He withdraws the data drive from the velcro-ed pocket of his flightsuit there. "Sir, this is a data cache we found in the APC and given the firepower sent to retrieve it, I think we need to assume it is vital information. It's encrypted and uses a proprietary format, but if we use that field computer I gave you when I joined, we should be able to decode it, but we'll still need a specialist to break the encryption. I'll be happy to help for a few minutes, but I need get back to my team." He takes a moment to set up the file for decryption before leaving it in the capable hands of the Major and his team. "I'd love to know what we're being attacked for, but right now I'll settle for being able to truthfully tell them we don't have it."
Computers 5 to set up the file for decryption
Knowledge (Computers) [dice]2[/dice],[dice]3[/dice] + [dice]4[/dice] EE
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
Image
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Castle Refuge - Administration Quarter

Post by Ndreare »

There is a strange atmosphere of tension around the castle. Something several of the more sensitive people feel like something is amiss, but when questions many tend to be snappy and distracted unable to give a solid answer.
Finally after asking around Grey is able to get and answer from one Mystic amounting to. "I do not know. We can feel a great danger, like it is looming or even already here in the castle. But whenever we try to focus on it or define the danger it slips away." Looking a little worried he looks up to Vincent. "I am sorry, I do not want to worry you for nothing. But maybe you should try and stay ready for action. Just in case."
Several other encounters like this have many around the castle on edge, so when Vincent receives orders to go meat with Major Deschesne for an assignment a feeling of relief comes on him.

Looking around the major's office Vincent sees there are three others standing around. Two huge Juicers, and a priest or druid type.
Straight to the point as Vincent comes in Major Deschesne says. "Intelligence tells me The 99 will be in Wheaton soon or perhaps they have been there a while and just not taken the opportunity to check in. I am giving you these orders for them and reassigning you to their team. the area is heating up and I think they will need your help."
Offering you a cigar to Vincent and the Druid as he snips one himself he continues. "If you have questions now is the time to field them. If not, be ready to move out by 1100." Then he lights his cigar and takes a slow pull.
"You need to introduce yourselves, because you will be working together for a while."

With that the smaller of the two Juicers introduces herself, followed by the other Juicer and finally the Druid.
"Renee Harris Private Second Class! No questions sir!"
"Matthew Locke Private Second Class! No questions sir!"
"Hello every one. My name is Ruben Guilong, I was sent here by my mother as a liaison to lend whatever aid I could. I have no questions, I am sure everything will work out."


After receiving answers to any questions you may have you may post in Wheaton as Ruben is able to take you directly to the 99.
  • 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
Vincent Gray
Bronze Patron
Bronze Patron
Posts: 48
Joined: Wed May 16, 2018 11:30 am

Re: Castle Refuge - Administration Quarter

Post by Vincent Gray »

Vincent accepts the cigar with a nod, tucking it into his shirt pocket for later. He puts his hand on his chin, contemplating. After a long pause he shakes his head. "No questions. Archimedes? He turns his attention to the matte black basketball sized sphere that is always at his side. It's surface shifts to a dark blue then green before finally fading back to black again. "No questions from him either." says Vincent. "Let's get a move on, shall we?"
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
Post Reply

Return to “The 99 Adventure Forum”