Day 1 (Later): Bushwacked under Black Mesa

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Tribe of One
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Day 1 (Later): Bushwacked under Black Mesa

Post by Tribe of One »

Bad Guy Preliminary Rolls
Zapper's Psionics roll to tap comms: [dice]0[/dice]-2 = 5, COT's comms successfully tapped.
Wild Die [dice]1[/dice]-2

Group Notice [dice]2[/dice]+2
Ace [dice]6[/dice]
Wild Die [dice]3[/dice]+2
Ace [dice]7[/dice] = 11, Success with a raise

Group Stealth [dice]4[/dice] = 6, Success
Wild Die [dice]5[/dice]
Having established marching order -- Silver and Severianna up front to scout; priest, ley line walker and techno-wizard in the middle; followed by Jack and Blurre -- you climb down one by one into the darkness.

The shaft descends about 20 feet before opening into a utility/maintenance tunnel of some kind, easy-going due to the alloyed ladder set into the wall. At the bottom the tunnel is about 10 feet wide and almost as tall, with plenty of room to maneuver. There's a fair amount of dust and sand down here, evidence that the shaft has been opened before. There are fresh tracks, too, along with some older.

As you move along, Silver is able to pick out individual prints. He's fairly sure there are 10-12 humanoids down here, all human or close to it. One is in power armor, likely a Northern Gun model like the Samson, judging from the treads. Orrin and Kim both pick up the faint aura of psionics -- at least one of Marl's crew is a major psionic, if not a master.

The tunnel dead ends near the access shaft you just descended, so you follow it about 50 yards the other direction before coming to a T-junction. To the right, a sign points toward a sealed door labeled "Coolant Containment." There aren't any fresh tracks that way, so you head to the left, where the tunnel slopes gradually down. Faded placards on the wall are almost illegible, but you can just make out: "...RE AND LAB X-2B" and "...ER NODES N1-N64."

The walls are lined with electricial conduits. Here and there a damaged line sparks or a hazard light flickers -- there's still juice running through the place. The lights and shadows, combined with the buzz of electricity and a strange, whistling moaning of the wind, is distracting. It's easy to get bogged down in details. Before long, the Geiger counter in Silver's head starts ticking, indicating the presence of radiation. (At the current level it's not immediately life-threatening, but if it gets much hotter, anyone not in fully-environmental armor will need to make a Vigor check each hour to avoid radiation-based Fatigue [see p. 89 of SWD]).

Following the tracks, you bypass a few other doors and continue heading down. Rill tries to use his extrasensory perception to guide the group, but between the dust, Silver's fur and the radiation, his head is soon swimming. Calling on the others to stop for a moment, he rests against the wall as the others gather around to see what's the matter.

At that moment, Jasco's voice crackles through on the radio.

<<Ah, folks, we might have a problem. Based on the telemetry data I'm reading, I think someone may be hacking your comms, possibly with some form of telekinetic magnetism. It might be best to turn off your ...>>

Whatever comes next is lost in the screech of metal as suddenly the floors shifts beneath you and begins to drop -- the section of floor Rill chose to take a breather on is a hydraulic lift, the hazard paint around the edges covered by the dust and debris. You drop 15 feet in a few seconds, then rusted metal doors close over your head as the wall in front of you scissors open, revealing a cavernous warehouse or cargo bay filled with banks of electronics and wiring ...

And Marl's men, waiting in ambush! As you take in the scene, you spot more than half a dozen cowboys and a couple of Psi-Stalker scouts in cover around the room, laser rifles and ion pistols pointed your way. There's no sign of Marl but you spot two of his lackeys, both well-known around town: Twist, a former saloon gal who experienced enough trauma to unleash her talent as a psionic zapper, and Bowler Bill, a Crazy-augmented gunslinger with a fondness for derby hats and bloodshed.

Here's a Google Drive link to the map if the attachment doesn't work for you.
Initiative Draws
Bad Guys (Quick) [dice]8[/dice] Queen of Diamonds, doesn't matter - On Hold from ambush
Rill [dice]9[/dice] Queen of Diamonds, doesn't matter - On Hold from Danger Sense
Jack (Quick) [dice]10[/dice]
Quick Redraw [dice]17[/dice] Ace of Diamonds
Silver (Level-Headed) [dice]11[/dice] [dice]12[/dice] 7 of Clubs, doesn't matter - On Hold from Danger Sense
Blurre [dice]13[/dice] King of Hearts
Kim [dice]14[/dice] Ace of Diamonds
Sev [dice]15[/dice] 4 of Clubs
Orrin [dice]16[/dice] 3 of Diamonds
We're in combat! Because of your earlier rolls, the group is surprised, meaning all the bad guys are on Hold and so get to go first. In addition, if you fail your standard Notice check, you don't get to act at all this turn. None of you drew a Joker, but your draws are included in the spoiler above in case they matter for a Hindrance or Edge.
Important: Silver and Rill both succeeded on their Danger Sense rolls and so may act on Hold, as well. If either wants to try to act before the bad guys, you will need to make an Agility roll that beats a [dice]18[/dice]. If you want to try, post in the next 24 hours. After that I'll post the bad guys' actions and then the rest of the group can go.
Attachments
Marl Showdown 1.jpg
GM Bennies: 7/7
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Silverclaws
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

Sniffs the air. "Twist and Bowler Bill are here. Marl has poor taste in quality"
Agility Spin 16
  • Adventure Card [33] +1d6 to Agility Roll; may Ace
  • Agility Roll [dice]0[/dice]
  • Wild Agility [dice]1[/dice]
  • Adventure Card [dice]2[/dice]
As Silver dashes from the lift (going due west towards M-22) he says, "Mind the crazies. They are near." Into the open bay he runs, though no one hears his foot falls just the "schick", "schick", "schick" as his silvered implanted vembraces come shooting from his arms.
Last edited by Silverclaws on Thu Nov 09, 2017 8:35 am, edited 1 time in total.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Kim Black
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Location: Wheaton, IL

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 7 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 4
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Kim keyed up her comm and spoke quietly to the others, “I’m picking up some residual psionics. At least one person down here is a pretty powerful psychic of some kind,” she warned. With that knowledge, she pulled out a gold filigree headband with a red ruby diadem and slipped it on.

They followed the tracks for a while before Rill had to call for a stop. “You okay, Rill?” Kim asked with concern.

And then Jasco’s voice came through on the comms warning them that their comms were hacked.

And then the floor screeched and gave way beneath them, dropping them 15 feet into a lift shaft, metal doors slamming closed above them and opening before them into a warehouse filled with electronics and men with guns!

“Twist? That would be the psychic!” Kim announced. “She’s a zapper!”

***

Conditions:
  • Backpack of Shooting Stars PPE 20/20
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
  • Cargo
    • 5 L-20 Pulse rifles modified to tap into onboard power supply, but still accept e-clips
      • Damage: 3d6+1
      • Range: 25/50/100
      • ROF 4
      • AP 2
      • Shots: 40
      • Weight: 7
    • NG-E4 Plasma Ejector with full clip and spare clip
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
      • Shots: 12 + spare clip 12
      • Weight: 20
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Rill
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Rill »

Agility Check 16, Detect Arcana 7
Agility [dice]0[/dice]
Wild [dice]1[/dice]
Extra Effort [dice]2[/dice]
Ace! [dice]3[/dice]
Mysticism (for detect arcana, in case an opposed roll is required to see any invisible foes) [dice]4[/dice]
Wild [dice]5[/dice]
Modifiers +1 (Nymbu staff)
Rill, warned by his senses of the attack just before it occurs, watches as Silver speeds away and disappears into the stairwell, his fearsome blades at the ready. Mercy be on the poor soul in his path, Rill thinks.

Surveying the area in front of him, Rill sees that most of their attackers are concentrated to the front and right of the party, and he heads that way.
Movement
Rill moves to square I33
As he walks, Rill says a quick prayer and waves his staff, saying "And the Lord went before them by day in a pillar of a cloud, to lead them the way." As he finishes, an enormous, supernaturally-dense cloud forms in the midst of their adversaries, making it impossible for them to see inches in front of their faces, and even stopping their ears.
Greater Obscure 9, Targets at -6 to visual Traits and -1 to hearing
Mysticism [dice]6[/dice]
Wild [dice]7[/dice]
Modifier +1 (Nymbu staff)
Cloud extends for 8 inches in every direction centered on square F23 (radius of 8 inches, diameter of 16), flowing around machinery, etc. Silver, sheltered as he is by the stairwell, may be protected or, if not, will have his sense of smell to guide him. Everyone in the cloud other than Rill suffers a -6 to Traits using sight, a -1 based on sound, cannot speak except as a normal action, but gains a die type in stealth.
-4 PPE
After casting, Rill takes cover behind a piece of equipment and yells to his teammates, "That should keep them occupied for a few moments. Move! We're under attack!"
Light or Medium Cover
Not sure if that is medium or light cover, so he's either at -1 or -2 against attacks from the southeast direction. He keeps his back to the wall and the psi-stalker in the upper right of the map in his peripheral vision.
Character Sheet
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: WIP Posts

Post by Tribe of One »

Bad Guy Actions
Three blinded Roughnecks blind fire into the elevator on full auto - 4 shots each - with their L-20s:
Shooting [dice]0[/dice]
Shooting [dice]1[/dice]
Shooting [dice]2[/dice]
Shooting [dice]3[/dice]
Shooting [dice]4[/dice]
Ace! [dice]12[/dice] = 6 vs. [dice]15[/dice] in ABC order: Jack; Damage [dice]19[/dice]
Shooting [dice]5[/dice]
Ace! [dice]13[/dice] = 5 vs. [dice]16[/dice] in ABC order: Reroll 6 [dice]18[/dice]: Jack; Damage [dice]20[/dice]
Shooting [dice]6[/dice]
Shooting [dice]7[/dice]
Ace! [dice]14[/dice] = 9 vs. [dice]17[/dice] in ABC order: Kim; Damage [dice]21[/dice] W/ Aces [dice]22[/dice] And another Ace [dice]23[/dice]
Shooting [dice]8[/dice]
Shooting [dice]9[/dice]
Shooting [dice]10[/dice]
Shooting [dice]11[/dice]
Jack is hit twice: Once for 11 Damage (AP 2) and once for 9 Damage (AP 2). Each shot can be dodged with a successful Stealth roll at -2.
Kim is hit once for 40 (!) Damage (AP2). The shot can be dodge with a successful Stealth roll at -2.

One blinded Roughneck (closest to BB) blind fire throws a frag grenade at medium range to the square in front of Kim[dice]24[/dice] Scatters [dice]25[/dice] squares to [dice]26[/dice] o'clock. It bounces around in the elevator. Damage is [dice]27[/dice] is only 7, but ignores non-sealed armor. Someone can grab the grenade and throw it back by making an Agility test at -4; Alternatively, each character can try to dodge with an Agility test at -2.

The two non-Obscured roughnecks to the south move into position and fire more carefully:
Roughneck 3RB vs. Sev in medium cover[dice]28[/dice] = Miss
Roughneck 3RB vs. Rill in medium cover[dice]29[/dice]
Ace! [dice]30[/dice] = Hit with a raise; Damage [dice]31[/dice] With Ace [dice]32[/dice]
Rill is hit for 22 Damage (AP 2).

The roughneck stuck in the stairwell with Silver draws his pistol and blind fires at Silver.
[dice]33[/dice] = Miss

Licking his lips, the northern Psi-Stalker leaps at Rill with blades drawn, intent on draining PPE:
Vibro-sword [dice]34[/dice] = Miss
Vibro-knife [dice]35[/dice] = Miss

The other Psi-Stalker runs in to attack Orrin:
Run [dice]36[/dice]
Vibro-sword [dice]37[/dice] Damage [dice]39[/dice]+[dice]40[/dice] = 7 Damage (AP 4) and Drain PPE [dice]44[/dice] for [dice]45[/dice]
Vibro-knife [dice]38[/dice] Damage [dice]41[/dice]+[dice]42[/dice], with Ace [dice]43[/dice] = 20 AP 4 and Drain PPE [dice]46[/dice] with Ace [dice]48[/dice] for [dice]47[/dice]
Orrin is hit twice: Once for 7 Damage (AP 4) and once for 20 Damage (AP 4) - If the second attack wounds, Orrin must score at least a 12 on a Spirit test or else lose 3 PPE.

Twist moves and activates armor [dice]49[/dice] .... And apparently that's all the dice rolls I can do in one post. Who knew?
GM Bennies: 7/7
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Tribe of One
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Re: WIP Posts

Post by Tribe of One »

More dice rolls since I reached the limit
Twist continued ... GM Bennie used for Extra Effort: [dice]0[/dice]
Success, +2 Armor, uses 2 ISP
Bowler Bill dashes out into the shadowy area, charges his pistol (free action) then activates deflection and fires at Sev (-2 MAP); he fires again on his second set of actions (Split the Seconds Edge):
Psionics [dice]1[/dice] and with Ace: [dice]2[/dice] = Success with a raise: -4 to hit (-6 total), -2 ISP
Shooting [dice]3[/dice] = Miss
Shooting [dice]4[/dice] = Hit, Damage: [dice]5[/dice] and catch fire on 1 [dice]6[/dice]
Sev is hit once for 12 Damage (AP 2) and ignores non-sealed armor.

Forgot extra damage if attempt to throw grenade and fail: [dice]7[/dice]
Silver moves like a blur, rushing headlong across the warehouse and into an enclosed stairwell, surprising one of Marl's goons who was using it for cover. Rill reacts quickly, as well, striding out into the room and praying up a thick cloud that obscures many -- but not all -- of the Killian posse.

The blinded bushwackers respond with curses and a hail of laser fire. Firing blindly with their pulse-rifles, most fly way off the mark, but two lucky shots come at Jack and a third flashes straight at Kim's head.

[Jack is hit twice: Once for 11 Damage (AP 2) and once for 9 Damage (AP 2). Because they fired blind, Jack can try to dodge each shot with a (free) successful Stealth roll at -2 (Meaning you need a 6). Kim is hit once for 40 (!) Damage (AP2). The shot can be dodge with a successful Stealth roll at -2, as well.]

One of the other blinded roughnecks (the one closest to Bowler Bill) decides to fling a grenade! The ticking frag grenade drops right in front of Kim before bouncing north, then ricocheting from the wall to bounce around the elevator.

[You guys have some options here: Someone can try to grab the grenade and throw it back with a (free) successful Agility test at -4 (so you need an 8). If you fail you it goes off and the would-be thrower takes 8 Damage that ignores non-sealed armor and everyone else takes 7 Damage that ignores non-sealed armor; Alternatively, each character can try to dodge with an Agility test at -2. If you succeed, you move to the edge of the blast (around the corner outside the elevator); if you fail you take 7 Damage that ignores unsealed armor]

As the smoke clears, the two roughnecks outside Rill's cloud to the south move into position and fire, choosing their shots more carefully. Severianna ducks one three-round burst, but the other shoots Rill in the back.

[Rill takes 22 Damage (AP 2).]

Meanwhile, in the stairwell, the last roughneck fires wildly with his laser pistol at the furry thing that just charged in with him, but can't hit anything in the dark.

The two Psi-Stalkers, sensing prey, both rush to attack with buzzing vibro-blades and knives. One charges Rill, who manages to block both strikes with his Nymbu staff. The other charges into the elevator, screaming a war cry as he slashes and stabs at Orrin, seeking to feast on the ley line walker's mystical energy.

[Orrin is hit twice: Once for 7 Damage (AP 4) and once for 20 Damage (AP 4) - If the second attack wounds, Orrin must score at least a 12 on a (free) Spirit test or else lose 3 PPE.]

Elsewhere in the cloud, anyone assensing can detect the zapper, Twist, activating a protective psionic field, then moving away.

Bowler Bill, meanwhile, goes on the offensive, dashing out of the cloud toward the intruders. Up close, you can see an intricate, crystal-covered gauntlet covering one hand. In the other he raises a heavy, black iron revolver glowing with hellish runes! His form blurs as he activates some psionic power, then he fires two flaming shots in quick succession at Severianna!

[Sev is hit once for 12 Damage (AP 2) that ignores non-sealed armor.]

Man, lots going on! Use those Bennies! Here are some basic combat stats for the bad guys you can reference to determine if you hit and wound 'em on your turn:
Combat Stats
Roughnecks - Parry: 6; Toughness: 12 (5); Most are gonna have medium cover (-2 to hit) as well as the obscurement from Rill's spell
Psi-Stalkers - Parry: 7; Toughness: 13 (5)
Twist - Parry: 6; Toughness: 14 (8); immune to ion, electricity and stun, half damage from lasers, fire and plasma
Bowler Bill - Parry: 7; Toughness: 15 (6); all attacks are -6 to hit him, plus possible cover.

All are Extras, so one Wound will take them down ... but where the hell is Marl?
Attachments
Marl Showdown 2.jpg
GM Bennies: 7/7
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Sir Blurre
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Sir Blurre »

OOC Comments
Notice [dice]14[/dice]
Wild Notice [dice]15[/dice]
Bennie Extra Effort [dice]16[/dice]

Evade the Boom Agility -2 [dice]0[/dice]
Wild Agility [dice]1[/dice]
Ace Wild [dice]2[/dice]

Round A: Quickness, +2 to roll (8 ISP) [dice]3[/dice]
Wild Quickness [dice]4[/dice]
Extra Effort Benny, Running Total [dice]13[/dice]
Raise!
Free Action: Drop Laser Pistol
Free Action: Switch to two-blade Psi-Sword, spend 2 ISP to make them Mega-Damage

Round B:
Deflection (Free Action, 2 ISP) [dice]5[/dice]
Wild Deflection [dice]6[/dice]
Success: All attacks at -2 (stacks with CK Bonus; total penalty -4 with tech weapons, -2 to hit otherwise)

Run along route. Run die is at least a 2, cannot get a total less than 16. Move along the route indicated below. Free action when followed up by a melee attack.

Two-Sword Attack on Bowler Bill (-4 to attacks: +2 from Wild Attack, -6 from Deflection):
Left Fighting [dice]7[/dice]
Wild Left [dice]8[/dice]

Right Fighting [dice]9[/dice]
Wild Right [dice]10[/dice]
Ace Wild Die, Running Total includes all modifiers: [dice]11[/dice]
Extra Effort Benny [dice]12[/dice]
Marl Showdown Blurre Route.jpg
So, Final Outcome:
Spent 3 Bennies
Spent 12 ISP
Moved next to Bowler Bill
2 Psi-Blades out, and charged up for Mega-Damage.
Parry 7, with a -4 to anyone attacking him with tech, or -2 if using other means.
Failed at attack rolls
Re-draw Initiative cards less than 8.
Blurre readily evades the blast, and as he rolls out of the elevator, he begins to become a hyperkinetic smear of light. Then he dashes to the south before hooking back alongside the heavy equipment, running straight up to Bowler Bill. Sadly, Bill is even more difficult to hit right now, and so the dual-strikes completely pass over Bowler's hat. Blurre grumbles, but gets ready to fight a more protracted battle.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Jack 'Bullet' Jones
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Jack 'Bullet' Jones »

Rolls
Playing Adventure Card: Teamwork (+4 to hero and adjacent allies' next trait roll)
Stealth to dodge blast 1, with Teamwork card benefit
[dice]0[/dice]

WD Stealth
[dice]1[/dice]

Stealth to dodge blast 2
[dice]2[/dice]

Ace stealth plus prior
[dice]4[/dice]

WD Stealth
[dice]3[/dice]

Activate Telekinesis to throw grenade back
[dice]5[/dice]

WD TK
[dice]6[/dice]

Redirect grenade to hit 2 mooks in row P, if possible

Moving out of the elevator to P-33, and firing at Psi-Stalker by Rill, using Longshot Rifle (JA-9), apply penalties as appropriate
Shooting
[dice]7[/dice]

WD Shooting
[dice]8[/dice]

Assuming shooting of 4 hits, damage, AP 3, shaken
[dice]9[/dice]

Uh, oops. Initial Notice check to make sure I didn't waste a miraculous set of actions
[dice]10[/dice]

WD Notice
[dice]11[/dice]
Jack takes note, as they wander, of signs indicating "lab" and "nodes". What kinda ghosts do ya find in a lab? His time of contemplation stops short as Rill calls for a rest.
A leisurely stroll through a dark, dusty tunnel turns into a good old fashioned bushwhacking. The whole group is caught by surprise as the elevator drops and the ambush begins! Rill and Silver burst out of the lift and attempt to lay down cover, but the rest of the 18th is caught off guard. Incoming laser fire begins lancing through Rill's cloud, nearly catching Jack twice. Thankfully, he's quick on his feet and gets low in a hurry.
Out of the smoke, a grenade lands in front of them. "Got it!" He instantly reaches out with his mind, grasping the ticking grenade and lobbing it towards a pair of Killian's goons. "Y'all ain't playin' fair! Fight like men, ya yellabellied cheaters!"

Bailing out of the lift, he sees one psi-stalker rush in and attack Orrin. Before he can get the shot off, he hears Rill cry out in pain. "Preacher!" Lifting his rifle to his shoulder, he fires a snap shot at the psi-stalker engaged in combat with Rill. "Y'all're attackin' women, and men of the cloth. Y'all ain't nothin' but skunks and swine!"
Last edited by Jack 'Bullet' Jones on Fri Nov 10, 2017 12:16 am, edited 5 times in total.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Rill
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Rill »

Soak 5, Rill takes 2 Wounds
22 damage (2 AP) - 11(5) Toughness = hit with 3 raises, or 3 wounds.
Vigor [dice]0[/dice]
Wild [dice]1[/dice]
-1 Benny
Well, that was a spectacular failure. Benny again(y)!
Vigor [dice]2[/dice]
Wild [dice]3[/dice]
Oh, are you freaking kidding me?
Again, [dice]4[/dice]
Wild [dice]5[/dice]
Rill spins his staff deftly, parrying both the Psi-Stalker’s attacks, and is preparing to say something glib when the laser blast takes him. Pain arcs through his body and he feels his breath, along with a substantial amount of his blood, go out of him in a rush.

It takes everything he has just to stay upright, and he thinks to himself in a surprisingly calm tone, Perhaps this was not my best plan.
Character Sheet
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Kim Black
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Location: Wheaton, IL

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 7
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 7
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Kim blinked, caught flat-footed. Silver rushed out of the elevator, and Rill followed, tossing out a cloud of smoke of some kind. Then the air was filled with laser fire and a grenade clattered at her feet and a psi-stalker rushed in to slash at Orrin.

Kim screamed.

Great. I’m not going to live that down! raced through her head. She’d been in fights before, with her father, but nothing this big, and with her father’s abilities, they tended to be smaller engagements when they traveled.

Kim ducked low, managing to avoid the laser fire. She dumped some power into the choker at her neck as she dashed out of the elevator. Shadows poured from the dark onyx shield pendant, surrounding her body, shrouding her blurred form.
Psi-Stalker
I believe the psi-stalker gets a free attack?
Kim dashed south for cover (R29). She peeked around and activated the diadem on her head. A ray of heated red light lanced out at Bowler Bill, enveloping the crazy’s body, draining the psionic power from the man, feeling the flush of power as the diadem pumped it back into her, replenishing her magic.
Bowler Bill
Needs to make a Vigor roll for the Heat trapping, suffering a level of Fatigue on a failure.
***

Conditions:
  • Backpack of Shooting Stars PPE 20/20
  • Greater Deflection (Shroud, Raise): -6 to melee attacks; -7 to ranged attacks; armor vs. AOE attacks
    • 3 rounds
  • Cover -2?
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
  • Cargo
    • 5 L-20 Pulse rifles modified to tap into onboard power supply, but still accept e-clips
      • Damage: 3d6+1
      • Range: 25/50/100
      • ROF 4
      • AP 2
      • Shots: 40
      • Weight: 7
    • NG-E4 Plasma Ejector with full clip and spare clip
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
      • Shots: 12 + spare clip 12
      • Weight: 20


Stealth to Dodge 8 Raise
Stealth [dice]4[/dice]
Wild [dice]5[/dice]
Extra Effort [dice]6[/dice]
+4 from Teamwork card makes it an even d4
Adventure Card
Playing my Adventure Card. Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. Activating Greater Deflection as a free action.
Greater Deflection 8 Raise
TW[dice]7[/dice]
Wild [dice]8[/dice]
PPE Thief 16 Auto Raise
-2 for Psionics, +2 Machine Maestro evens out.
TW[dice]9[/dice]
Wild [dice]10[/dice]
Extra Effort [dice]12[/dice]
Ace [dice]13[/dice]
Points Drained 16
[dice]11[/dice]
Last edited by Kim Black on Fri Nov 10, 2017 4:36 pm, edited 4 times in total.
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Orrin Truthseeker
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Orrin Truthseeker »

Notice 14, Vigor 12
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]

-1 bennie to soak
Soak Vigor [dice]2[/dice]
Wild Soak [dice]3[/dice]
Ace! [dice]4[/dice]

-1 bennie to reroll Notice
Notice RR [dice]5[/dice]
wild RR [dice]6[/dice]
Ace! [dice]7[/dice]
Ace 2! [dice]8[/dice]
Though concerned for Rill when he calls for the need to rest, Orrin hangs back to not smother the preacher as the others express their concern. Instead he turns his attention to an unusual beetle crawling across the dimly lit wall. Orrin leans in toward the wall to get a better look. When the floor jerks and starts to descend he stumbles back in surprise to avoid scraping his nose. In his haste he trips over his own feet.

Orrin catches himself as he goes down, but loses precious seconds as he struggles back his feet. Luckily, he had fallen back away from the entrance into the newly exposed warehouse, so he has full visibility of the ambush as it is sprung.

Orrin swears under his breath at the terrible circumstances, but doesn't hesitate.

He gets to his feet by the time Rill finishes his incantation, and just starts raising his staff to perform his own spell when the psi stalker rushes into elevator. Orrin's raised staff takes the brunt of the unexpected blows, preventing the blades from having enough force to break through Orrin's armor and cause any real damage.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Orrin Truthseeker
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Orrin Truthseeker »

Mechanics
Turn A:
Adrenal overload spellcasting [dice]0[/dice]
Wild [dice]1[/dice]+1
-9 PPE

Turn B:
Unshake roll spirit [dice]6[/dice]
Wild [dice]7[/dice]

Arcane Disruption Spellcasting [dice]2[/dice]
Wild [dice]3[/dice]
-3 PPE
+1 Bennie for Crit Fail
-1 Bennie for immediate unshake

Resist Dispel Spellcasting [dice]9[/dice]
Wild [dice]10[/dice]

Midnights Blessing on Rill Spellcasting [dice]4[/dice]
Ace! [dice]8[/dice]
Wild [dice]5[/dice]
-1 PPE (3 raises with Wizard removed 3 PPE cost)
Orrin sees a blue streak whip between him and the Psi-stalker, and before he knows what happened, the Psi Stalker crumples to the floor.

“Thanks Sev.” Orrin says, with a nod and a smile. That smile disappears as he hears Rill cry out in pain. Knowing he needs time if he is going to do anything to help the team, Orrin focuses on the adrenaline already pumping through his body and kicks it into an unnatural overdrive. With all of the arcane and telepathic energies surging through the room, Orrin is barely able to hold the spell together, and reels from the sudden effort of casting the spell.

[Orrins gains one extra round per turn, and ignores 2 points of MAP]

He stumbles out of the elevator despite the magical strain on his body and scans the room for Rill. The first thing he sees is Blurr and Bowler Bill exchanging blows in what appears to be half speed slow motion. Through his mystic sight, he can see psionic fields glowing around each combatant, providing protection. Thinking he can sway the battle in Blurr’s favor, he points his staff at Bill and yells “Arcane Disruption!”

The Spell is too much for Orrin to hold together, and instead of being directed at Bowler Bill, the arcane energies explode outward from Orrin in wave, disrupting all forms of magic and psionics for 20 yards in all directions.

[Everyone in a 10” from orrin must make a AB rolls with TN of 4 to maintain any active powers. If failed, AB rolls are made at -1 for your next turn]

Feeling responsible for dragging the well meaning preacher into this mess, Orrin desperately hold his adrenal overload spell together by a thread. He finally spots Rill engaged with a second Psi stalker behind a nearby piece of machinery. Orrin rushes to his side (Moves to J33). As he says “Rill, this should help” to give the preacher warning, Orrin lays a hand on his shoulder and whispers “Midnight’s Blessing”

The malfunctioned dispel having cleared the surrounding area of lingering magical interference, this spell flows easily from Orrin, enveloping Rill in ever shifting shadows and blurs, making him to difficult to target, even when staring right at him.

[Rills gains -7 to be hit, -6 from greater dispel, and -1 from shroud trapping]

Having done what he can to help the troubled Fennoidi, Orrin turns so that he is back to back with Rill to defend against any other oncoming attacks.
Attachments
Marl Showdown 2.jpg
Last edited by Orrin Truthseeker on Sun Nov 12, 2017 6:42 am, edited 13 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Severianna
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Severianna »

Notice 8,10,10 CK 1
Notice [dice]0[/dice] +2 for sight based rolls (cybernetic eyes) & +2 for rolls that relate to traps and similar devices (Larceny)
Notice Wild Die [dice]1[/dice]
Notice Ace Roll [dice]7[/dice]

Common Knowledge [dice]2[/dice] -2 for Clueless Hindrance.
Common Knowledge Wild Die [dice]3[/dice]
Rolls
Agility Rolls (+2 acrobatic maneuvers, +4 trick rolls) & Playing Adventure Card: Teamwork (+4 to hero and adjacent allies' next trait roll) from Jack
Agility Roll [dice]4[/dice] (Dirty Trick) +4 Dirty, +4 Teamwork to slap, trip or poke Psi-stalker in the elevator
Wild Agility Trick Roll [dice]8[/dice]
Agility Roll [dice]5[/dice] +2 (Acrobatic Maneuver to get out of the elevator and into better melee position.
Wild Agility Roll [dice]9[/dice]
Wild Agility Roll Ace [dice]13[/dice]

Fighting [dice]6[/dice]
Wild Fighting Roll [dice]10[/dice]
Wild Fighting Roll Ace [dice]11[/dice]
Damage [dice]12[/dice]; AP 6; Mega Damage
Add'l Damage due to raise over 7 Parry [dice]14[/dice]
Dirty Trick on Psi-Stalker 11
Fighting 12
Damage 19
Acrobatic Roll to get out of Elevator and to Bowler Bill 12

As soon as she can, Severianna activates her implants. A Blue energy shield in her left hand and she raises it in the direction of the ambush, and crackling blue-white energy whip in her right hand.

"Ouch!" What the hell is that guy doing shooting at me? I should rip his head off. What the hell kind of weapon is that anyway? The nerve of that guy. She thinks a second, lets not make this personal. There is much to do and I can't being flying off the handle any time someone tries to shoot at me. It's been a while, but now it's go time.

"Who does this guy think he is touching Orrin?" Sev whips her tail at the Psi-stalker in the elevator trying to get it off guard, she doesn't target any body part in particular if she hits the face she'll slap it, or leg she'll attempt to get it to be unbalanced or even fall. (Dirty Trick) and then follows through with a electro-whip implant attack to the Psi-Stalker.

Movement: Should the Psi-Stalker be dispatched Sev rolls to Bowler Bill K31 to cover the party from him and engage. She stands ready to Parry any attacks & or deflect any incoming blasts with her shield until it's her turn.

Looking sternly at Bowling Bill "Hey, you with the stupid hat. Where did you get that, off a dead pumpkin?"



Conditions & Notes:
Wearing her full enviro tactical armor 14 (6); +4 18 (6) v. ranged attacks w/ shield.
Electro Whip has reach 1, Stun: On a hit, target must make a Vigor check (+2 if in FEV armor) or fall prone and Incapacitated. A new check is made each round, a success is up but Shaken, no Shaken on a raise.
Shield adds +2 Parry in Melee & +4 Armor vs. ranged attacks.
Regular Parry 13 - 15 w/ shield
Last edited by Severianna on Sun Nov 12, 2017 5:47 pm, edited 1 time in total.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Sir Blurre
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Sir Blurre »

OOC Comments
Burning four ISP, two for each roll, to grant them both +1 to the skill check via Major Psionics.

Resist Dispel: Quickness--Psionics [dice]0[/dice]
Wild Resist Dispel: Quickness--Psionics [dice]1[/dice]


Resist Dispel: Deflection--Psionics [dice]2[/dice]
Wild Resist Dispel: Quickness--Psionics [dice]3[/dice]

Technically wasted the ISP, but, hey, that's what it's there for, right?
Feeling his invoked effects get disrupted by some unexpected source, Sir Blurre attempts to bolster them to stay active, and is gratified when the extra energy he pumps into them keeps them afloat.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Jack 'Bullet' Jones
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Jack 'Bullet' Jones »

As Jack continues trying to locate a good place to shoot at Rill's attacker again, he feels a wave of mystic energy strike him.
Resist Dispel
Psionics
[dice]0[/dice]

WD Psionics
[dice]1[/dice]
As the magical wave passes him, he feels his telekinetic grasp get washed away with it. "Horse puckey! What was that?! Guess ah'll have ta do this the old fashioned way!"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Kim Black
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Location: Wheaton, IL

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 5 Success
Notice [dice]4[/dice]
Wild [dice]5[/dice]
Common Knowledge 5 Success
Smarts [dice]6[/dice]
Wild [dice]7[/dice]
***

Hunkered behind the piece of machinery, Kim grunted as Orrin’s spell backlash washed over her. She was already feeling tapped out magically. She didn’t want to lose her deflection field! She scrambled to keep her diadem working. But she grinned. Oh, that was easy. She was on the edge of the effect, and shielded a bit by the machinery, so her diadem had barely flickered.

***

Conditions:
  • Backpack of Shooting Stars PPE 20/20
  • Greater Deflection (Shroud, Raise): -6 to melee attacks; -7 to ranged attacks; armor vs. AOE attacks
    • 3 rounds
  • Cover -2?
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
  • Cargo
    • 5 L-20 Pulse rifles modified to tap into onboard power supply, but still accept e-clips
      • Damage: 3d6+1
      • Range: 25/50/100
      • ROF 4
      • AP 2
      • Shots: 40
      • Weight: 7
    • NG-E4 Plasma Ejector with full clip and spare clip
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
      • Shots: 12 + spare clip 12
    • Weight: 20

Avoid Dispel 14 2 Raises
TW [dice]0[/dice]
Ace [dice]2[/dice]
Wild [dice]1[/dice]
Ace [dice]3[/dice]
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Rill
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Rill »

Resist Dispel 2, Failure
Mysticism [dice]0[/dice]
Wild [dice]1[/dice]
Modifiers +1 (Nymbu staff) -2 (Wounds)
Rill feels an unfamiliar energy wash over him. He tries to resist its effects, but weakened as he is by his wounds, he just can't hold his concentration on his ongoing spell. The cloud obscuring his companions and him from the laser blasts of their adversaries begins to dissipate immediately, leaving them all exposed. "No!" he coughs out, feeling a little despair at the sight. It seems this was an even worse plan than I thought.
Character Sheet
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Silverclaws
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

The distraction he had intended for the ambushers failed and from the sounds and smells of the unfolding events, the COT was struggling to gain a foothold. Nearly fifteen earth years he had been here and nearly everyday he had missed his pack, well most of the pack. He longed for a pack, once more, evene just to be apart of one. Unified and Strong.

Silver stuck his muzzle high up and into the darkness and let out a deep resonating howl. It was a call for strength and reassurance and confidence. More than anything else he wanted to let them know that he was going to do everything he could support them and help them succeed. Finishing his message he opened his eyes and lowered his head and stood staring at the roughneck who had fired on him.

"You want to run away? I know you do. I can smell it on you."
Too Late To Run
  • If the right one don't getcha ... [Fighting 10 raise, Damage 15, AP 4]
  • Fighting [dice]0[/dice] (+2 Fighting Bonus, Canceled by MAP -2)
  • Wild Fighting [dice]1[/dice]
  • Raise Damage [dice]9[/dice]
  • Ace Raise Damage [dice]11[/dice]
  • Strength Damage [dice]4[/dice]
  • Vembrace Damage [dice]5[/dice]
  • .. the left one will. [Fighting 11 raise, Damage 36, AP 4]
  • Fighting [dice]2[/dice] (+2 Fighting Bonus, Canceled by MAP -2)
  • Wild Fighting [dice]3[/dice]
  • Raise Damage [dice]10[/dice]
  • Strength Damage [dice]6[/dice]
  • Aced Strength [dice]8[/dice]
  • Vembrace Damage [dice]7[/dice]
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Tribe of One
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Joined: Wed Aug 30, 2017 9:28 am

Re: WIP Posts

Post by Tribe of One »

Initial rolls
Psi-Stalker by Rill, roll to Unshake [dice]0[/dice]
Psi-Stalker in elevator, free attack on Kim [dice]1[/dice]
Bill's Psionics to resist Drain PP [dice]2[/dice]
Bill's Psionics to resist Dispel [dice]3[/dice]
All hell breaks loose after Rill summons up his cloud of God's breath, laser blasts spitting out of the gray and burning shallow holes in the alloyed walls all around the elevator.

Blurre dashes out, running a long route south before charging in at the Crazy, Bowler Bill. Bill's ready for him, though, and ducks low under Blurre's swinging psi-blades.

Thinking fast, Jack uses his telekinesis to fling the rolling grenade down south, where it explodes without any serious effect between the roughnecks there, who have slapped helmets on over their armored dusters and cowpoke riding armor. A shot from his pistol does better, winging the psi-stalker menacing Rill and making him think twice about his life decisions. Shaken, he's too rattled to take advantage as the preacher is shot in the back.

The psi-stalker seems to be caught off-guard, as well, when Kim makes a dash out of the elevator. He swipes at her with his sword but misses. Taking cover to the south, Kim uses her diadem to drain the psionic strength out of Bowler Bill, who appears to be too strong-willed, flipping her the bird with his over-sized TW gauntlet, before Kim doubles down and overpowers him, draining the inner strength, though not replenishing any of her own mystic energy. [I see you added Extra Effort, so you won. On review, it looks like his ISP is no good to you, though.]

Menaced by the other psi-stalker and barely fending off his hungry vibro-blades, Orrin focuses a surge of adrenaline into his veins ... then promptly miscasts a powerful incantation meant disrupt the psionic shroud around Bowler Bill. Unleashed, the nega-energy spirals out, tearing indiscriminately at the various arcane matrices in the vicinity -- including Rill's cloudy veil, Jack's telekinesis and Bill's deflection field.

Orrin is saved from further psi-stalker-related violence by Sev, who trips up the offending hunter with her tail, then promptly rips his head off with one of her crackling, energy-whip implants. With the other implant manifesting an energy shield, she moves to support Blurre in his fight with Bill, as Orrin steps over the headless body of the psi-stalker to move to Rill.

Silver's encounter with a roughneck in the stairwell is equally messy, judging by the bloody chunks of meat that come flying out into the warehouse.

Whether triggered by Orrin's arcane mishap or something, warning lights suddenly begin to flicker and flash as conduits running through the facility surge with power, blowing fuses and filling the air with the stench of burnt wiring as ancient materials fail. Klaxons sound and electronic chatter fills the air, occasionally coalescing into whispered phrases that are more or less intelligible:

<< ... nitrogen-fixing crop, like a legume, should always precede a nitrogen depleting one; similarly, a low ... temperamental, seek to irritate him. Pretend to be weak, that he may grow arrogant. If he is taking his ease, give him ... code only define neutral as the grounded, not the polyphase common connection ... score of nought on 17 July 1866, a contemporary newspaper wrote that the Prince "retired to the royal ... 81817 is a star in the constellation Draco. Its apparent magnitude is 4.27 and it is a spectroscopic binary ... ERROR ... ERROR ... ERROR ... ERROR ... ERROR ... >>>
Round 2 Initiative
Bad Guys (Quick) [dice]4[/dice] = 10 of Spades
Rill [dice]5[/dice] = 2 of Diamonds
Jack (Quick) [dice]6[/dice] = 6 of Clubs
Silver (Level-Headed) [dice]7[/dice] [dice]8[/dice] = 9 of Spades, Ace of Hearts
Blurre (redraw under 8)[dice]9[/dice] = 3 of Spades,
Blurre Redraw [dice]13[/dice] = Ace of Spades
Kim [dice]10[/dice] = Queen of Clubs
Sev [dice]11[/dice] = 10 of Spades
Orrin [dice]12[/dice] = 9 of Diamonds
Blurre, Silver, Kim and Sev beat or equaled the bad guys' initiative and may act now. Rill, Jack and Orrin will have to wait. (On the upside, the remaining Psi-Stalker is shaken).

Blurre, if you work a Motorhead reference into your post you can have a Bennie.
Attachments
Marl Showdown 3.jpg
GM Bennies: 7/7
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Severianna
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Severianna »

Fighting Rolls
Agility Rolls (+2 acrobatic maneuvers, +4 trick rolls)
Agility Roll (Dirty Trick) [dice]0[/dice]
Wild Agility Trick Roll [dice]1[/dice]

Fighting - Right Hand [dice]2[/dice] Forgot +1 Gang up
Wild Fighting Roll [dice]3[/dice]

Fighting - Left Hand [dice]4[/dice] Forgot +1 Gang up
Wild Fighting Roll [dice]5[/dice]
Extra Effort roll/bennie [dice]7[/dice]

Damage on 1st hit 9 v parry of 7: [dice]6[/dice]
Damage on 2nd hit 10 v parry of 7: [dice]8[/dice]

Damage ; AP 6; Mega Damage

Bowler Bill - Parry: 7; Toughness: 15 (6); all attacks are -6 to hit him, plus possible cover.
Severianna's shield flickers out and in it's place is another electro whip. First her tail swipes at Bowler Bill in an attempt to unsettle his faculties. Immediately proceeding that, both whips lash out at him in a quick flurry.
Last edited by Severianna on Mon Nov 13, 2017 10:29 pm, edited 2 times in total.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Silverclaws
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Posts: 234
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

Having heard what he believes to be helmets sealing off environmental suits, Silver is quite certain he knows where two more of the roughnecks are. Running from his place in the stairwell he makes his dash at the RN in square P 26. Silver does not even bother to discard the remains of the Roughneck he slaughtered as viscera, body parts, shredded armor, and the slaughtered RN's weapon all come flying off of Silver as he dashes towards the unsuspecting roughneck at the column.
Mualing under the Mesa
  • Left Claws [Fighting 8, Damage 9, AP 4]
  • Fighting [dice]0[/dice]
  • Wild Fighting [dice]1[/dice]
  • Strength Damage [dice]4[/dice]
  • Vembrace Damage [dice]5[/dice]
  • Right Claws [Fighting 7, Damage 14, AP 4]
  • Fighting [dice]2[/dice]
  • Wild Fighting [dice]3[/dice]
  • Strength Damage [dice]6[/dice]
  • Vembrace Damage [dice]7[/dice]
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Kim Black
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 6 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]7[/dice] - Ignore the Ace
Common Knowledge 6 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Kim didn’t want to risk hitting her compatriots as they teamed up on Bowler Bill, so she rolled around the piece of machinery she was taking cover behind (move to R26). She saw Silver dash down and slash apart the roughneck in front of her, so she turned her attention to the other nearby roughneck (P23). She tapped the smiley face button on the strap of her backpack. With a whir, the large gimble swung up over her shoulder, revealing the large, gatling gun-like starfire cannon, which glowed a bit before spewing superheated plasma at the roughneck.

***

Conditions:
  • Backpack of Shooting Stars PPE 19/20
  • Greater Deflection (Shroud, Raise): -6 to melee attacks; -7 to ranged attacks; armor vs. AOE attacks
    • 3 rounds
  • Cover -2?
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
  • Cargo
    • 5 L-20 Pulse rifles modified to tap into onboard power supply, but still accept e-clips
      • Damage: 3d6+1
      • Range: 25/50/100
      • ROF 4
      • AP 2
      • Shots: 40
      • Weight: 7
    • NG-E4 Plasma Ejector with full clip and spare clip
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
      • Shots: 12 + spare clip 12
      • Weight: 20

Starfire Cannon 4
Shooting [dice]4[/dice]
Wild [dice]5[/dice]
Damage 15
Mega-Damage, ignores non-FEP armor
Damage [dice]6[/dice]
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Tribe of One
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Tribe of One »

GM Benny for Bowler Bill to soak: Vigor [dice]0[/dice]

Bowler Bill dances back as Sev slashes at him with her crackling energy whips. One slashes across his chest, scoring the armor and burning the flesh beneath, but he simply hisses and winks, then looks directly at her and says: "You're the wrong color. I told mama I wanted the orange kitty."
GM Bennies: 7/7
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Sir Blurre
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Sir Blurre »

OOC Comments
QR1: Two Psi-Sword attacks on BB. (Bowler Bill - Parry: 7; Toughness: 15 (6), -2 to hit)
All rolls: Forgot Gang-up bonus, Crazy Penalty--totals are thus at -1

Fighting Left [dice]0[/dice]
Wild Left [dice]1[/dice]
Miss

Fighting Right [dice]2[/dice]
Wild Right [dice]3[/dice]
Ace Wild Die [dice]4[/dice]
Ace Again [dice]5[/dice]
14 gives a hit with a Raise:

Damage Right (3x Spirit, + Strength, +Raise): [dice]6[/dice] AP 4, MD
12 Damage, AP 4--Shakes BB, giving him another Wound

He can try to Soak that Wound or not, as you see fit

QR2:
Fighting Left [dice]7[/dice]
Wild Left [dice]8[/dice]

Fighting Right [dice]9[/dice]
Wild Right [dice]10[/dice]
Ace Wild Die [dice]11[/dice]
7 is a basic hit

Damage Right (3x Spirit, + Strength, +Raise): [dice]12[/dice] AP 4, MD
11 Damage, AP 4--Shakes him again. If he soaked the first Wound, then he's just Shaken, now; if he did not, this is another Wound.
Blurre seizes the opportunity presented by Bill losing his Deflection, and executes a massive flurry of blows--the left hand perpetually being blocked by the Crazy's defense, but the right-hand blade scoring hits both times, wearing Bowler Bill down. Still, he seems frustrated with his inability to completely disable the man. "You can't win, here--as my gambling friend might say, you've drawn the Dead Man's Hand."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Severianna
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Severianna »

Tribe of One wrote:GM Benny for Bowler Bill to soak: Vigor [dice]23740:0[/dice]

Bowler Bill dances back as Sev slashes at him with her crackling energy whips. One slashes across his chest, scoring the armor and burning the flesh beneath, but he simply hisses and winks, then looks directly at her and says: "You're the wrong color. I told mama I wanted the orange kitty."
Sev growls at Bill. "I'm gonna knock that stupid hat off your head. I'm gonna knock it off good."
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Tribe of One
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Re: WIP Posts

Post by Tribe of One »

Bad Guy Rolls
GM Benny spent for Bowler Bill to soak the wounding hit from Blurre [dice]0[/dice] Awww, bye-bye Bowler Bill
Roughneck shot by Kim, roll to unshake [dice]1[/dice] Fails

The four Roughnecks in the northern part of the room also open fire, splitting shots between Blurre (the most open target), Sev and Jack
Eight shots vs. Blurre (all at -4)
[dice]2[/dice]
[dice]3[/dice]
[dice]4[/dice]
[dice]5[/dice]
[dice]6[/dice]
[dice]7[/dice]
[dice]8[/dice]
[dice]9[/dice]
ALL MISSES

Four shots vs. Sev (she has -2 cover from the first two)
[dice]10[/dice]
[dice]11[/dice]
[dice]12[/dice]
[dice]13[/dice]
One hit for [dice]14[/dice] with Ace [dice]17[/dice] 17 Damage AP 2

One 3RB at Jack
[dice]15[/dice] Hit for [dice]16[/dice] 15 Damage AP 2

Twist uses Electrical Mastery to create environmental hazards, using 4 ISP to boost her psionics roll: [dice]18[/dice] = Normal success
Bowler Bill cackles obscenely as the dances and parries in combat with Sev and Blurre.

"Dead Man's hand? Why, I've had cards bigger than you stuffed in my ... what? He stops and looks in surprise at the sizzling hole burned in his chest. You see the gears turning in his head for a moment and he grunts, seeming to try to will the flesh to close back around his internal organs. After a second he gives up, and looks back at you.

"If it weren't for you meddling kids ... and your little dog, too!" he says, then topples over, stiff as a board.

To the south, another Roughneck dies without uttering even a whimper as Silver eviscerates him. The wolfen's charge puts his back to another Roughneck, who is promptly shot by Kim as she deploys her techno-magic backpack cannon. It's a glancing shot, but it knocks him off-balance and he's not able to bring his rifle to bear.

The remaining roughnecks in the north unleash another salvo of fire from their pulse rifles, unimpeded by Rill's divine mist. Two focus fire on Blurre, but are unable to hit him as his psionic abilities impede their aim. A third gets a lucky shot in on Sev as she is revealed behind Bill's collapsing body (17 Damage AP 2).

The fifth roughneck takes more careful aim, using the burst option on his rifle as he sights down the barrel at Bullet Jones.

"I know you cheated me last week, Jones! I'ma take them credits outta your guts once I blow a hole in 'em!"

His aim is as true as his accusation, and the blast catches Jack squarely (15 Damage AP 2).

As the shots fly, a blue glow lights up the northern corridor as Twist returns, transformed into a pillar of lightning. Seeing Bill down, she screams in rage, fingers of electricity arcing off her body into the damaged conduits running through the room like arteries. The air around the COT hums with power as the damage wiring and electronics in the floor and walls begins sparking and sending out bolts of lightning that shock and distract them. (Everyone within the blue bubble suffers a -2 penalty to all trait rolls for the next round.)

At the same time, the elevator (N22-ish) begins to rumble and squeal as it labors under a heavy load. The lights above the door indicate whatever is inside is just a floor below now ...

It's Orrin, Rill and Jack's turn to act, then we start Round 3.
Round 3 Initiative
Bad Guys [dice]19[/dice] = 7 Spades
Rill [dice]20[/dice] = 7 Clubs
Jack (Quick) [dice]21[/dice] = 3 Spades
Redraw for Quick [dice]28[/dice] = Queens Spades
Silver (Level-Headed) [dice]22[/dice] [dice]23[/dice] = Queen of Spades, 4 Hearts
Blurre (redraw under 8) [dice]24[/dice] = 10 Clubs
Kim [dice]25[/dice] = Black Joker!
Sev [dice]26[/dice] = 9 Clubs
Orrin [dice]27[/dice] = 8 Clubs
Aaaand, it looks like in Round 3 you all equaled or exceeded the opposition's initiative, so go ahead and post those actions, as well (but remember, in the blue circle you have -2 to all Trait rolls). In addition, Kim drew a joker, which means +1 Benny for each of you, and Kim is +2 on Trait rolls and damage for the round.
Attachments
Marl Showdown 4.jpg
GM Bennies: 7/7
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Rill
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Rill »

Movement
Rill drags himself out of the area affected by the Zapper, up to square D33
Unshaken, Healing 5, Success with Automatic Raise Effect
Spirit Roll to Un-Shake [dice]4[/dice]
Spirit Wild [dice]5[/dice]
Modifier -2 (Wounds)

Mysticism for Healing [dice]0[/dice]
Mysticism Wild [dice]1[/dice]
Modifiers +2 (Healer) +1 (Nymbu staff) -4 (Wound Penalties for 2 Wounds) Automatic Raise on a success (HJ)
Benny that garbage
Mysticism [dice]2[/dice]
Wild [dice]3[/dice]
-3 PPE
-1 Benny
Rill struggles to breathe, focused as he is on the pain in his gut. As electricity begins to dance around him, he lets out a groan and drags himself toward the corner of the room, where things look less sparky.

Leaning heavily on his staff, he says a short prayer (which, to anyone listening, just sounds like him whispering the word ”Please” a couple of times), and white light begins to surround him. It is difficult to see through the protective shroud Orrin placed around him, but the light shines brightest from Rill’s abdomen.

He coughs and doubles over for a moment as white hot fire courses through his veins and sears his wounds closed, and then the glow begins to dissipate. He finds his pain gone, and he can stand without difficulty.

”Praise be,” he says, and then he turns to survey the battlefield, activating his ability to see auras again. With the addition of the electronic warbling, he wants to ensure that no other arcane forces have joined the fray without anyone noticing.
Detect Arcana 12
Just in case invisible folks have slipped in. Constant vigilance! He’ll leave this on for its normal 3 round course.
Mysticism [dice]6[/dice]
Ace! [dice]8[/dice]
Wild [dice]7[/dice]
Wild Ace [dice]9[/dice]
Modifier +1 (Nymbu Staff)
Last edited by Rill on Wed Nov 15, 2017 1:59 pm, edited 2 times in total.
Character Sheet
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Jack 'Bullet' Jones
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Jack 'Bullet' Jones »

Soak
Vigor to soak
[dice]0[/dice]

Ace Vigor
[dice]2[/dice]

WD Vigor
[dice]1[/dice]
Luckily, Jack manages to avoid the brunt of the blast, twisting his body at just the right moment so that the shot glances off his armor. Phew! Close call!
"That you, Boyle? Ain't my fault ya play poker like a donkey! Man don't have ta cheat when yer playin' dead cards! Does yer ignorant carcass even know how ta read? You ain't full of nothin' but bluster and beans, and ya shoot 'bout as good as ya play cards!"
Before he can take his shot, a mass of electrical interference gives him pause, throwing his aim off ever so slightly. Undeterred, he exhales and squeezes the trigger.
Violence
Shooting at -2, returning fire at Boyle (whichever RN shot at him)
[dice]3[/dice]

WD Shooting -2
[dice]4[/dice]

Damage with Longshot Rifle
[dice]5[/dice] AP 3 = shaken, if Boyle has cover
As he lets off with his shot, he shoves away from the wall and moves to try to find better cover, making it to R28. Seeing Kim behind the same cover, he announces himself so she doesn't turn around to blast him. "Oh, hey there, darlin'. How ya likin' this here firefight?"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Orrin Truthseeker
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Orrin Truthseeker »

Mechanics
Notice [dice]0[/dice]
wild [dice]1[/dice]
CK [dice]2[/dice]
Wild [dice]3[/dice]
Round A:

Move to E/D30, whichever grants cover

Greater Boost Trait (for my own spellcasting): Spellcasting [dice]4[/dice]
Wild [dice]5[/dice]
Result +2 due to rule misunderstanding about maintaining spells: 5+2 = 7
-5 PPE

Deadly Illusion on Twist: Spellcasting [dice]6[/dice]
Wild: [dice]7[/dice]
Result +3 due to rule misunderstanding about maintaining spells: 10+3 = 13
-4PPE (Redcued PPE by 2 on the raises)

Round B:

Onslaught on RN at K21 & P23, and PS at H33 (-3 for spells maintained, +1 from die type raise, +1 from staff, +2 from marksman):
Spelcasting: [dice]8[/dice] agsint PS, [dice]9[/dice] against K21, [dice]10[/dice] against P23
Wild [dice]11[/dice]
Results +3 due to rule misunderstanding about maintaining spells: 10, 14, 9
-4PPE (reduced PPE by 2 on the raise)

Damage on PS: [dice]14[/dice] 1 ace: [dice]18[/dice], raise [dice]20[/dice]
Damage on H33: [dice]15[/dice], if raise [dice]16[/dice]
Damage on P23: [dice]17[/dice] 1 ace: [dice]19[/dice]

Deflection on Self: Spellcasting [dice]12[/dice]
Wild [dice]13[/dice]
Result +3 due to rule misunderstanding about maintaining spells: 5+3 = 8
-1PPE
Leaving Rill muttering to himself while protected by Orrin's enchantment, Orrin slips by the remaining Psi stalker as it struggles to recover from the Plasma blast from Kim. Orrin notices small arcs of electricity nipping at his feet, but they arent nearly as distracting as the Alarms buzzing through the plant.

July 1866.. That's a pre-rifts date!

Despite his excitement, Orrin is concerned by the strain he can feel on his mind from maintaining his spells. He pauses for just a second, closing his eyes, he stimulates the chakra that feeds his mind, increasing his capacity to split his thoughts and maintain the various headspaces needed for his spells. As he opens his eyes he sees a an arc of electricity slither across the floor like a serpent, and that gives him an idea.

Stepping out from behind the furnace where he knows Twitch can see him, he slowing swirls his staff in front of him while holding it level with the ground, speaking in as deep and grand of a voice as he can manage.

"Forces of nature, do not let this imposter enslave you. break your chains and take your vengeance on the one who forces her will upon you!"

From the corner of his eye, hey can see Twitches face contort in mixture of shock and rage. Though no one else will see the illusion, Twitch sees the electricity from her abilities gather to a single point in the room, and raise in the form of a giant coiled serpent. That serpent hisses at Twitch, pulls its head back, and leaps at her in a strike. Orrin ducks behind the furance, before his laughter at how riddiculous he must have looked to everyone else spoils the illusion for twitch.

[Twitch must make a spirit roll against my spellcasting roll of 13. Shaken on a failure, or failure with a raise gives a wound]

Once he has control of himself, he pokes his head around the corner longer enough to shout "Inferno!", sending swirling balls of fire at a couple of roughnecks and the Psi Stalker, and then ducks back behind the furnace.

[PS is hit with 10 and takes 24 damage, RN at K21 is hit with an 14 and take 14 damage, RN at P23 is hit with a 9 and takes 10 damage]

Feeling the storm of energy in his body start to wane, Orrin opts to give himself only a small amount of protection, pointing his staff toward the shadows cast by the nearby glowing furnace and wispering "Shadow Guard".

The shadows leap from the floor and obscure Orrin from sight, giving him a bit of additional cover from enemy attacks.
Last edited by Orrin Truthseeker on Thu Nov 16, 2017 4:35 am, edited 4 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Kim Black
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 7 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 5 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

"Oh, hey there, darlin'. How ya likin' this here firefight?"

Kim looked back at Jack, her gun swiveling around a bit before she readjusted as she saw he wasn’t a threat. Electricity sparked around them, and she ducked a bit.

“A bit more chaotic than I’m used to, but I’m handling it,” the teenager said, flashing him a smile. “We need to get out of this electrical field. I’m going to try and get around behind them.” She pointed to the west and then dashed out of the electrical field. She darted past the shaken roughneck and then turned, unleashing another blast from her plasma cannon at the poor man.
OOC Comments
Move to R21
***

Conditions:
  • Backpack of Shooting Stars
    • 41/42 shots
    • PPE 20/20
  • Greater Deflection (Shroud, Raise): -6 to melee attacks; -7 to ranged attacks; armor vs. AOE attacks
    • 1 round
  • Joker +2
Equipment
This should be about at her load limit of 30 lb.
Backpack of Shooting Stars
Combat Mage Armor
TK Revolver
Vibro-Sword
Tool kit
First aid kit
Survival knife
Wooden cross
Canteen
Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
Size 2
Acc/TS 12/60
Toughness 11 (4)
Crew 1+1
Remaining Mods 1
Notes: Exposed Crew, Handling 3, Hover
Cargo
5 L-20 Pulse rifles modified to tap into onboard power supply, but still accept e-clips
Damage: 3d6+1
Range: 25/50/100
ROF 4
AP 2
Shots: 40
Weight: 7
NG-E4 Plasma Ejector with full clip and spare clip
Damage: 3d10
Range: 24/48/96
ROF 1
Shots: 12 + spare clip 12
Weight: 20
Starfire Cannon 12 2 Raises
Shooting [dice]4[/dice]
Wild [dice]5[/dice]
Damage 23
Damage [dice]6[/dice] Mega-Damage, ignores non-FEP armor
Raise damage [dice]7[/dice]
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Sir Blurre
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Sir Blurre »

OOC Comments
Actions:
Q1: Run south then north-west until Blurre get to G21 (making sure to move 15-16 squares so he has a running start for the charge). Free action when followed up by a Fighting Attack (which does +2 damage if it hits).
If first Fighting Attack Shakes twist, she gets knocked prone, lowering her Parry by two for all the other attacks.
Follow up with free off-hand attack, no penalty.

Q2: Two more attacks, hopefully on a prone Twist.

Twist Stats: Twist - Parry: 6; Toughness: 14 (8); immune to ion, electricity and stun, half damage from lasers, fire and plasma

After this round, Blurre has to start paying 2/ to keep Quickness going, and 1/ to keep Deflection up.

Fighting Right [dice]0[/dice]
Wild Right [dice]1[/dice]
Hit!
Damage Right [dice]4[/dice] AP 4
Does 1 Wound; if not Soaked, then Twist is Prone

Fighting Left [dice]2[/dice]
Wild Left [dice]3[/dice]
Hit with Raise
Damage Left [dice]5[/dice]
Shakes--if first attack was un-Soaked, then this is another Wound

Q2:
Fighting Right [dice]6[/dice]
Wild Right [dice]7[/dice]
Hit--with Raise if Prone
Damage [dice]10[/dice]
2 ACEs running Total [dice]15[/dice]
If Raise [dice]12[/dice]
Either 27 or 32 damage, AP 4
So either 4 or 5 Wounds

Fighting Left [dice]8[/dice]
Wild Left [dice]9[/dice]
ACE Wild Running Total [dice]11[/dice]
ACE Wild Running Total [dice]13[/dice]
Hit w/Raise:
Damage: [dice]14[/dice] AP 4
1 Wound
Blurre cuts to the south again to build up a running start, then high-tails it through the electrical storm all the way up to get into Twist's face. Once again, he lashes out with a furious hail of enhanced-speed blows--the third of which, in particular, is aimed straight for something vital.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Rill
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Rill »

On Hold, Detect Arcana and Deflection Active
As Orrin has dispatched the only threat near him, Rill will go on hold. He keeps his detect arcana active and has one more round of deflection (-6 melee, -7 range) left.
Rill prepares to reenter the fray, but observes that no foes remain near him. He is saddened by the loss of so much life, but gratified to see that all of his companions seem unarmed. It looks like I took the worst of it, he thinks.

Hearing the approaching elevator, he tenses, preparing himself for whatever comes next.
Character Sheet
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Severianna
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Severianna »

Notice, 6,8,8 CK 1
Agility Rolls (+2 acrobatic maneuvers, +4 trick rolls)

+2 for sight based rolls (cybernetic eyes) & +2 for rolls that relate to traps and similar devices (Larceny
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]

-2 for Clueless Hinderance
Common Knowledge [dice]2[/dice]
Wild Common Knowledge [dice]3[/dice]
Soak Roll 7, Bennie used
-2 for being in the blue cloud
[dice]4[/dice]
Wild [dice]5[/dice]
Sev picks up any and all vibro knives she can see on the floor or on the bodies of the Psi-Stalkers or anyone else.

Severianna moves to E30, outside of the blue circle and attempts to soak her wound.

Bennies: Began with 4, 2 used, 1 gained, ending with 3 after this post.
Last edited by Severianna on Wed Nov 22, 2017 5:32 pm, edited 2 times in total.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Jack 'Bullet' Jones
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Jack 'Bullet' Jones »

Shooting
Shooting at D26
[dice]0[/dice]

Ace shooting with prior
[dice]2[/dice]

2nd Ace shooting with prior
[dice]3[/dice]

WD Shooting
[dice]1[/dice]

Damage against D26 with raise
[dice]4[/dice]
Jack lines up his shot from behind cover, squeezing off a blast at another roughneck. The shot finds its target. That'll leave a mark!
"Y'all still got time ta think better of who yer backin'. Marl's gonna crawfish on y'all so quick you ain't gonna know what happened! Throw down yer guns and come out! Ah promise ah'll keep the big bad wolf from turnin' y'all inta pig feed!"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Silverclaws
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

Silver hears the mention of "the big bad wolf" by Jack and can't help but smile. With the lightning crawling up over his furred body in waves of arcing energy, Silver strolls to P22 dragging the gear and corpse of the roughneck from P26. When he is in place, he lets out a deep and menacing growl/howl. Just the kind of thing to unnerve a man who is soon to die.

Looking at the body on the floor or the roughneck at P22 that Kim sprayed, he checks the types of weapons and grenades on both roughnecks.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Silverclaws
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

"Ah hell no, the Geiger counter is raging. Marl is messing around with nuclear material. Explains his dad being so messed up. Radiation sickness/poisoning."

Silver collects the rifles and the grenades and any other highly explosive materials and stows them in U12.

"Either we ice him or we cause him to explode."
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Orrin Truthseeker
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Orrin Truthseeker »

Orrin keeps his back pressed up against the furnace, listening to the squeel of the elevator as is struggles to lift a tremendous load.

He tenses his muscles and relaxes his mind, straining to hear the characteristic "DING" that all elevators seem to have...
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Tribe of One
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Re: WIP Posts

Post by Tribe of One »

With electricity arcing all around, Rill drags himself north past the stunned Psi-Stalker and begins to heal himself.

Orrin follows, spitting out a rapid-fire litany of spells. Within seconds, the zapper, Twist, screams in horror and agony, then drops to the ground, dead from an apparent aneurysm caused by whatever horror Orrin projected into her mind. The electricity field dies with her, and seconds later the Psi-Stalker dies, too, as Orrin's fire bolt burns a smoking hole in his chest. Another roughneck is shaken by a second bolt, but ducks in time to avoid injury.

Jack sends a couple of shots at Boyle and the other roughneck, but fails to land a shot that can penetrate armor, although Boyle does get his head down. Kim's point-blank shot at the southern cowboy is far more effective -- the starcannon leaves behind little but smoking boots.

With Twist down, Sir Blurre alters course and cuts down two more of the roughnecks, leaving just two shaking in their boots as both Silver and Severianna loot the dead and reposition. Rill, healed of his wounds, gets in line of sight of the elevator just as a klaxon sounds and the doors screech open.

A suit of Samson power armor stomps out, helmet twisting as the pilot takes in the scene of slaughter. Painted red, with the Killians' circle K brand on the chest, the armor has clearly seen some after-market modifications -- most notably, the massive combat shield held in its left hand. In the right is a cylindrical container with a mist of coolant rising from it.

Immediately you feel nauseous -- about ten times the size of the miniaturized reactors that power armor like Marl's, the cylinder must be poorly shielded, and judging from the rapid beeping from Silver's Geiger counter, it's spitting off enough rads right now to give your future children some interesting physical characteristics.

"BLACK MARKET LACKEYS. TRY TO TAKE MY LAND? I'LL TAKE YOUR WHOLE GODDAMN TOWN!"

Apparently not in the mood for jaw-jacking, Marl drops the cylinder to the ground and raises his right arm, the rail gun mounted there already tracking for targets ...

I know Rill was on Hold, so he (and anyone else I missed?) has a chance if he chooses to try to interrupt Marl (and the two surviving Roughnecks) if you can beat an opposed Agility check.
Marl's Agility [dice]0[/dice]
Wild Die [dice]1[/dice]
Ace! [dice]2[/dice]

So looks like you need to beat an 11 to go first (on a tie you go at the same time).

Also, everyone needs to make a Vigor check on your next turn or take a level of Fatigue from the radiation. Anyone in Full Environmental armor is immune.
Attachments
Marl Showdown 5.jpg
GM Bennies: 7/7
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Orrin Truthseeker
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Orrin Truthseeker »

Agility 11, Vigor 5
Agility [dice]0[/dice]
Wild [dice]1[/dice]
Ace! [dice]2[/dice]
Extra Effort: [dice]3[/dice]
-1 bennie for EE

Vigor [dice]4[/dice]
wild [dice]5[/dice]
Mechanics
Round A:
Onslaught (one big bolt):
Spellcasting [dice]6[/dice](+1 from boost trait, +2 from marksman, +1 froms staff)
Ace! [dice]10[/dice]
Wild [dice]7[/dice] (+2 from marksman, +1 froms staff)
[dice]15[/dice]
-1PPE (3 PPE less than cost due to raises and wizard edge)

Greater Lower Trait (shooting):
Spellcasting [dice]8[/dice] (+1 from staff, +1 from boost trait)
Wild [dice]9[/dice] (+1 from staff, +1 from boost trait)
-4 PPE

Round B:
Move to J33

Living Nightmare:
Spellcasting [dice]11[/dice] (+1 from boost trait, +1 from staff)
[dice]12[/dice] (+1 from boost trait, +1 from staff)
-6PPE

Lower Trait (Vigor):
Spellcasting [dice]13[/dice] (+1 from boost trait, +1 from staff)
Wild [dice]14[/dice]
-2 PPE


Straining to hear the light DING of the Elevator, Orrin flinches when the loud Klaxon announces Marl's arrival, causing him to miss his chance to ambush the unhinged ranch owner before he could react. Instead he steps out from behind the furnace just as Marl drops the canistor and raises his arm. Feeling a slight wave a nausea, but otherwise unaffected by the radiation, he points his staff at Marl and yells "Inferno!". A jet of blue hot flame shoots from the end of Orrin's staff and punches Marl right in the chest.

Orrin then recognizes the canister Marl dropped as a nuclear core.

In hindsight, that may not have been the best idea...

Orrin changes tactics, slamming his staff to the ground and sending trails of electricity zigzaging across the floor toward Marl in an attempt to disrupt the chakra that regulates Marl's sense of balance and possibly affects the suits electronics.

Hoping Marl is sufficiently distracted, Orrin makes a break for the crane near the lift they came in on (J33) to put some distance between him and his nearest companions in case Marl has explosives. Once there, he sends another bolt of electricity toward Marl, this time urging the currents do disrupt the chakra that regulates his constution. Remembering the sound of the laboring elevator and hearing the servos from Marl's power armor trigger as Marl shifts his weight, Orrin gets another idea.

As soon has Marl takes a large step, or otherwise shifts his weight signficantly, Orrin focuses on Marl's mind muttering to himself as he waves his staff. If the spell works, Marl will hear the floor beneath him, presumably weakened by the fire, groan and crack and eventually give way.

[Marl is hit with a 27 Bolt attack and takes 24 damage. He must also roll his Spirit 3 times. Once against a 5 to reduce his shooting by 2 die types, once against a 9 for deadly illusion (shaken, or wound with a raise), and once against an 8 to reduce his vigor 1die type. If he fails either lower trait tests, he must make a vigor roll or suffer a -2 to his parry until his next action]
OOC Comments
(Please let me know of any raises even if it doesnt affect Marl, as it reduces the cost of the spells)
Last edited by Orrin Truthseeker on Sun Nov 19, 2017 12:05 am, edited 13 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Silverclaws
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Posts: 234
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

Cant Touch This
  • Vigor check 11 success, raise
  • Vigor [dice]0[/dice]
  • Wild Vigor [dice]1[/dice]
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Rill
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Rill »

They See Me Rollin
Agility [dice]0[/dice]
Agility Wild [dice]1[/dice]

Vigor [dice]2[/dice]
Vigor Wild [dice]3[/dice]
Ace! [dice]8[/dice]

Notice [dice]4[/dice]
Notice Wild [dice]5[/dice]
Ace! [dice]9[/dice]
Mods +2 (Awareness) +2 (sight)

CK [dice]6[/dice]
CK Wild [dice]7[/dice]
Mods +2 (HJ)
Even though he's waiting for it, Marl is too fast for Rill and starts moving before Rill can adjust.
Marl Goes First
Rill doesn't best Marl's agility roll and so will need to wait and see what he does like most everyone else.
Character Sheet
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Tribe of One
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Re: WIP Posts

Post by Tribe of One »

Marl Spirit rolls
Spirit vs. Reduce Shooting [dice]0[/dice] = 7 Success
Spirit vs. Deadly Illusion [dice]1[/dice]
Benny for Extra Effort + Elan [dice]3[/dice] = 8+2+1 = 11 Success
Spirit vs. Reduce Vigor [dice]2[/dice] = 7, Failure
Orrin "feels" the arcane energy he's sculpted crash against Marl's will. The attempts to spoil Mark's aim and fool him with illusion both failed, though the final dweomer takes hold, temporarily sapping a bit of his constitution. (Orrin's first two spells fail and the third succeeds without a raise. Marl is -1d Vigor and -2 Parry until his next action. Since he and Orrin acted simultaneously, we'll count that as until his Round 4 action.)

"SAVE YOUR WITCHCRAFT, CHARLATAN! THE SPIRITS OF THIS PLACE TEACH A GOSPEL OF SCIENCE AND THEIR TRUTH GUIDES ME AS IT GUIDED MY FATHER FOR SO MANY YEARS! MEN, KILL THESE COWARDS!" Marl shouts, unleashing a torrent of hyper-accelerated tungsten at the wizard and those nearby.
Bad Guys Turn
Marl fires on full auto at Orrin (-5 Deflection), Severianna (no mods), and Rill (-7 Greater Deflection). Rock-and-Roll Edge offsets recoil penalty, power armor sensors off-set the Size penalty.
Shooting vs. Orrin [dice]4[/dice] -5 = 1
Shooting vs. Sev [dice]5[/dice] = 6, Hit
Shooting vs. Rill [dice]6[/dice] -7
Ace! [dice]8[/dice] = 10 -7 =3, Miss
Wild Die [dice]7[/dice]
Ace! [dice]9[/dice] = 9; Used in place of result vs. Orrin = 9 -5 = 4, Hit

Damage vs. Orrin [dice]10[/dice] = 14 Damage, AP 10
Damage vs. Sev [dice]11[/dice] = 14 Damage, AP 10

Roughneck rolls vs. Shaken w/ +1 from Marl's Command Edge
North [dice]12[/dice]
South [dice]13[/dice]
South Roughneck moves, unloads on Blurre with his L-20. No recoil, -4 to hit Blurre. Four shots:
[dice]14[/dice]
[dice]15[/dice]
[dice]16[/dice]
[dice]17[/dice] All Miss
Protected by Orrin's most powerful shadow ward, Rill manages to duck just in time, though he smells the hot metal slashing next to his face. Severianna and Orrin are not so lucky -- both are struck by the fast-moving projectiles. (Sev and Orrin each take 14 Damage, AP 10. I think that's 1 Wound for Sev and 2 Wounds for Orrin. Also, Orrin will need to make a Spellcasting roll and get a 14 or better or lose all of his maintained powers.)

In the north, one roughneck continues to cower behind cover, too rattled to poke his head out for a shot. The other dashes back through the control room to line up a shot at Blurre. Unloading on the cyber-knight, the cowboy looks rather surprised to see that not one shot in the volley connected.
Round 4 Initiative Draw
Bad Guys [dice]18[/dice] = Red Joker
Rill [dice]19[/dice] = 6 Diamonds
Jack (Quick) [dice]20[/dice] = Jack of Hearts
Silver (Level-Headed) [dice]21[/dice] [dice]22[/dice] = 6 Diamonds, 2 Spades
Blurre (redraw under 8) [dice]23[/dice] = Jack of Spades
Kim [dice]24[/dice] = 10 Spades
Sev [dice]25[/dice] = Queen of Clubs
Orrin [dice]26[/dice] = Ace of Clubs
The tables turn! The bad guys drew the Red Joker. Marl gets a Benny back and the bad guys are +2 to rolls and damage. Rill gets a chance to act first, though, before the shots start flying once again.

Also, since Jack drew the Jack of Hearts, he can have a Benny if he works in a reference to the Bob Dylan song.
Combat stats for reference
Roughnecks - Parry: 6; Toughness: 12 (5); The Shaken one in the north has medium cover (-2 to hit)
Marl (Vigor drained) - Parry: 8 (down to 6 on Rill's action); Toughness: 20 (12) in melee, 24 (16) vs. ranged
Attachments
Marl Showdown 7.jpg
GM Bennies: 7/7
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Kim Black
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 6 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 3 Fail
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***


EDIT: Jumped the gun. Saving these rolls for when Round 4 rolls around and Kim can act. This is only half her turn. The other half was going to be activating the device on the reactor. If Marl doesn't move, though, I might delay that, so wouldn't take the MAP.

EDIT: Ignore these rolls. Things have changed too much, so I will re-evaluate and reroll.

***
Create Barrier device 9 Raise
+2 Arcane Machinist, -2 Seasoned power, -2 MAP
TW [dice]4[/dice]
Wild [dice]5[/dice]
Extra Effort [dice]6[/dice]
Last edited by Kim Black on Thu Nov 23, 2017 2:17 am, edited 1 time in total.
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Rill
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Rill »

Prior Rolls Held, Ongoing Effects
Agility 3, Vigor 9, Notice 11, Common Knowledge 7, detect arcana ongoing, greater deflection ongoing (until end of this round)
Stalwart Walls 7, Success
Mysticism [dice]0[/dice]
Mysticism Wild [dice]1[/dice]
Modifier +1 (Nymbu staff)
-8 PPE from staff
Wall of holy light completely blocks elevator entrance (4 squares, 2 stacked on each other). Toughness of 22(12) M.D.C. and deals 2d4 MD holy damage when touched (only if Marl is sensitive to such damage, though).
As the supersonic flechettes of Marl’s rail gun speed past Rill’s face, he begins a prayer. Quoting the Psalmist, he recites “But the Lord is my defence; and my God is the rock of my refuge,“ as he waves his staff in Marl’s direction.

The air directly in front of the elevator opening splits and holy, silvery light spills out to fill the opening, sealing Marl and his radioactive device inside.

”I’ll hold him as long as I can!” Rill shouts to the rest of the team. ”If anyone has any particularly inspired ideas, I am open to suggestion!”
Character Sheet
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Silverclaws
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

"Big don't bother me none."
Come Here Little Sheep
  • Intimidation 9
  • Intimidation [dice]0[/dice]
  • Wild intim [dice]1[/dice]
  • Spend 2 Bennies
  • Reduce Called Shots for team by 1/2.
Overconfident Hindrance
Not really much to guage it by, but the wolfen is pissed off, and he lets everyone know. Letting out one of the most haunting and eerie howls yet, Silver then follows it up with a growl that others will later learn is him issuing a challenge. "Marl, your ol'man lost today and so will you. Your debts have been called."
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Orrin Truthseeker
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Orrin Truthseeker »

Soak 4
Vigor [dice]0[/dice]
Wild [dice]1[/dice]
Seeing Marls weapon tracking toward him Orrin jumps for cover behind the crane. The reaction, though not quite fast enough, causes the shot to pass through Orrin's bicep. Though distracting, the damage isnt nearly as bad as it would have been had Orrin been caught unawares.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
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Tribe of One
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Re: WIP Posts

Post by Tribe of One »

Couple of Bad Guyrolls
Marl automatic fire at the barrier, -2 MAP due to speech/activation, size isn't an issue, Rock and Roll negates recoil, +2 to hit and damage from the Joker:
Shooting [dice]0[/dice]
Shooting [dice]1[/dice]
Shooting [dice]2[/dice]
Wild Die [dice]3[/dice]
Ace! [dice]4[/dice]
That's two hits on the barrier.
Damage 1 [dice]5[/dice] (forgot +2 from Joker, so actually) 16 Damage, AP 10
Damage 2 [dice]6[/dice] 14 Damage, AP 10
So, two sections of the barrier - we'll say top and bottom on the right - are destroyed.

Last Roughneck vs. Blurre: -4 to hit, but +2 from Joker
Shooting [dice]7[/dice]
Ace! [dice]11[/dice]
Ace! [dice]12[/dice]
Ace! [dice]13[/dice] = 29 to hit, success with a raise
Shooting [dice]8[/dice] Miss
Shooting [dice]9[/dice] Hit
Shooting [dice]10[/dice] Miss
Damage with raise [dice]14[/dice]
Damage no raise [dice]15[/dice]
So that's 19 damage, AP 2 and 10 damage, AP 2 vs. Blurre.
Marl is about to stride forward, rail gun raised to cause more violence, when Rill's wall of white light appears. Marl smacks into it and totters back.

He snarls and seems about to lose, then calms himself.

"THAT'S FINE. MAKE USE OF ALL THE BLACK MAGIC AND SUPERSTITIOUS SORCERY YOU WANT. THIS PLACE HAS POWER, TOO."

Marl raises a hand into the air, and you hear a short burst of static -- no, not static, some sort of coded transmission. Then he speaks.

"ECHO BASE AZ-17-HQ-2, AUTHORIZATION CODE BRAVO-THREE-ZULU-ZERO-FIVE-SIERRA-ZERO-SIERRA. THE FACILITY IS COMPRISED. ALL UNREGISTERED LIFE FORMS ARE HOSTILE. INITIATE OMEGA PROTOCOL."

For a heartbeat, then two, nothing happens. Then klaxons sound and hazard lights flash, and across the warehouse, panels in the walls screech and slide open -- or try to, as at least half are malfunctioning. Half a dozen seem to work, however, and seconds later begin to emit clouds of silvery particles that settle toward the ground in a swirling cloud.

One touches down near the roughneck cowering to the north. He turns, confused, then his eyes go wide with terror.

"Marl, no, tell it I'm not ..." The rest of his words are cut off as the swarm swirls forward. Where the flashing dust touches the man, his flesh is scoured away, consumed by the buzzing apparition.

"WELCOME TO THE GOLDEN AGE," Marl says. He then raises his arm and begins firing into the holy barrier, the heavy rail gun rounds tearing the wall to tatters on the right side.

Around the corner, the last remaining roughneck hears his friend's dying screams. He seems about to run, then remembers the cyber-knight in his path. With a desperate scream, he begins firing off shots as fast as he can. This time, two find their mark, slashing into Blurre with sizzling energy.

Blurre is hit twice. The first is for 19 Damage, AP 2, which I think is 2 wounds. The second is 10 Damage, AP 2, which is Shaken, or another wound if Blurre fails to un-Shake or soak the first batch.

You are all up now! And Jack still has a chance at a Benny if he works in a reference to Lily, Rosemary and the Jack of Hearts.
Attachments
Marl Showdown 9.jpg
GM Bennies: 7/7
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Sir Blurre
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Sir Blurre »

OOC Comments
First Benny
Soak [dice]0[/dice]
Wild Vigor [dice]1[/dice]

Second Benny
Soak [dice]2[/dice]
Wild Soak [dice]3[/dice]


Third Benny
Soak [dice]4[/dice]
Wild Soak [dice]5[/dice]

3 Wounds. No Bennies. Last round before I have to start spending ISP to maintain stuff. Let's do this.

Run (using zig-zags to build speed) to O23. Attack a total of 4 times (first two, if they hit, do extra damage due to charge/overrun). First two attacks are at the Railgun. If either of those successfully breaks it, then the next two are for Marl; otherwise, they also are for the Railgun. All attacks are Wild Attacks (lowering Parry to 7, but with the -2 to be hit by tech weapons--which, fortunately, a Samson's fist still is.

Wild Attack (+2), Size (+2), Called Shot: Weapon (-1, because of Silver Bennies), Wounds (-3): Flat Fighting rolls, no extra damage for a Raise against an object, but +2 from the Charge on the first two strikes. The Railgun is considered MDC, but way back at the start of the fight, Blurre pumped in the ISP to make the blades Mega-Damage, so all is well on that front. Toughness 10 on the Railgun, Parry 8 on the big lug.

Fighting Right [dice]6[/dice]
Wild Right [dice]7[/dice]
Damage if Hit [dice]8[/dice]
Miss

Fighting Left [dice]9[/dice]
Wild Left [dice]10[/dice]
Damage if hit [dice]11[/dice]
Hit!
Killed the Railgun!

Next two strikes on Marl himself, Called Shot to the Head:

+2 Wild Attack, -2 Called Shot (because of Silver), +2 Size, -3 Wounds: -1 to both Fighting attacks, but +4 Damage if they hit. Parry still 8.

Fighting Right [dice]12[/dice]
Wild Right [dice]13[/dice]
Ace Wild Running Total [dice]18[/dice]
Miss

Fighting Left [dice]14[/dice]
Wild Left [dice]15[/dice]
Hit!
Damage [dice]16[/dice]
Ace Damage Die, Running Total: [dice]17[/dice] AP 4 MD
Shaken with 2 Wounds!

Final bit--moves to Q21. If Marl manages to Soak the Wounds and unshake, he'll get a free strike on Blurre--but he was probably gonna get a shot in anyway, so at least this might let Blurre get clear first.

.
With a snarl, Blurre takes two shots to the chest--underneath the Cyber-Armor plating, his flesh sizzles and blackens. He grunts, painfully, then bites his lip and bolts--not at the roughneck, but instead going zig-zagging through the main room until he gets right in front of the recently destroyed section of the barrier. Letting his momentum carry him, he lashes out with the two psi-Bowies; the no-doubt surprised Marl swings the railgun to his right, causing the right blade to miss, but the second cleaves the barrel smoothly, destroying the mechanism. The Quickflex gives Marl a pained grin. "Coming up short, are you?" The quip would probably be more devastating if it weren't for the fact that he sounds like a chipmunk on amphetemines right at the moment.

Not pausing to let the line sink in, he whirls, giving another two strikes to the head. Pain keeps his right arm from getting up high enough, but the left once again is right on target, the blade slicing deep into the helmet, and, hopefully, into the skull underneath. Then, hoping Marl is too rattled to take advantage of the opportunity, he backpedals around the corner, and if Marl doesn't knock him senseless in the process, he stops between Silver and Kim. "Gun's done." Looks down at the massive burns. "I might be, too."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Orrin Truthseeker
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Orrin Truthseeker »

CK 17 Notice 4
CK (+2 HJ table, -1 wound)
Smarts [dice]0[/dice]
Wild [dice]1[/dice]
Ace! [dice]4[/dice]
Ace again! [dice]5[/dice]
Notice [dice]2[/dice]
Wild [dice]3[/dice]
Vigor Roll for Quickness Fatigue
Vigor [dice]7[/dice]
Wild [dice]6[/dice]
Vigor roll for Radiation
Vigor [dice]8[/dice] (factoring in Rills healing, so no -1 for wound)
Wild [dice]9[/dice]
Orrin hears a buzzing to his right as Marl finishes his security codes, and scrambles backward when he see a shinying silvery cloud right over his shoulders. He recognizes them instantly as nanites. He and Erin Taln often encountered them when exploring pre-rift ruins. They served a number of labor and medical purposes, and, as he and Erin had discovered the hard way, were often used for security.

"The clouds are Nanites!" Orrin yells to alert the team, "Electricity can short circuit their processers, but you need to group them together or use a wide ranging blast in order to have much affect."

As Orrin backs away from the nanites, he spots Sev with bandolier of grenades over her shoulder and grins boyishly.

Sev! Hit them with the grenades! I'll give you some help.

***Conditional on Sev's acceptance***
Boost Trait 6
Spellcasting [dice]11[/dice] (+1 for staff, +1 from boost spellcasting, -1 from maintaining deflection on Rill)
Wild [dice]10[/dice]
When Sev nods in confirmation, Orrin moves his staff in an arc in front of him, and bolts of electricity shoot from his staff toward Sev. The electricity jolts the chakra points in her shoulder and back muscles, improving their power and coordination.

This ought to be interesting...

[Sev gains a d6 in Throwing and gets +2 to her pace]

With only enough energy left to maintain the spells he's already cast, Orrin finds a sheltered spot and takes cover (Moves to Q29).
Last edited by Orrin Truthseeker on Fri Nov 24, 2017 6:52 pm, edited 13 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Tribe of One
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Re: WIP Posts

Post by Tribe of One »

Marl rolls
Marl First Strike: -2 Size, -2 CK tech, -2 Deflection, +2 Joker
Fighting: [dice]0[/dice] -4 =1 Fail
Wild Die: [dice]1[/dice]

Marl spending a Benny to soak, +2 Elan, +2 Joker
Vigor: [dice]2[/dice]
Wild Die [dice]3[/dice] +4 = 8, 2 Wounds soaked

Marl swipe at Blurre as he withdraws: -2 Size, -2 CK tech, -2 Deflection, +2 Joker
Fighting: [dice]4[/dice] -4 =0 Fail
Wild Die: [dice]5[/dice]
Marl lashes out with a fist when Blurre first approaches, but misses the wily Cyber-Knight. Seconds later, his tail-gun is ruined and he's fending off several blows aimed at his head. One scores his helmet, but he shakes it off and lashes out again, howling in rage as he fails to connect a second time.

First Strike misses, soaks all the wounds, and fails to hit when Blurre withdraws.
GM Bennies: 7/7
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Silverclaws
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

Silver carefully places Blurre against the outside wall of the elevator so that Blurre has some support and Silver can intercept oncoming or incoming attacks or damage. Looking down the hallway past Kim and back towards Jack, he keeps an eye on the changes in the environment.
Does Silver Like Silver
    • Notice 10 success, raise - 12 (smell, sound) success, 2 x raise
    • Notice [dice]0[/dice]
    • Wild Notice [dice]1[/dice]
    • Ace Wild add previous [dice]4[/dice]
    • Common Knowledge 4
    • Common Knowledge [dice]2[/dice]
    • Wild Common Knowledge [dice]3[/dice]
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Rill
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Rill »

Vigor 2, Notice 8, CK 4, Greater Healing 15, Movement, Ongoing Effects
Notice [dice]0[/dice]

Vigor [dice]8[/dice]
Vigor Wild [dice]9[/dice]

Notice Wild [dice]1[/dice]
Modifiers +2 (Awareness) +2 (sight)

CK [dice]2[/dice]
CK Wild [dice]3[/dice]
Modifier +2 for people/places (HJ)

Movement: Rill moves to square J29, which puts all the members of the COT in his casting radius.

Greater Heal Wounds (greater healing):
Mysticism [dice]4[/dice]
Mysticism Wild [dice]5[/dice]
Ace! [dice]6[/dice]
Ace dat ace! [dice]7[/dice]
Modifiers +2 (Healer) +1 (Nymbu staff) -2 (flat penalty for mega version)
Anyone in the COT has up to 2 Wounds healed and gets a free roll to unshake. This is not a pleasant healing (holy fire sears your wounds closed) so you may want to mention that in your posts.

Greater Deflection still up (Orrin maintaining), so -6 to hit in melee, -7 range, detect arcana

-6 PP
Rill feels nauseated as the radiation continues to wash over him, but he tries to shake it off as best he can. He's seen multiple members of his party take grievous wounds, and he knows he must act. His head spinning, he moves toward the rest of the team, ensuring they will all be in range.

He says a prayer and his injured companions begin to glow, light concentrating around their injuries as the healing magic does its work. As he casts, he can feel the last of his energies, both mystical and psionic, drain out of his body.
Last edited by Rill on Thu Nov 23, 2017 12:00 am, edited 3 times in total.
Character Sheet
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Jack 'Bullet' Jones
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Jack 'Bullet' Jones »

Vigor 4
Vigor to resist radiation
[dice]0[/dice]

WD Vigor
[dice]1[/dice]
Jack feels a wave of nausea wash over him, but clenches his jaw and shakes it off. Staring at the monster in the power armor that just popped up from the lower floors, he laughs out loud. "Well, look at you, Marl Killian, lookin' all dandy and fine. Bad news though, partner. Yer bodyguards and yer leakin' reactor ain't no match fer the Jack of hearts! I'm callin' yer hand!" As he looks to line up a shot at the madman's head, one of the swarms from the opened panels scours the flesh from one of the roughnecks. "Boyle! What the Sam Hill...that ain't no way fer a man ta die. 'Ghosts,' my white tuchus. Ain't nothin' but machinery and gadgets!" He notices a pile of the silver dust sprout from a wall near him. That don't look like my kinda dance.
Squish
Greater Boost Trait - Spirit (free action)
[dice]2[/dice] +2 die types spirit - d10 total

WD GBT-S
[dice]3[/dice]

Exalted Telekinesis - squishing nanites
[dice]4[/dice]

WD ETK
[dice]5[/dice]

Benny to reroll Exalted TK
[dice]6[/dice]

WD ETK
[dice]7[/dice] - d12+3 total TK strength

Damage to nanite swarm at T-32
[dice]8[/dice]
[dice]9[/dice]
His spirit emboldened, Jack reaches out with his mind, grasping the swarm that just escaped the nearest wall port. Gritting his teeth, he tries to slam the whole swarm against the wall.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Kim Black
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Location: Wheaton, IL

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 5 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 6 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Kim saw Marl emerge in the power armor and drop a large, heavy cylinder.

“Oh, shazbot…” Kim murmured as the nuclear reactor core clanged around the elevator bay before coming to rest as Marl ran forward, firing his rail gun at the rest of her team. She could tell that thing was leaking like a sieve. There were members of her team that weren’t protected by armor, and it was likely unstable.

And then Marl activated some defense mechanism in the base and silvery dust poured out of the walls, swarming toward them. She couldn’t see, but heard the scream of the roughneck as he was, most likely, devoured.

“Well, fracking shazbot!” Kim said. “Nanites!” Those could be more dangerous than the radiation leak, and she couldn’t get to the reactor anyway, not with Marl squatting over it.

Kim started ripping parts and tools off her belt, cobbling something together. When it was finished, she sprinkled some silvery glitter over it to make it pretty.

“I’ll get the nanites!” Kim called to the others. “Focus on Marl so I can get to that reactor!”

***

Conditions:
  • Backpack of Shooting Stars
    • 41/42 shots
    • PPE 10/10
  • Greater Deflection (Shroud, Raise): -6 to melee attacks; -7 to ranged attacks; armor vs. AOE attacks
    • -1 rounds
  • Electro-Blaster (Burst)
    • 17 stored PPE
    • Cost: 2 PPE
    • Range: Cone template
    • Trappings (Electricity, Spasms): Painful muscle contractions. With a Raise, target has to make a Vigor roll or be at -2 Parry until his next action.
    • Damage: 2d10 Mega-Damage; targets can make an Agility vs TW roll to avoid.
    • Mega: Greater Burst
      • Cost: 4 PPE
      • Damage: 3d12 MD
Create Burst device 12 2 Raises 10 extra PPE
+2 Arcane Machinist
TW [dice]4[/dice]
Wild [dice]5[/dice]
Ace [dice]6[/dice]
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
  • Cargo
    • 5 L-20 Pulse rifles modified to tap into onboard power supply, but still accept e-clips
      • Damage: 3d6+1
      • Range: 25/50/100
      • ROF 4
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Silverclaws
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

Silver looks down at Blurre, "You going to be all right? Can I leave you here?" Silver makes assessments and judges where marl is and what he doing based on the sounds of things he cannot see.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Sir Blurre
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Sir Blurre »

OOC Comments
Now at 1 Wound
Rill's power closes up most of the injuries--there's still a visible burn on the Quickflex's chest, but he's no longer having trouble drawing breath. He nods to Silver. "Go on, I'll be fine--it's good to have a preacher-man on our side."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Silverclaws
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

"Wait till he does that heling stuff up close and personal. Took me months to grow out the spots were the fur got singed. And the smell of burnt hair, oh God, that's bad."

Silver pauses for a moment to make sure there are no lightning storms brewing. "Sorry preacher, it just slipped. Maybe you can learn me better afterwards?"
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Rill
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Rill »

Silverclaws wrote:"Wait till he does that heling stuff up close and personal. Took me months to grow out the spots were the fur got singed. And the smell of burnt hair, oh God, that's bad."

Silver pauses for a moment to make sure there are no lightning storms brewing. "Sorry preacher, it just slipped. Maybe you can learn me better afterwards?"
Rill forces a small grin around the nausea. "I can assure you, Mr. Silver, that I take no offense, though if you'd like, I'd be more than happy to learn you a thing or two about the Good News. I have a sermon on the importance of charity that I've been working on, and I think it is quite good, but I'm afraid we'll have to survive again if you'd like to hear it."
Character Sheet
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Silverclaws
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

Silver bows his head, grateful that he would not be singed and smoked again. Rill's God was effective, thoroughly effective. With his head bowed and looking to the floor a couple of thoughts crossed his mind.

Those swirling clouds look like the chop doc's description of the nanites he put in me for healing. These cables I am standing on are still carrying electricity. Pretty strong current to by the way my fur is standing out.

"Ms. Kim, think we could short out those nanites or maybe reprogram them? I have maybe a two clouds worth of those nanites in my body, maybe use my cybernetics as a means to create an EMP wave or recode the swarm with me standing in their midst."

"Either way," Silver bends down and seperates sections of cabling and begins wrapping them around his wrists and hands making a kind of cable mesh gloves. "I have some immediate business to attend to." Silver smashes his fists together followed by a thunderous boom.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Severianna
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Severianna »

Notice 11, 13, 13 CK 14
Notice [dice]0[/dice] +2 for sight based rolls (cybernetic eyes) & +2 for rolls that relate to traps and similar devices (Larceny)
Notice Wild Die [dice]1[/dice]
Notice Ace Die [dice]8[/dice]

Common Knowledge [dice]2[/dice] -2 for Clueless Hindrance.
Common Knowledge Wild Die [dice]3[/dice]
CK Ace Die [dice]9[/dice]
CK Ace Die #2 [dice]11[/dice]
Rolls, Throw 1 close range 2, Throw 2 Medium range 15
Throwing Roll #1 [dice]4[/dice] Short Range
Throwing Roll Wild Dice [dice]5[/dice]

Roll Grenade 1 Miss distance [dice]13[/dice]
Roll Grenade 1 Clock direction [dice]14[/dice]

Grenade 1 Damage [dice]15[/dice] AP 8

Throwing Roll #2 [dice]6[/dice] Medium Range
Throwing Roll Wild Dice[dice]7[/dice]
Throwing Ace Die [dice]10[/dice]
Throwing Ace Die [dice]12[/dice]#2

Grenade 2 Damage [dice]16[/dice] AP 8
Added damage for hit on raise [dice]19[/dice]


Fighting Roll [dice]17[/dice]
Wild Fighting Roll [dice]18[/dice]

Damage 14 or 15 with raise damage roll
Damage Roll [dice]20[/dice], [dice]21[/dice] +4 Electricity, -4 resist
added damage if raise on hit over parry 7 [dice]22[/dice]
Severianna nods at Orrin, and grabs 2 of the AP Grenades that she recently picked up, 1 with her tail and one with her right hand and lets one fly at the Nanites closest to her, and then throws another one at the Nanites further from her in the middle of the room.

She misses the Nanites close to her, completely mis judging the distance. The andrenalin got the best of her and she over threw it almost twice the distance she wanted, but the grenade on the farther group hits right in the middle of them perfectly. She then moves in to try and do something to the closer Nanite swamp since the grenade didn't affectt them. At as much distance as she can stay back from her one electro whip she lashed out at the Nanites creating as much of a net like whip as she can, a cat-o-nine tails version at the end of the weapon to try and hit as many Nanites as she can, while also creating a shield with her right implant (as a free action) to give her additional cover from any Nanite attacks or anything coming from Marl. and moves to H34

Conditions:
Still at 1 wound.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Tribe of One
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Re: Bushwacked

Post by Tribe of One »

Bad Guy Rolls
T32 Nanite vs. Shaken [dice]0[/dice] Success
I33 Nanite vs. Shaken [dice]1[/dice] Success
I33 Vigor vs. Stun [dice]2[/dice]
Ace [dice]3[/dice] = 15 -4 (weakness) = 11, Success
Roughneck running [dice]4[/dice]
Nanite Shooting vs. Roughneck [dice]5[/dice]
Roughneck Agility [dice]6[/dice]
Nanite Shooting vs. Jack and Orrin[dice]7[/dice]
Nanite Shooting vs. Kim, Blurre, Silver [dice]8[/dice]
Nanite Fighting (Touch Attack) vs. Sev [dice]9[/dice]
Marl beating on the Barrier Fighting [dice]10[/dice]
Wild Die [dice]11[/dice]
Damage [dice]12[/dice] + [dice]13[/dice] +4 = 15, nothing.
Marl howls in rage after Blurre chops up his railgun, then sprints around the corner to where Silver and Kim are in cover.

Correctly identifying the flensing clouds as some form of advanced nanite, Orrin casts a spell to improve Sev's aim, then runs south to cover. Jack tries to telekinetically smash the nearby cloud of nanites, but knocking them against the wall doesn't slow them down for long. (Roll to un-shake is successful).

Rill's prayer of healing perks everyone up a bit, and Kim starts cobbling together a device to fry the nanites. Silver, meanwhile, tears some sparking cables from the wall and prepares to fight off the nanites mano-a-mano.

Severianna takes the direct approach, flinging armor-piercing grenades. The first goes wildly off-target, bouncing into the elevator you arrived in and exploding, wrecking what was left of the machinery inside. The second is on-target, arcing over Rill's head and exploding in the middle of the room, destroying the nanite cloud there but falling just short of spraying Marl and the leaking reactor with any shrapnel. Whip out along with an energy shield, she moves in to engage the closest swarm, lashing out at the cloud.

Except for the cloud destroyed by the grenade, none of the nanites are slowed by the attacks, however, and they quickly move to close the distance. Something -- Radiation? Some leftover effect of Twist's electricial field? -- must be interfering with their targeting, however. The swarms in the southwest and southeast each emit a buzzing cloud at the COT members huddled in cover, but the cone-shaped blasts stream too high or too low. Another chases the fleeing roughneck in the northwest, unsuccessfully, while the fourth ineffectually tries to get its tiny claws into Sev in the east.

Behind the partial barrier blocking the western elevator, Marl rages and bashes at the mystical field with little effect, his howls echoing in the closed space like a blacked-out saloon rat locked up in the drunk tank.
Round 5 Initiative Draw
Bad Guys [dice]14[/dice] = 3 Clubs
Rill [dice]15[/dice] = 9 Hearts
Jack (Quick) [dice]16[/dice] = 4 Diamonds
Redraw: [dice]23[/dice] = 2 Hearts
Redraw: [dice]25[/dice] = RED JOKER
Silver (Level-Headed) [dice]17[/dice] [dice]18[/dice] = Queen of Clubs, 9 Hearts
Blurre (redraw under 8) [dice]19[/dice] = 5 Hearts
Redraw: [dice]24[/dice] = 5 Hearts
Redraw: [dice]26[/dice] = King of Hearts
Kim [dice]20[/dice] = Queen of Hearts
Sev [dice]21[/dice] = 4 Diamonds
Orrin [dice]22[/dice] = 10 Spades
The tables turn yet again! Jack pulls the Red Joker on his second redraw. He's +2 to Trait rolls and Damage this round, and everyone gets a Benny. And since the bad guys drew a 3, you all get to go first.
Combat stats for reference
Roughnecks - Parry: 6; Toughness: 12 (5)
Marl (Vigor drained) - Parry: 8; Toughness: 20 (12) in melee, 24 (16) vs. ranged
Nanite swarms - Parry: 7; Toughness: 10 (4), but 1/2 damage from non-AOE, weak (+4 damage/-4 resist) to electricity
Attachments
Marl Showdown 10.jpg
GM Bennies: 7/7
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Sir Blurre
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Sir Blurre »

OOC Comments
1 Wound
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]

Dropping Quickness, maintaining Deflection, spent 1 ISP

Moving in on Marl provokes First Strike, so if Marl hits and Shakes Blurre (if he fails to Soak via the benny we got this round), that will end the attack.

-1 Wound, +2 Wild Attack
Once again, using enough movement to trigger Charge/Overrun.

Fighting Left [dice]2[/dice]
Wild Wild Left [dice]3[/dice]
Miss

Fighting Right [dice]4[/dice]
Wild Right [dice]5[/dice]
Hit
Damage Right [dice]6[/dice]
Bennie Damage Right [dice]7[/dice]

.
Blurre smiles as the pain from his wounds lessens, and he nods to the two next to him. "Kim, do what you can against these swarms. I'm going in against Marl again. Silver, you'll want to come in right after me--I'm probably taking a shot when I get close."

Before anyone can argue, he dashes straight out the hall and around the machinery two of his allies are using for cover, then rounding it to come at Marl with a full head of speed. The left knife misses, but this time time the right swings true. Sadly, without the extra oomph of a head-shot, the blow just glances off the armor.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Tribe of One
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Tribe of One »

Marl's First Strike [dice]0[/dice]
Wild Die [dice]1[/dice]
GM Bennies: 7/7
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Kim Black
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 5 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 5 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

"Ms. Kim, think we could short out those nanites or maybe reprogram them? I have maybe a two clouds worth of those nanites in my body, maybe use my cybernetics as a means to create an EMP wave or recode the swarm with me standing in their midst," Silver asked.

“I’m not so sure how safe that would be, Silver,” Kim replied. “We don’t know how long it would take to do the reprogramming, and they’d be shaving the fur and skin off your hide the entire time. I cobbled something together to put them down. We can take a look at reprogramming once we’re not being irradiated.”

One of the nanite swarms closes on Kim and the others, but she managed to duck out of the way. She lifted the Electro-Blaster and fired at the swarm.
Electro-Blaster at R18 8 Raise
Targets can make an Agility vs TW roll to avoid. -4 for weakness to electricity
With a Raise, target has to make a Vigor roll or be at -2 Parry until his next action.
TW [dice]4[/dice]
Wild [dice]5[/dice]
Benny to reroll
TW [dice]6[/dice]
Wild [dice]7[/dice]
Damage 24
[dice]8[/dice]
Raise [dice]9[/dice]
Benny to reroll that terrible damage
[dice]10[/dice]
[dice]11[/dice]
***

Conditions:
  • Arcane Machinist (2/3)
  • Backpack of Shooting Stars
    • 41/42 shots
    • PPE 10/10
  • Greater Deflection (Shroud, Raise): -6 to melee attacks; -7 to ranged attacks; armor vs. AOE attacks
    • -2 rounds
  • Electro-Blaster (Burst)
    • 15 stored PPE
    • Cost: 2 PPE
    • Range: Cone template
    • Trappings (Electricity, Spasms): Painful muscle contractions. With a Raise, target has to make a Vigor roll or be at -2 Parry until his next action.
    • Damage: 2d10 Mega-Damage; targets can make an Agility vs TW roll to avoid.
    • Mega: Greater Burst
      • Cost: 4 PPE
      • Damage: 3d12 MD
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
  • Cargo
    • 5 L-20 Pulse rifles modified to tap into onboard power supply, but still accept e-clips
      • Damage: 3d6+1
      • Range: 25/50/100
      • ROF 4
      • AP 2
      • Shots: 40
      • Weight: 7
    • NG-E4 Plasma Ejector with full clip and spare clip
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
      • Shots: 12 + spare clip 12
      • Weight: 20
Last edited by Kim Black on Tue Nov 28, 2017 1:33 am, edited 5 times in total.
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Jack 'Bullet' Jones
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Jack 'Bullet' Jones »

Rolling Bones
Vigor vs. Radiation + joker
[dice]0[/dice]

WD Vigor
[dice]1[/dice]

ETK vs. nanite swarm
[dice]2[/dice]

WD ETK
[dice]3[/dice]

Shooting compressed nanite swarm
[dice]4[/dice]

WD Shooting
[dice]5[/dice]

Damage on compressed swarm
[dice]6[/dice] AP 3
Jack grits his teeth. The radiation isn't relenting, but neither is his iron constitution. These little clouds of crap are tougher'n my flyswatter. How do they like bein' in a shootin' gallery?
Reaching out with his mind, he grasps the swarm and squeezes them into a much more confined area, almost a tube. "Saw a fella pull this trick years ago. Shot through a tube an' hit a target on the other side. Lemme see if ah can..." Exhaling slowly, he pulls the trigger. The laser blast sears the nanites, frying the silver mass. Jack releases the swarm, and they fall, lifeless, to the ground.
"One down! Marl, y'ain't gettin' outta this that easy! Pull that burr outta yer britches and call off yer shiny dogs, rejoin yer paw, 'fore ya can't no more. The preacher over there done fixed him up. Ain't too late ta see sense!"
Knowing full well Marl's sense has long since wandered down that old dusty trail, Jack turns to find another target or option.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Orrin Truthseeker
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Orrin Truthseeker »

Mechanics
Vigor [dice]0[/dice]
Wild [dice]1[/dice]

CK [dice]2[/dice]
Wild [dice]3[/dice]

Notice [dice]4[/dice]
Wild [dice]5[/dice]

Smarts Trick [dice]6[/dice]
Wild [dice]7[/dice]
Ace! [dice]8[/dice]

-2PPE to maintain 2 deflections, dropping boosted spellcasting
Having dropped most of his spells, and feeling impotent now that he has drained most of the eldrich energy he had stored, Orrin searches for something helpful to do, even if he could only distract Marl, to give someone a better shot a hitting him. Hoping Marl doesn't know too much about this bunker, Orrin takes a trick from Jack's bag and goes for a Bluff.

"Wow, Marl. These Nanites are pretty impressive!" Orrin shouts loudly enough for the rancher trapped in the Elevator to hear "Problem is, you gave us all the passcode for controlling them when you shouted it. And a bunker this old wont have voice recognition capability...echo base AZ-17-HQ-2, authorization code bravo-three-zulu-"

[Marl must roll his Smarts against a 6 or suffer -2 Penalty to his parry]

Orrin is so focused on the code and the furious rancher that he misses the swarm of nanites that rush toward him until they are rushing down his throat in an attempt to stop his recitation. Just as the nanites enter his esophogous, an overwhelming wave of radiation hits Orrin, and he falls to his knees wretching from the combination of a choking sensation caused by the nanites and nasuea caused by the radiation.

Whether it is from the radiation, or some impact Orrin had by stating a portion of the access code, the nanites don't tear him apart from the inside, and most end up expelled by his uncontrolled wretching. However, Orrin is left with an unusual sense of movement occuring under his skin, and cant help but feel that not all of the nanites have been purged from his body...
Last edited by Orrin Truthseeker on Fri Dec 01, 2017 4:02 am, edited 2 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Severianna
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Severianna »

Notice 3,5,5 CK 3
Notice [dice]0[/dice] +2 for sight based rolls (cybernetic eyes) & +2 for rolls that relate to traps and similar devices (Larceny)
Notice Wild Die [dice]1[/dice]

Common Knowledge [dice]2[/dice] -2 for Clueless Hindrance.
Common Knowledge Wild Die [dice]3[/dice]
Rolls
Agi rolls Drop Grenade & GTFO Roll [dice]4[/dice]
Agi rolls Wild Dice [dice]5[/dice]

Burn Bennie to reroll Agi roll
Agi rolls Drop Grenade & GTFO Roll [dice]16[/dice]
Agi rolls Wild Dice [dice]17[/dice]

Drop Grenade & GTFO Roll [dice]8[/dice]
Wild Dice [dice]9[/dice]

Direction [dice]10[/dice]
Distance [dice]11[/dice]
Damage [dice]12[/dice]


Throw Grenade [dice]6[/dice]
Throw Grenade Wild [dice]7[/dice]
Direction [dice]13[/dice]
Distance [dice]14[/dice]
Damage [dice]15[/dice]
Drop AP Grenade right in front of me to hit the Nanite cloud at I33.

Move to I25.

That looks to be it.

Grenades Left:
4 frag
0 AP
2 plasma

Conditions:
1 Implant Shield Active +4 Armor/+2 Parry
Parry: 13
Armor: Tactical 14 (6)
End Result: Parry:15, Armor 18 (6)

Bennies Left: 3
Last edited by Severianna on Fri Dec 01, 2017 10:20 am, edited 5 times in total.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Silverclaws
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

Silver runs through analysis.

Kim dealt with the swarm. Check.

Blurre healed. Check.

Blurre engaged Marl after zipping all over the place. Check.

The need for improvised imapct hammer. None.

Silver shakes himself loose of the sparky cables and lays them up against the wall to the elevator. Following Blurre's lead, Silver runs from his hiding spot towards the machine where Orrin and Jack are hiding. Jumping at the last minute on all fours at the machine and flipping 180 degrees, he races on all fours past Blurre and head on towards Marl in the elevator.
Exploding Marl Like Ripe Fruit
  • If the right one don't getcha ... [Fighting 1 and 1 Crit Fail]
  • Fighting [dice]0[/dice](+2 Fighting Bonus, Called Shot - 3)
  • Wild Fighting [dice]1[/dice]
  • Strength Damage [dice]2[/dice]
  • Vembrace Damage [dice]3[/dice]
  • .. the left one will. [Fighting 5 miss]
  • Fighting [dice]4[/dice](+2 Fighting Bonus, Called Shot - 3)
  • Wild Fighting [dice]5[/dice]
  • Strength Damage [dice]6[/dice]
  • Vembrace Damage [dice]7[/dice]
  • Ace Vembrace Damage [dice]10[/dice]
  • Radiation Shakeoff [Vigor 4]
  • Vigor [dice]8[/dice]
  • Wild Vigor [dice]9[/dice]
  • Benny Vigor [dice]11[/dice]
  • Wild Vigor [dice]12[/dice]
  • 2nd Benny Vigor [dice]13[/dice]
  • Wild Vigor [dice]14[/dice]
  • Right Hand Difficulty
  • Table - TLPG 123 [dice]15[/dice]
  • Description: SERIOUS PROBLEM: Silver's right vembraces jammed during their last use incurring a -2 to all Trait rolls when used.
The close quarters with Blurre and Marl caused Silver to pull his right punch too early which shortened his reach with connecting left cross. The incurring spin leaves Silver in the space between Marl and Rill's barrier but with his face pressed against the barrier and nifty array of grenades on Silver's utility belt. If Marl can see them, it could spell an even quicker shift in the battle.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Tribe of One »

Swarm Agility roll vs. Kim's gizmo [dice]0[/dice]
EDIT: At -4, that's just 7, a failure.
GM Bennies: 7/7
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Rill
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Rill »

Notice 10, CK 11, Vigor 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Modifiers +2 (Awareness) +2 (sight) -1 (Fatigue)

CK [dice]2[/dice]
Wild [dice]3[/dice]
Ace! [dice]6[/dice]
Modifiers + 2 (HJ) -1 (Fatigue)

Vigor [dice]4[/dice]
Wild [dice]5[/dice]
Extra Effort [dice]7[/dice]
Modifiers -1 (Fatigue)
Panting at the effort of resisting the effects of the radiation, Rill says to the team (between breaths), "Let me know... when you want...that barrier dropped."
On Hold, Last Round for Barrier
With no immediate threats left in his vicinity, Rill goes on hold. He can maintain what's left of the barrier for another round if needed, or he can let it drop, depending on what the team replies.
Character Sheet
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Tribe of One
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Re: Bushwacked

Post by Tribe of One »

Bad Guy rolls
Roughneck 3RB vs. swarm [dice]0[/dice]
Damage with Raise [dice]1[/dice]
1 Ace [dice]2[/dice] = 24, AP 2 = 2 Wounds

Marl Smarts roll vs. trick [dice]3[/dice]
Wild Die [dice]4[/dice]

Fighting vs. prone Silver [dice]5[/dice]
Wild Die [dice]6[/dice]= Critical Failure
Nanites drop like flies around the room, as first Kim then Jack take down swarms, Kim with a blast of lightning and Jack with a telekinetic squeeze and a well-aimed laser blast.

On the east side of the room, Sev drops a grenade that obliterates a third swarm and a chunk of the wall. On the run before the explosion, she flings another grenade that goes off target, failing to hurt anything of consequence.

The fourth swarm chases after the last surviving roughneck, who spins and unleashes a burst of laser fire from his pulse rifle that catches the nanites just right -- even he seems surprised when the swarm breaks apart and falls to the ground, smoking.

In the elevator, Marl laughs as Blurre connects but fails to do much more than scratch the Samson's armored skin.

"YOUR LITTLE KNIVES DON'T MAKE YOU FEEL SO BIG NOW, DO THEY, D-BEE?" he says as he circles the cyber-knight.

He pauses for a moment as Orrin starts to recite the emergency code, then shakes his head.

"NICE TRY, SCUM, BUT MY PA FORGED A BARGAIN WITH THE SPIRITS YEARS AGO. THEY OBEY HIM AND NOW THEY OBEY ME!" he says. Still, the distraction had the intended effect, pulling Marl's attention away from Silver, who charges in at Marl -- then gets caught up and twisted in the tight quarters, face pressed against the barrier of holy light.

"AWW, DOGGY CAN'T WALK ON THE SLICK FLOOR HUH?" he chuckles, raising his shield high to bring it down on the Wolfen's exposed back. He stumbles at the last moment, throwing off his aim. Instead of snapping Silver's spine, the shield ends up wedged into the crack between the elevator and the floor. He tugs, howling in frustration, but is finally forced to leave the shield behind as he spins to continue the fight.

Marl got a Critical Failure and lost his shield! He's now Toughness 21 (12). He also failed vs. the Smarts trick and so is Parry 6 until his next action.
Round 6 Initiative Draw
Bad Guys [dice]7[/dice] = 3 Hearts
Rill [dice]8[/dice] = Queen of Diamonds
Jack (Quick) [dice]9[/dice] = 3 Hearts
Redraw: [dice]16[/dice] = Jack of Clubs
Silver (Level-Headed) [dice]10[/dice] [dice]11[/dice] = BLACK JOKER
Blurre (redraw under 8) [dice]12[/dice] = Ace of Spades
Kim [dice]13[/dice] = King of Diamonds
Sev [dice]14[/dice] = 5 Spades
Orrin [dice]15[/dice] = 10 Clubs
The cards are still hot! Silver pulls the Black Joker. He's +2 to Trait rolls and Damage this round, and everyone gets a Benny. And since the bad guys drew a 3 again, you all get to go first.
Attachments
Marl Showdown 11.jpg
GM Bennies: 7/7
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Sir Blurre
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Sir Blurre »

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

Wild Attack +2, Gang-Up with Silver +1, Wound -1, Half-penalty Called Shot to the head -2 = Straight rolls vs. Parry 6.
Damage +4 for attack to the vitals

Fighting Left [dice]2[/dice]
Wild Left [dice]3[/dice]
Hit
Damage Left [dice]6[/dice] AP 4
1 Wound

Fighting Right [dice]4[/dice]
Wild Right [dice]5[/dice]
Raise!
Damage Right [dice]7[/dice]
Shaken, if first Wound not Soaked, then this is another Wound; if it was Soaked, then he ends up Shaken anyway.

Spending another ISP to maintain Deflection, so still -4 to be hit, but Parry down to 7 again because of the Wild Attack.
.
Blurre chuckles at Marl's jammed shield. "You keep losing equipment like this, you'll run out of spare gear." He makes another two-bladed slash attack, timed to coincide with Silver's attack. This time he's going for a bit lower than before, bringing the blades in an upward motion, and connecting, soundly.

"End of the family line, I'm thinkin'."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

Wolfen senses being very accute, Silver knew where eveeryone else was. He could hear the preacher breathing hard. Orrin's new skin was rubbing against his armor. Sev as light as she was on her feet, he knew she was close. Kim was busy with parts, reminding him of the time he had scrounged in an old building and a child's toy set. Tinkertoys was what the label said. Then there was Blurre. If it weren't for his smell, his scent, Silver would never be able to locate him.

Marl rambled on, and Silver had a gut feeling that Marl had been snuggling up the reactor core a little too much. Marl was coming apart in pieces.

Silver pushed himself off the floor of the elevator at the same time that Blurre pushed into the attack. Positioning himself at N 22, Silver struck for the face plate of the suit. Even he only shattered the faceplate or just cracked it with spiderwebs, Marl would be a difficulty to see.

Flashing his canines at Marl, he used the distraction to pound away at the helmet and faceplate of the Samson Power Armor.
Karmatic Justice
  • Messed with the Wrong Animal [Intimidation 9]
  • Intimidation [dice]13[/dice]
  • Wild Intimidation [dice]14[/dice]
  • Extra Effort Intimidation [dice]15[/dice]
  • If the right one don't getcha ... [Fighting 15, Damage 12, AP 4]
  • Fighting [dice]0[/dice](+2 Fighting Bonus, +1 Gang Up, Called Shot - 3, Technical Difficulty - 2)
  • Aced Fighting plus Previous [dice]6[/dice]
  • Wild Fighting [dice]1[/dice]
  • Strength Damage [dice]7[/dice] (+1 Trait)
  • Vembrace Damage [dice]8[/dice]
  • Bonus Damage [dice]9[/dice]
  • .. the left one will. [Fighting 6, Damage 17, AP 4]
  • Fighting [dice]2[/dice](+2 Fighting Bonus, +1 Gang Up, Called Shot - 3)
  • Wild Fighting [dice]3[/dice]
  • Extra Effort Fighting [dice]10[/dice]
  • Strength Damage [dice]11[/dice] (+1 Trait)
  • Vembrace Damage [dice]12[/dice]
  • Radiation Shakeoff [Vigor 4]
  • Vigor [dice]4[/dice]
  • Wild Vigor [dice]5[/dice]
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Kim Black
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 6 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 8 Raise
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Seeing no more nanites around, Kim hung her cobbled together electro-blaster on her belt and pulled out more parts. She needed to get some shielding on that reactor! Already something bad had happened to Orrin.

“What happens when you’re bitten by a radioactive nanite?” she wondered as she worked. Even as she worked, she saw her deflection field fizzle out. “Shazbot.”
Arcane Machinist Lead Balloon 8 Raise
+2 Machine Maestro, -2 Seasoned power
TW [dice]4[/dice]
Wild [dice]5[/dice]
When the device was finished, Kim added a little glitter and started moving to try and get a good angle on the reactor.
Move
Move to M24
***
OOC Comments
Conditions:
  • Arcane Machinist (3/5)
  • Backpack of Shooting Stars
    • 41/42 shots
    • PPE 10/10
  • Electro-Blaster (Burst)
    • 15 stored PPE
    • Cost: 2 PPE
    • Range: Cone template
    • Trappings (Electricity, Spasms): Painful muscle contractions. With a Raise, target has to make a Vigor roll or be at -2 Parry until his next action.
    • Damage: 2d10 Mega-Damage; targets can make an Agility vs TW roll to avoid.
    • Mega: Greater Burst
      • Cost: 4 PPE
      • Damage: 3d12 MD
  • Lead Balloon (Barrier)
    • 12 stored PPE
    • Cost: 1/section
    • Range: Smarts
    • Duration: 3 (1/section/round)
    • Trappings: Fires a polymer-lead mixture to coat an object in lead and reduce radiation exposure.
    • 1” section of wall per point, 10 Toughness
    • Mega: Stalwart Walls
      • Cost: 2/section
      • Range: Smarts x 2
      • Adds 12 MDC to the Toughness of each section.
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
  • Cargo
    • 5 L-20 Pulse rifles modified to tap into onboard power supply, but still accept e-clips
      • Damage: 3d6+1
      • Range: 25/50/100
      • ROF 4
      • AP 2
      • Shots: 40
      • Weight: 7
    • NG-E4 Plasma Ejector with full clip and spare clip
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
      • Shots: 12 + spare clip 12
    • Weight: 20
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Severianna
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Severianna »

Notice 4,6,6 CK 0
Notice [dice]0[/dice] +2 for sight based rolls (cybernetic eyes) & +2 for rolls that relate to traps and similar devices (Larceny)
Notice Wild Die [dice]1[/dice]

Common Knowledge [dice]2[/dice] -2 for Clueless Hindrance.
Common Knowledge Wild Die [dice]3[/dice]
Severianna finally done with the Appetizers looks on to Marl with focus for the first time.

"Hey your friend had a stupid hat, and you're just a big can of beans, and I'm the can opener."

"Rill, can you please bring down the Barrier, I have some beans to open."

(rolls in progress)
Rolls
Left Hand - Implants +2 Gang up
Fighting Roll #1 [dice]4[/dice]
Fighting Wild Dice [dice]5[/dice]
Damage roll [dice]11[/dice] + [dice]12[/dice] + [dice]15[/dice] AP 6, MD

Left Hand - Implants +2 Gang up
Fighting Roll #2 [dice]6[/dice]
Fighting Wild Dice [dice]7[/dice]

Tail - Vibro Knife +2 Gang up
Fighting Roll #1 [dice]8[/dice]
Fighting Wild Dice [dice]9[/dice]
Wild Dice Ace [dice]10[/dice]
Damage roll [dice]13[/dice] + [dice]14[/dice] + [dice]16[/dice] + [dice]17[/dice] AP 4, MD
Fighting Roll Left Hand, 10. Hit with raise. Damage 7.
Fighting Roll Right Hand, 4. Miss.
Fighting Roll Tail, 11. Hit with raise. Damage 17.

Bennies Left: 4
Last edited by Severianna on Mon Dec 04, 2017 12:20 am, edited 11 times in total.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Rill
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Rill »

Notice 6, CK 3, Vigor 4, On Hold
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Modifiers +2 (Awareness) + 2 (sight) -1 (Fatigue)

CK [dice]2[/dice]
Wild [dice]3[/dice]
Modifiers +2 (HJ) -1 (Fatigue)

Vigor [dice]4[/dice]
Wild [dice]5[/dice]
Modifier -1 (Fatigue)
Extra Effort [dice]6[/dice]
-1 Benny

Rill doesn’t have anything particularly useful to add at this point, so he’s going on hold again.
Hearing Sev, Rill nods and releases the barrier with a gasp. "Done."
Last edited by Rill on Fri Dec 01, 2017 11:16 am, edited 5 times in total.
Character Sheet
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Jack 'Bullet' Jones
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Jack 'Bullet' Jones »

Jack looks around. Seeing no more bugs to swat and no more roughnecks to ridicule, he turns his focus to the fracas in the elevator. Moving to P29, he gets a view of the chaos. "End of the line, Marl. Ah'd ask ya ta surrender, but ah believe the cattle done broke outta the shed. Here. Take a load off!"
Telekinesis
Vigor
[dice]5[/dice]

WD Vigor
[dice]6[/dice]

ETK to lift and drop Marl to the ground, ideally knocking him prone if successful
[dice]0[/dice]

WD ETK
[dice]1[/dice]

Ace WD ETK
[dice]4[/dice]

Damage if successful with Boost Spirit
[dice]2[/dice]
[dice]3[/dice]
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Orrin Truthseeker
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Orrin Truthseeker »

Vigor 4
Vigor [dice]0[/dice]
Wild [dice]1[/dice]
Extra Effor [dice]2[/dice]
-1 bennie
Orrin finishes wretchinging and stares panting at the floor for a second or two as he gains his bearings. Tired from the full body effort of regurgitating nanites, Orrin places a hand on the floor to help himself up, and stares in utter disbelief and the metallic sheen on his skin. He stands up and slowly rotates his hands around to see that there is a metal surface over his entire hands. As he stares at his hands, he can see the reflection of his face in his palms, and a very small reflection of the surrounding room in the metallic sheen of his face.

What in the world...

Both fascinated and horrified, and more than a little in shock, Orrin tries to return his thoughts to the situation at hand.

"Kiiiiim...." he says, drawing out the name twice as long as one normally would "Get that reactor neutralized pronto, before we start suffering any..... more side effects from all this radiation.

How strange... My movement is complete unimpared. My voice sounds completely normal and the skin around my jaw stretches the same way it always did. I wonder...

Orrin bangs his arms together, sending a ringing sound echoing throughout the warehouse, as those two pipes had been banged together.

Definitely more reselient...

Orrin is pulled back to reality as he feels the spells he has cast starting to split apart. He make a split second decision, and lets the spells creating darkness around himself and Rill collapse and diverts the last of his energy to sustaining the blockage in Marls Chakra for a few more seconds. Out of energy, Orrin focuses on keeping an eye out for an opportunity to be useful.
Spells Details
[No more deflection for Rill or Orrin, or Boost Trait effects for Orrin. Sev's Boost trait effect, along with the +2 to pace is still in place for one more round]
OOC Comments
Orrin goes on hold, for lack of having anything useful to do
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Tribe of One
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Re: Bushwacked

Post by Tribe of One »

Bad Guy rolls
Marl Benny to Soak (W/Elan) [dice]0[/dice]
Realized belatedly the Vigor drain was still active (also that Blurre caused two wounds), so I'll re-roll this: [dice]9[/dice] = Marl takes 1 wound
Wild Die [dice]1[/dice]
Note to Silver
Trying to Intimidate and attack in the same round would inflict a -2 Multi-Action Penalty on all of your actions for the round, causing your second attack (the one that actually did good damage) to miss. As a result, there's really no upside to using Intimidate - at best, you'll get a +2 to hit that counteracts the MAP, and with an unlikely raise, he'd be Shaken, but he's already Shaken so there's no point. I ignored the Intimidate roll, so you can keep the Benny you spent on Extra Effort there.
Marl growls as Blurre launches his attack, getting an armored forearm up to block the headstrike the cyber-knight sent his way. Blurre's psi-knife cuts deep though, wounding him, and his follow-up draws blood, as well.

(You forgot the +1 damage from Gang Up. With Marl's reduced Vigor, the first hit is good for 2 wounds. Marl uses his last Benny to soak one, which means the second attack causes another.)

Already off balance, Marl is ill-prepared for Silver's charge. The wolfen's right claw tears away Marl's face-plate, slashing bloody gouges across Marl's snarling face. A second later, Silver's left-hand claws slide into his neck.

(You forgot the +1 Gang Up damage, as well as the +4 damage from the called shot to each attack. That puts the right claw at 17 damage, AP 4, enough for 1 wound since he's shaken, and the second at 22, AP 4, also 1 wound, which makes him dead.

Blood bubbles out as Marl tries to say something, but he never gets a chance. As the barrier falls, Sev leaps into the elevator. Her energy whips wrap around his armor, failing to penetrate, but the vibro-blade clutched in her tail sinks deep into Marl's torso, cutting through bone and flesh and robbing him of whatever breath remained. As his eyes start to dim, Jack's telekinetic punch hits him directly in the face, breaking his neck and spinning his head halfway around. The battered power armor rocks back but doesn't topple, remaining locked in a standing position. But the man inside, once known as Marl Killian, is nothing but meat.

His lone surviving henchman decides it's time to fold.

"I'm getting the hell outta here before you all blow your damn selves to bits!" he says, dropping his rifle as he runs to the west, where a sleek, hover-equipped transport sits on a loading dock. Past it, another cargo elevator door can be seen.

Marl's dead! I'm not going to bother with an initiative draw -- the last roughneck is just running now -- but anyone not in FEP armor needs to give me a Vigor check with their posts until Kim gets that reactor contained.
Attachments
Marl Showdown 12.jpg
GM Bennies: 7/7
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Jack 'Bullet' Jones
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Jack 'Bullet' Jones »

Vigor 5, Notice 5, CK 19
Vigor vs. radiation
[dice]0[/dice]

WD Vigor
[dice]1[/dice]

Notice
[dice]2[/dice]

WD Notice
[dice]3[/dice]

CK
[dice]4[/dice]

Ace CK
[dice]6[/dice]

WD CK
[dice]5[/dice]
Jack breathes a sigh of relief. "Guess that's ol' Marl's last ride. Bat guano crazy, just like his paw. Anyone figger out who that last rider was? Maybe we catch up with him on the ride out, teach him some manners, unless Blurre or Sev can reach him 'fore he lights outta here."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Kim Black
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Location: Wheaton, IL

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 6 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 9 Raise
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Kim winced as Marl got absolutely wrecked by the others. “Shazbot! You guys don’t do things halfway!” she gaped. “I’ll let you guys handle the last guy running away. I have a reactor to get cozy with.”

Seeing her opening, Kim darted into the elevator alcove. She slapped the lead balloon device onto the reactor. The black, rubbery film flowed over the reactor, coating it in a lead polymer sheath, shielding them from the radiation.

“Okay, that should be safe to handle now,” Kim said with a sigh.

Kim looked over at Orrin and Rill. “I am so sorry I took so long, guys,” she said. “Oh, Orrin! What happened?” She was obviously distressed as she rushed over to the team leader. “This is my fault! Let me see if I can fix it!” She wracked her brain, trying to think what she could build that might reverse the effects of what had happened to Orrin.
Lead Balloon 9 Raise
+4 Machine Maestro
TW [dice]4[/dice]
Wild [dice]5[/dice]
Benny to reroll, just in case that 1 on the TW die blows us up...
TW [dice]6[/dice]
Wild [dice]7[/dice]
***
OOC Comments
Conditions:
  • Lead Balloon: 3 rounds
  • Arcane Machinist (3/5)
  • Backpack of Shooting Stars
    • 41/42 shots
    • PPE 10/10
  • Electro-Blaster (Burst)
    • 15 stored PPE
    • Cost: 2 PPE
    • Range: Cone template
    • Trappings (Electricity, Spasms): Painful muscle contractions. With a Raise, target has to make a Vigor roll or be at -2 Parry until his next action.
    • Damage: 2d10 Mega-Damage; targets can make an Agility vs TW roll to avoid.
    • Mega: Greater Burst
      • Cost: 4 PPE
      • Damage: 3d12 MD


[*]Lead Balloon (Barrier)
  • 6 stored PPE
  • Cost: 1/section
  • Range: Smarts
  • Duration: 3 (1/section/round)
  • Trappings: Fires a polymer-lead mixture to coat an object in lead and reduce radiation exposure.
  • 1” section of wall per point, 10 Toughness
  • Mega: Stalwart Walls
    • Cost: 2/section
    • Range: Smarts x 2
    • Adds 12 MDC to the Toughness of each section.
[/list]

Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
  • Cargo
    • 5 L-20 Pulse rifles modified to tap into onboard power supply, but still accept e-clips
      • Damage: 3d6+1
      • Range: 25/50/100
      • ROF 4
      • AP 2
      • Shots: 40
      • Weight: 7
    • NG-E4 Plasma Ejector with full clip and spare clip
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
      • Shots: 12 + spare clip 12
    • Weight: 20
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Sir Blurre
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Sir Blurre »

Blurre looks over. "Right, one running away. I'm on it!" He lights out after the fleeing man--in the process, letting his psi-blades dissipate, before making a single bullwhip of psychic energy. It'll be easier to take him alive with this....

After a brief jog to catch up to the Roughneck, he brings the whip down in an arc next to the man, striking the ground with a loud THWAK! that brings his quarry to a dead stop. "Alright, son. We aren't looking for vengeance. You just drop the pea-shooter, and tell me what you know about what's going on here, and you can go on your way--I don't think I even got a good look at your face. My advice, keep it brief, clear and honest. In particular, do you know where Marl got that little Canister of Joy from? I think everyone'd be happier if we got it back where it belongs, yeah?"
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Silverclaws
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

Silver squeezes past Kim and Sev, dragging the suited dead Marl. Going through the process of unsuiting the dead rancher does not phase him in the least. Having drug Marl near to one of the furnaces, Silver says to no one in particular, "We need Marl for anything else? Maybe retinal scans, fingerprint id, or maybe someone wants to tap into his mind and get some access codes or some such. I am leaving his stripped body, here next to the other "cleaned" bodies."
Thorough Searching and Looting
  • Notice 7
  • Notice [dice]0[/dice] (+2 Expanded Detection & Security Array)
  • Wild Notice [dice]1[/dice]
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Orrin Truthseeker
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Orrin Truthseeker »

Notice 4 CK 12
Notice [dice]0[/dice]
wild [dice]1[/dice]
CK [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]4[/dice]
Orrin steps out from behind his cover when it becomes clear that Marl dead. It's unfortunate, but the man had clearly left them no choice. He spots Blurr running off after the roughneck, and almost shouts to Blurr to make sure to try not to harm him if possible, before remembering that it's Blurr. His transformation has really rattled his focus. A half second later, he sees Blurr switch his weapons to their bullwhip form, and knows that he and Blurr are on the same page.

Orrin tries to ignore the looks of shock on the everyone's faces, but can't deny the fact that whatever happened to his skin is just one more thing to set him apart from the rest of humanity. If he was having trouble interacting with others before, it is only going to be harder now.

Maybe I should turn over command to Jack or Blurr. That would give me more time to study this...Phenomenon

Eventually, Kim is finsihed with her neutrilization of the reactor at spots Orrin.
Kim Black wrote: “Oh, Orrin! What happened? This is my fault! Let me see if I can fix it!”
Orrin shakes his head before the girl even finishing speaking

"No, this isn't your fault Kim. You did exactly as you should, and eliminated the most pressing threat first. In fact, you performed extrordinarily well under fire considering your youth. I don't know him, but I bet your father would be proud."

Orrin looks down in consternation at the encased reactor, and then back at Marl's corpse laying by the furnace.

"We'll need to get this thing either back into place or otherwise permanently neutralized before we worry about anything else," he says, frowning at the reactor. "Did you happen to get a good look at it before you used your... thing?" Orrin waves broadly at the device Kim used to shroud the reactor in lead. "Do you think it could be put back in place?"

While Kim thinks on her answer, Orrin turns to the interior elevator controls, seeing how many floors they may have to search in case the rough neck Blurr is chasing down cant tell them where the reactor belongs.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Jack 'Bullet' Jones
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Jack 'Bullet' Jones »

Jack ambles around, taking stock of the area. "Hey, there, Silver, ah reckon yer right. Maybe let's not roast 'em quite yet. No tellin' what'll switch control offa the Killians."

Finding Orrin sporting a new look, Jack's poker face doesn't give it away. "Lookin' mighty fine, Orrin. The ladies'll love it. What they might call 'exotic', ah reckon." Poor sonofagun. Lookin' like a tin man. "Whaddya think's the best way ta scout this place out?" He stops short for a moment. "Anyone heard tell from Jasco?"

Jack checks his comms. "Jasco, ya up there? Looks like we got it all sorted out. Jasco? Come on back."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Kim Black
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 6 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 8 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Kim blushed a bit at Orrin’s compliment about her father. “Thank you,” she said. “I still should have done something.” She sighed and reached out to caress Orrin’s face, forgetting herself for a moment as she peered at just what had happened to him. “Fascinating…”

Kim seemed to realize she was a bit too close to the young ley line walker and backed up a bit. “I got a pretty good look. It’s old,” she said. “But I can figure it out.” She glanced back at the encased reactor. “That cocoon won’t last forever, though,” she said. “We will need to find where it goes quickly. I can make a couple more, if we need to, but it isn’t infinite.”

Kim looked around and spotted a computer access terminal. She went over and pulled out her gear to see if she could hack in and find a schematic of the complex or any kind of alert about the reactor being missing so they would know where to return it.
Computers 6
Computers [dice]4[/dice]
Wild [dice]5[/dice]
***
OOC Comments
Conditions:
  • Lead Balloon: 3 rounds
  • Arcane Machinist (3/5)
  • Backpack of Shooting Stars
    • 41/42 shots
    • PPE 10/10
  • Electro-Blaster (Burst)
    • 15 stored PPE
    • Cost: 2 PPE
    • Range: Cone template
    • Trappings (Electricity, Spasms): Painful muscle contractions. With a Raise, target has to make a Vigor roll or be at -2 Parry until his next action.
    • Damage: 2d10 Mega-Damage; targets can make an Agility vs TW roll to avoid.
    • Mega: Greater Burst
      • Cost: 4 PPE
      • Damage: 3d12 MD
  • Lead Balloon (Barrier)
    • 6 stored PPE
    • Cost: 1/section
    • Range: Smarts
    • Duration: 3 (1/section/round)
    • Trappings: Fires a polymer-lead mixture to coat an object in lead and reduce radiation exposure.
    • 1” section of wall per point, 10 Toughness
    • Mega: Stalwart Walls
      • Cost: 2/section
      • Range: Smarts x 2
      • Adds 12 MDC to the Toughness of each section.
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
  • Cargo
    • 5 L-20 Pulse rifles modified to tap into onboard power supply, but still accept e-clips
      • Damage: 3d6+1
      • Range: 25/50/100
      • ROF 4
      • AP 2
      • Shots: 40
      • Weight: 7
    • NG-E4 Plasma Ejector with full clip and spare clip
      • Damage: 3d10
      • Range: 24/48/96
      • ROF 1
      • Shots: 12 + spare clip 12
    • Weight: 20
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Rill
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Posts: 169
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Rill »

Notice 22, Common Knowledge 3
Notice [dice]0[/dice]
Ace! [dice]4[/dice]
Ace again! [dice]5[/dice]
Wild [dice]1[/dice]
Modifiers +2 (Awareness) +2 (sight) -1 (Fatigue)

CK [dice]2[/dice]
Wild [dice]3[/dice]
Modifiers +2 (HJ) -1 (Fatigue)
With the waves of radiation contained by Kim’s device and the shooting stopped, Rill is finally able to get a good look at their surroundings. Along one wall, he spies what appears to be an emergency station, complete with hazmat suits, and a couple appear to be in working condition! He heads over to the station and pops open the case, pulling out a couple of suits.

”Orrin,” he calls, ”it appears we have a couple of hazmat suits on hand. Better late than never, yes?” He begins pulling one suit on over his own body armor, and sets the other aside for the now shiny human.

He takes a look at Orrin’s aura, to see if anything can be done about the man’s condition. ”How do you feel? Are you in pain?” he asks.
detect arcana
At will, no PP or opposed roll. Diagnosis trapping should let him know something about Orrin’s new body bling, and maybe even whether it could be reversed by magical healing.
Character Sheet
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Orrin Truthseeker
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Orrin Truthseeker »

Kim Black wrote:She sighed and reached out to caress Orrin’s face, forgetting herself for a moment as she peered at just what had happened to him. “Fascinating…”
Just as Kim's hand is about to touch Orrin's face, a small spark of static electricity jumps the gap between her fingers and his metallic cheek.

A shock causes a searing pain across his entire jaw and up into his eyes, and Orrin swings his head away from Kim's hand in shock.

"Whew!" Orrin hoots, "That smarts!" He says rubbing the spot where the shock touched his cheek.

He looks up and sees the apology in Kims as as she looks at her fingers, perplexed.

"Sorry, Kim. That wasnt your fault either! Aparently this skin is tougher than the regular stuff, but doesnt seem to provide the same electrical resistance that the old stuff did."

He tries to smile reassuringly at the teen, but it comes off a little forced, as he knows the experiments to classify that particular aspect of his mutation are going to very painful...
Rill wrote: ”Orrin,” he calls, ”it appears we have a couple of hazmat suits on hand. Better late than never, yes?”
"Thanks Rill" Orrin replies, comfortable enough with the preacher following their scrap with Marl and his gang to use his first name. "but I don't think those will do me much good now.

He turns to Jack and offers him the hazmat suit. "Why don't you put the suit on Jack. Wouldnt want anything to happen to that pretty face of yours after all. Then we'd never get anything done as an outreach team. Orrin smiles, secretly just wanting to see Jack don the riddiculous outfit.
Rill wrote:”How do you feel? Are you in pain?” he asks.
"A little weary, but I'm sure you feel about the same from all that radiation. Otherwise fine." Orrin says, though he is still rubbing the spot on his cheek where Kim's shock hit him.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
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Tribe of One
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Joined: Wed Aug 30, 2017 9:28 am

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Tribe of One »

Marl's goon doesn't put up a fight after being chased down by Blurre, throwing up his arms and pleading for the cyber-knight's mercy.

"Please, hoss, I only even come down here cause Marl ordered it. After the shooting started out by the east rig, we hopped on our 'cycles and headed to the Big House, but more of them mutineers was already there, with the Old Man and the women and children roped up for hostages. Marl 'bout blew his lid, then hauled off up here. I ain't never been down here before, ain't even knowed it existed, other than a hole in the ground we used to use to dump bodies."

He licks his lips, hesitating for a moment, then continues.

"Anyway, Marl kept that power suit down here, apparently, as well as this hover transport and the cache of rifles we was shootin'. We armed up, but then he said he had something below to really make 'em sorry. He was down there for half an hour 'fore you showed up, and you know the rest. That's all I know 'bout this place, honest, other than I want to get the hell out of it as soon as I can."

As the cowboy talks, Jack tries to hail Jasco on the radio, but the depth and the thick walls are blocking the signal -- all you can get is periodic bursts of static, although you're picking up some sort of signal from above.

An examination of the room turns up a little more of interest. The terminals and computer cores lining the walls are for the most part fried, done in by the centuries and the more recent power surges. Redundant cabling and power systems mean juice is still running to much of the equipment, but the cracked screens mostly show static or throw off garbled holograms that make no more sense than the "ghosts" you heard earlier.

Kim is able to find one partially functioning terminal, however, which is throwing off an error screen due to "Containment Fault 814CK-FR1-17." With a little work, she's able to access a root menu that traces the fault to the third sub-basement, one floor below and accessible by the freight elevator where Marl met his end.

Silver, meanwhile, finishes cataloguing the dead and their belongings.

From the roughnecks and psi-stalkers, 6 L-20 pulse rifles can be salvaged, along with a like number of Wilk's-Remi 136 pistols (as Wilk's 237) and a pair of Bandit IP-10 Ion Pistols (as NG-57 Heavy Ion Pistol). 2 vibro-swords and 5 vibro-knives. In addition to the grenades Silver and Sev already snagged, another 8 fragmentation grenades can be recovered.

Twist wasn't carrying anything of note, but Bowler Bill's gear sure is interesting: In addition to a set of reasonably intact Branaghan Body Armor (equal to NG Peacekeeper, +6 Armor, +2 Toughness), you recover his TW Hellfire Hand Cannon (Range 12/24/48, Damage 2d10+2, RoF 1, AP 2, Mega Damage, “fan the hammer,” affects least armored area, catch fire 1 in 6) and Pow-Pow-Powerfist (Str+2d6, Mega Damage, 1d10 on raise, +2 Str rolls, pummel on hit for 2 PP, smite with Electricity-Spasms for 2 PP).

Marl's kit is in much worse shape. The Samson power is worth a fair amount in parts, but it would take a couple hundred thousand credits in repairs to get it working right, and the rail gun is scrapped. The Combat Shield he was carrying is in good shape, though (+2 Parry, +4 Armor vs. ranged attacks, functions as Neural Mace in melee: Str+1d6, on touch victim makes Vigor check or Incapacitated).

Then there's the transport parked by the west lift. A newer Northern Gun model, it's got a nuclear engine, a sleek exterior and quite a bit of room inside, should you decide to commandeer it for yourselves.
NG Sky Siren
Image

Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged but agile hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
Northern Gun Sky Siren: Size 5, Acc/TS 15/60, Toughness 25 (14), Crew 1+5, Remaining Mods 5
Notes: Handling 1, Hover, Environmental Systems, M.D.C. Armor, Sensor Suite
GM Bennies: 7/7
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Sir Blurre
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Sir Blurre »

OOC Comments
1 Wound
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]

Intimidate [dice]2[/dice]
Wild Intimidate [dice]3[/dice]

Blurre listens to the man. He raises an eyebrow. "Dumping bodies? How often does THAT happen?" Blurre then listens to the rest, considering. After checking with Orrin to see if there's any more questions that need answering, he nods to the man. "Alright, show me the way out of here, so I can bring the others up after we stop the radioactivity from poisoning in the water table."

He pauses for a moment, then looks the man square in the eye. "Like I said, I'm not gonna remember much about your face after I get back to town. But I'd be a mite less likely to think about it too hard if there was a newcomer to the Quaker Meeting-House next Sunday--the newcomer wouldn't have to say anything, just sit and listen for a bit. It's kinda nice in there at noon--gets you out of the heat of the day."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Jack 'Bullet' Jones
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Jack 'Bullet' Jones »

Jack chuckles at Orrin's suggestion. "Naw, pardner, yer the lead dog here. Ah'm just here ta back yer play. Maybe grease the wheels a bit here'n there. But ah appreciate the offer. If'n yer alright with it, ah'll go ahead and suit up. Ain't much 'tween me and the sickness but my cast-iron constitution, if ya get me. Much obliged, friend." With that, Jack checks the sleeves and boots for hitchhikers, then suits up in the hazmat gear. Taking a general case of the place, he notes Bill's hand cannon. He gives a whistle. "That's a purty lookin' pistola, there. Guess ol' Bill had good taste. Wonder how she handles..." He moves on, but glances back at the heater several times during his inspection of the area.
"Well, y'all reckon we oughta head down and suss out what we're dealin' with? Should we check on Jasco? Orrin, yer the boss here. What's yer call? Ah figger we oughta get that core movin' one way or the other, if nothin' else."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Severianna
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Severianna »

"Ohhhh, Severiann says when she sees the slick transport. I wonder if that can do loop-de-loops!"

"I guess I should of held up on that loud annoying Man in the metal suit. It got a bit icky. Happens sometimes."

"Those grenades are fun," Sev picks one up with her tail, moves tail tail to her hand and grips the grenade a sec. "I like the Boom that they make. I'd like more boom."

"I feel like there is more to this place than what we've seen. And are the Nanites the ghosts? Or are there other ghost we haven't found yet? I'm not sure I really want to know the answer to that question."

Bennies Left: 4
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Kim Black
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Location: Wheaton, IL

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 9 Raise
Notice [dice]0[/dice]
Ace [dice]4[/dice]
Wild [dice]1[/dice]
Common Knowledge 3 Fail
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

“Okay, I found where this thing goes,” Kim told the others. “One floor down. Someone strong want to carry this thing?” she asked, walking back to the reactor. Kim called the elevator again.

***
OOC Comments
Conditions:
  • Lead Balloon: 3 rounds
  • Arcane Machinist (3/5)
  • Backpack of Shooting Stars
    • 41/42 shots
    • PPE 10/10
  • Electro-Blaster (Burst)
    • 15 stored PPE
    • Cost: 2 PPE
    • Range: Cone template
    • Trappings (Electricity, Spasms): Painful muscle contractions. With a Raise, target has to make a Vigor roll or be at -2 Parry until his next action.
    • Damage: 2d10 Mega-Damage; targets can make an Agility vs TW roll to avoid.
    • Mega: Greater Burst
      • Cost: 4 PPE
      • Damage: 3d12 MD
  • Lead Balloon (Barrier)
    • 6 stored PPE
    • Cost: 1/section
    • Range: Smarts
    • Duration: 3 (1/section/round)
    • Trappings: Fires a polymer-lead mixture to coat an object in lead and reduce radiation exposure.
    • 1” section of wall per point, 10 Toughness
    • Mega: Stalwart Walls
      • Cost: 2/section
      • Range: Smarts x 2
      • Adds 12 MDC to the Toughness of each section.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
NG Sky Siren (Sev’s)
  • Size: 5
  • Acc/TS: 15/60
  • Toughness: 25 (14) MDC
  • Crew: 1+5
  • Remaining Mods: 5
  • Handling: 1
  • Hover
  • Environmental Systems
  • Sensor Suite


Loot
Loot
  • 5 L-20 Pulse rifles modified to tap into onboard power supply, but still accept e-clips
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 6 normal L-20 Pulse rifles (same stats as above)
  • NG-E4 Plasma Ejector with full clip and spare clip
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
    • Shots: 12 + spare clip 12
    • Weight: 20
  • 6 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 2 Bandit IP-10 Ion pistols
    • Damage: 1-3d6+1
    • Range: 12/24/48
    • ROF: 1
    • Shots: 10
    • Weight: 5
  • 2 Vibro-swords
  • 5 Vibro-knives
  • 8 Fragmentation grenades
  • Branaghan Body Armor (NG Peacekeeper)
    • +6 Armor
    • +2 Toughness
  • TW Hellfire Hand Cannon
    • Damage: 2d10+2, AP 2, MD
    • Range: 12/24/48
    • Fan the hammer
    • Affects least armored area
    • Catch fire 1 in 6
  • Pow-Pow Powerfist
    • Damage: Str+d6 MD, +1d10 on Raise
    • +2 Strength rolls
    • Pummel power on a hit for 2 PP
    • Smite power with electricity-spasms for 2 PP
  • Samson power armor parts
  • Combat Shield
    • +2 Parry
    • +4 Armor vs. ranged attacks
    • Functions as Neural Mace in melee
      • Str+1d6
      • Touch attack, victim makes Vigor check or Incapacitated
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Silverclaws
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Posts: 234
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

Silver blinked at Kim's suggestion. Other than someone in the wrecked Samson suit, Silver was by far the strongest of anyone still on the floor.

Heading back to the elevator, Silver makes sure that the lead balloon will not topple over as the elevator goes down a floor.

"Lead on little one."
Gear Request
  • Bandit IP-10 Ion Pistol
    • Grenades
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Jack 'Bullet' Jones
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Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Jack 'Bullet' Jones »

Jack swings back to the pile. "If none of y'all object, ah think ah'll just hold on to this little beauty fer now. No tellin' what we might need it fer." He picks up the hand cannon, and one of the vibro-knives. "Silver, Kim, ah'll head down with ya. Can't hurt to have a little extra firepower." Jack, suited up in the hazmat gear, joins Kim and Silver in the elevator.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature
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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Kim Black »

Notice 6 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 5 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Kim and the others took the elevator down a level. Kim searched for the location indicated by the numbers she’d seen on the computer screen.

“Over here!” Kim called, already studying the alcove for damage and pulling out her tools. “Prop it up in there. Let me get this connected.”
Repair 8 Raise half the time
Repair [dice]4[/dice]
Wild [dice]5[/dice]
***
OOC Comments
Conditions:
  • Lead Balloon: 3 rounds
  • Arcane Machinist (3/5)
  • Backpack of Shooting Stars
    • 41/42 shots
    • PPE 10/10
  • Electro-Blaster (Burst)
    • 15 stored PPE
    • Cost: 2 PPE
    • Range: Cone template
    • Trappings (Electricity, Spasms): Painful muscle contractions. With a Raise, target has to make a Vigor roll or be at -2 Parry until his next action.
    • Damage: 2d10 Mega-Damage; targets can make an Agility vs TW roll to avoid.
    • Mega: Greater Burst
      • Cost: 4 PPE
      • Damage: 3d12 MD
  • Lead Balloon (Barrier)
    • 6 stored PPE
    • Cost: 1/section
    • Range: Smarts
    • Duration: 3 (1/section/round)
    • Trappings: Fires a polymer-lead mixture to coat an object in lead and reduce radiation exposure.
    • 1” section of wall per point, 10 Toughness
    • Mega: Stalwart Walls
      • Cost: 2/section
      • Range: Smarts x 2
      • Adds 12 MDC to the Toughness of each section.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
Vehicle
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
NG Sky Siren (Sev’s)
  • Size: 5
  • Acc/TS: 15/60
  • Toughness: 25 (14) MDC
  • Crew: 1+5
  • Remaining Mods: 5
  • Handling: 1
  • Hover
  • Environmental Systems
  • Sensor Suite


Loot
Loot
  • 5 L-20 Pulse rifles modified to tap into onboard power supply, but still accept e-clips
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 6 normal L-20 Pulse rifles (same stats as above)
  • NG-E4 Plasma Ejector with full clip and spare clip
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
    • Shots: 12 + spare clip 12
    • Weight: 20
  • 6 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 2 Bandit IP-10 Ion pistols
    • Damage: 1-3d6+1
    • Range: 12/24/48
    • ROF: 1
    • Shots: 10
    • Weight: 5
  • 2 Vibro-swords
  • 5 Vibro-knives
  • 8 Fragmentation grenades
  • Branaghan Body Armor (NG Peacekeeper)
    • +6 Armor
    • +2 Toughness
  • TW Hellfire Hand Cannon
    • Damage: 2d10+2, AP 2, MD
    • Range: 12/24/48
    • Fan the hammer
    • Affects least armored area
    • Catch fire 1 in 6
  • Pow-Pow Powerfist
    • Damage: Str+d6 MD, +1d10 on Raise
    • +2 Strength rolls
    • Pummel power on a hit for 2 PP
    • Smite power with electricity-spasms for 2 PP
  • Samson power armor parts
  • Combat Shield
    • +2 Parry
    • +4 Armor vs. ranged attacks
    • Functions as Neural Mace in melee
      • Str+1d6
      • Touch attack, victim makes Vigor check or Incapacitated
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

Silver bends over and gently lifts the shrouded fuel rods and folls Kim the distance the alcove she had identified. Concentrating on carrying the package, Silver was glad Jack had come along security. At least he had hoped he was there for security, otherwise he and little human girl needed to wait and get a room back in Black Mesa. Please say Jack is here just for security.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
User avatar
Rill
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Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Rill »

As the others take their described actions, Rill moves between the bodies of the fallen, reading a few verses from his bible over each and doing what he can to set their souls to rest.
Character Sheet
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Tribe of One »

You have no trouble at all imagining Marl or Rondo Killian communing with ghosts as the elevator doors open and you venture into the echoing hallways of Sub-Basement 3. Dead circuit boards and cracked displays hang from the walls, lit by the macabre flickering of a few ancient LEDs that cast grim shadows throughout the place. Maintenance tunnels full of stale air and leaking pipes open into tomb-like rooms where racks of computer servers are stacked like caskets all the way to the ceiling. In your ears, the garbled voices of digital spirits drone on and on, speaking secrets with no relevance.

<< ... marginal product of labor of five when there are two workers in the factory compared to one. When the marginal product ... brought by Kathy Satchwell, an openly lesbian judge of the Transvaal Provincial Division (now known as the Gauteng Division) of the High ... Dynamic Stillness: its creation originated immediately upon the completion of the latter album; a quote inside the ... in 1999, shortly after the formation of the multinational counter-terrorism unit, Team Rainbow ...Sorhakhutte Pati, Kathmandu Metropolis-16, Kathmandu ... they share a common culture ... they share a common culture ... they share a common culture ... ERROR ... ERROR ... ERROR ...>>

It's easy enough to find the reactor room by following the marks on the ground where Marl dragged it to the lift. The room is on lockdown, which Kim is able to override. Luckily, the reactor system appears to have been designed as containment facility in case of a core failure or other malfunction. Once Silver hauls the damaged core into place, Kim is able to trigger the emergency protocols, sealing the radioactive material in place for the foreseeable future.

The trio arrives back to the warehouse level just as the lift doors on the west side of the chamber squeal open to reveal Jasco, who gazes around, awe-struck -- and a little crestfallen, when he sees the extent of the damage to the facility.

"Ah, well, I suppose it would be a bit too optimistic to expect a place like to be in tip-top shape after so many centuries. Still ... who knows what secrets she may contain?" he says, before gesturing over his shoulder. "Your radio transmissions started to break up after you triggered the east elevator, but I was able to triangulate the signals and find this other entrance, which Marl's people must have camouflaged. I have some equipment in the car that was able to override the door controls."

He slides a hand over the black paintjob on Marl's Sky Siren, whistling appreciatively.

"Now that, is a fine piece of technology. But it might be best to leave it here for the time being ... and maybe not mention this place when we get back to town. Things are a bit complicated at the moment, but I think they'll smooth themselves out soon."

Jasco winces, coughing and clearing his throat before continuing.

It would seem that Rondo Killian is dead -- not at the hands of the mutineers you let go, though. If I understood Baz correctly, it sounds like one of the Killian women did him in ... His eldest daughter is presently negotiating a mutually agreeable settlement with a representative of the fine people from the Black Market office."

"If you'd like a ride, I'd be happy to drop you all off at the Sidewinder. I'm afraid I won't be able to join you for a drink, though -- after the recent, um, excitement, I think it might be best for me to make myself scarce for a while, to be sure that my earlier meddling doesn't become known and interfere with the smooth transition of ownership."

He gazes again, wistfully, at the damaged facility.

"Hopefully my path brings me back here before too long. I would dearly love to plum the depths of this place. But for the meantime, I'll leave it to you all -- Kim, if you have a datapad handy I'll transfer you the codes ..."

Assuming everyone is ready to load up the loot and head back to Black Mesa, here's the chance for an Interlude.

As you make the trip back to Black Mesa, tell a story about another time your character encountered some place or relic from the ancient past.

If you'd like an additional prompt, roll 1d4:

1) Clubs—Tragedy: Describe a tale of tragedy or misfortune from your hero’s past, featuring one of his Hindrances if possible. If the teller has a dark secret of some kind, hint strongly at it, drop clues, or otherwise give the rest of the group a glimpse into your hero’s dark side during your narrative.

2) Spades—Victory: Tell the group about a great victory or personal triumph in your adventurer’s past. How did it affect him afterward? Was there a reward?

3) Hearts—Love: Speak fondly of the character’s greatest love—lost, found, or waiting on him back home. What is her name? Where does she live? Why is the traveler not with her now?

4) Diamonds—Desire: Tell a tale about something your hero wants (or already has). It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.

Reward: Interludes are worth 1 XP at the end of the quarter. In addition, you can choose one of three rewards: Gain a Benny; draw an Adventure Card (although you can still only play one per quarter); or gain a discount on a single item you purchase or commission equal to 1d6 x 5 percent.
GM Bennies: 7/7
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Silverclaws
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Re: Day 1 (Later): Bushwacked under Black Mesa

Post by Silverclaws »

Silver Bells
Interlude Option - Cyber: Optics Package (Strain 1; 60,000 cr)
  • Roll [dice]0[/dice] x 5% = 15%
  • Cost Reduction [60000 * 15%] = 9000
  • Price Paid [60,000 - 9000] = 51,000
Interlude Flashback
Roll [dice]1[/dice]
Lost Love
Silver has been on RIFTS Earth now for about 15 years. Having traveresed the greater part of the North American Great Plains, Silver has seen and met numerous peoples and beings.

In a small removed community outside of Winslow Arizona, Silver had been asked to track down a resident family who had not been heard from in a few weeks. The residence was deep into thick woods and it was slow going, as silver went to great lengths to avoid the road and bridge that would have been more direct. When there is a possibility for trouble it is best not to go walking into it.

In the better part of an hour walking, he made his way to the residence he believed he was looking for. The home was built into the base of a very big tree and looked rather cozy. Before approaching he was alerted by smell and sound to several canines in the area. This caused him to pause as he took in his surroundings.

Looking to the ground and around the house, Silver noticed bipedal paw prints of various sizes. In his search he approached the front door where he was promptly met by the muzzle end of a laser rifle pointed at his nose. Standing slowly up he met the eyes of a Female German Shepherd (Dog Boy) who kept the weapon trained on him as he stood fully upright. Impressive.

Fully eight feet tall, she held the laser rifle in one hand and a sleeping pup in the other. "State your business."

"Ma'am. My name is Silverclaws. Folks in Winslow sent me to check on a family out this way. I assume that is you and yours?" Silver motioned to the the pups of various ages and sizes in the house and those outside who had circled him as a security detail.

"We are the only family out this way."

"And your mate? Where is he?"

The Shepherd Mother looked off to the west. "He has been gone for a week now. Went to look into some disappearances of other locals, known to us."

Silver looked to all the pups and young Shepherds in and around the house. There was a deep pain associated with his longing to have a pack again. An anxious mother and wife though, called his attention back from his memories of the past. She could not leave the youngsters, someone had to stay with them.

"Well the folks in Winslow asked me to set up a directional radio dish antena. And to leave this comm set for your use."

Setting up the radio dish antena outside, Silver handed the handset to one of the younger pups.

"Seeing as you have your hands full, would it be all right if I went looking for your mate?"

The silent nod from The Shepherd Mother was all Silver needed and he was off following a week old scent of a large German Shepherd male on two legs. Silver would later learn that this family was a Dog Boy and Girl that had fled the Lonestar CS Compounds and set up their den out side of Winslow Arizona.

Finding the mate took the better part of the afternoon but there would be no happy reunion for the Shepherd family. Silver found the German Shepherd male strung up in a tree. His neck broke by a hangman's noose and the rest of his body strung up as a warning and an example. The Shepherd male had crossed the wrong people or somebody had found the male where he did not belong.

A further ways into the scrub and brush, he located a pair of headhunters decked out in CS gear. Whether they were or were not CS, it didn't matter, Silver knew he had to return the Shepherd mother with her mate. Silver snuck back to the hanging and quietly brought fdown the dead dog. Wrapping him up in a tarp Silver returned a different way to the Secluded Den.

There was no reunion and the grief and pain of the pack was silent but bitter. Silver himself could do nothing more, so he returned to Winslow. In Winslow he helped provide details for the newly formed posse that rode out to the headhunters. Silver left with his Northern Gun employer within the hour and never knew what had become of the fatherless family.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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