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 This Sure as Shit Ain't Kansas 
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Lost in the blue ...
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Post Interludes below.

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GM Bennies: 8/8


Sun Feb 04, 2018 10:26 pm
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No Disassemble
    Repair 4
  • Repair 1d4 (2) (-2 Unskilled, +4 CEP)
  • Wild 1d6 (2)

    Note to Tribe: If Silver was still jacked into the Downed SAMAS, then the schematics and technical details would possibly have been part of the information he located, hence the addition of the +4 from the Core Electronics Package.


Silver before he came to Rifts Earth was known as The Alpha among his Wolfen tribe on a planet with no name in galaxy some where lost to the vastness of space. He was ling the king and he deserved every accolade. He was easily bigger than other Wolfen, faster, and stronger and that placed him at the top of the order for just about everything. He had several she-wolfen that he had sired more Wolfen with and his pack or tribe was strong.

Now Silver had among his tribe an open policy, that he accepted any Wolfen as long as they proved themselves. Maybe something should have registered as wrong, when the Wolfen Mystic Moongazer excelled at feats of strength and other things that his puny body should not be able to handle. Silver had smelled something on Moongazer but it was something that would take him years to figure out. Moongazer had been working with Ley Lines and Rifts and the residual from those encounters lingered on Moongazer like a heavy blanket, easily perceptable though not very well understood.

Silver's first actual encounter with Ley Lines and Rifts had been on a dark night while he was tailing Moongazer. Having been looking for a means to confirm his unsettled concerns and suspicions, Silver had followed Moongazer out along the prairie towards the rocky hillocks. The moon had cast an imposing shadow behind the silent moving Wolfen, so Silver was not seen.

Moongazer moved into a crag in the hilllocks to which Silver quickly followed. Entering into a cave, Silver encountered his first touched experience with Ley Lines and Rift energy. Being distracted with new sensation, he failed to notice three large Wolfen-like figures assauklt him from behind. Knocked out he could only guess what they did with him next because his next waking thought was waking to a strange wood and forest location.

He knew he was somewhere else because the turf was not marked by him or his pack. His fur still tingled with the energy and he could smell it just as clearly across his body. Silver's suspicions were confirmed several days later when he had his first encounter with armored humans and D-bees and GUNS, all things not native to his home world.

Stella's Gift
Silver does not have pockets but I am certain Stella could have figured away around that.


Stella's Song

_________________
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...

Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.

Adventure cards:
  • (7) Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • (20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |


Last edited by Silverclaws on Thu Feb 08, 2018 11:06 pm, edited 3 times in total.



Mon Feb 05, 2018 12:18 am
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Posts: 135
Location: Wheaton, IL
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Notice 4 Success
Notice 1d4+2 = 4 (2)
Wild 1d6+2 = 3 (1)


***

Kim gaped as she stared up at the rift forming above the town, stretching out toward the force field protecting the Sidewinder.

“No…” Kim breathed, going pale, shuddering.

Kim didn’t know much about the coming of the rifts. Her parents hadn’t seemed to care much. Life was hard enough living without worrying about the distant past, and it was all lost and shrouded in the Dark Ages. But she would never forget the first rift she ever saw, down in that bunker north of Kingsdale. Even though encased fully in armor, she felt the prickling of the energy from that rift so long ago on her skin, the way her hairs stood up, the goose bumps. She felt helpless as Count Atrocles held her, dangling her so close to that energy, staring into that hellish landscape, taunting her father.

Kim screamed. She wasn’t sure if it was the memory or real. She only saw her mother again, grabbing her and throwing her to her father even as Atrocles tossed her mother through the rift.

“MOMMY!”

The world went white.

Stella’s Gift
I will take a token from Stella, as well.


***

Conditions
Arcane Machinist (6/6)
Backpack of Shooting Stars
39/42 shots
PPE 5/10
Glitch: -1 Shooting (Repair -1, 1d6 x 5m)


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)
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


Loot
Loot
2 L-20 Pulse rifles
Damage: 3d6+1
Range: 25/50/100
ROF 4
AP 2
Shots: 40
Weight: 7
2 Wilk’s-Remi 136 pistols
Damage: 2d6+1, AP 4
Range: 15/30/60
ROF: 1
Shots: 16
Weight: 3
2 Vibro-knives

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 15/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Mon Feb 05, 2018 3:26 am
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Notice 11 K-common 8
Notice: 1d6 (6)
-ACE: 1d6 (5)
WILD dye: 1d6 (1)

Common Knowledge: 1d8-2 = 3 (5)
WILD dye: 1d6-2 = 4 (6)
-ACE: 1d6-2 = 2 (4)
NOTE: accidentally rolled the ACE with a -2 penalty too


The hair on the back of Duncan's neck rises when the blue magical energies start flaring wildly around the group, apparently out of control as near as he can tell. The last time he'd seen anything like this was back on that cattle drive but that was a long time ago. A real long time ago.

Duncan has a vague understanding of what a rift can do, even if he knows absolutely nothing about what they are or how they came to be. Stories abound in this era about all kinds of horrors that can issue forth, similar to the way Duncan himself was 'issued forth' here in this time and place, in a funny way.

Bein' a man from the mid-19th century who had been sucked outta his time and 'issued forth' to this present post-A-pack-o-lip-tic time, Duncan had often pondered about that 'gap' in his life, so to speak. That time when these rifts opened all at once all across an earth populated with billions of people and 'issued forth' massive hordes of demons and such. His Lin Cereal friends he had met when he was first 'issued forth' had told him what they knew about it, but that wasn't much. Accordin' to them, us humans had created all kinds of crazy things, with science and all. Things that would make stuff like his armor and even ol' Bandit here look like child's toys in comparison. This was hard for Duncan to imagine at first. But then he thought about how, despite all these supposedly thousands of rifts openin' at the same time and proceeding to 'issue forth' all these abominations at the same time, how humans are still more or less in charge. At least in America. Sure things were a lot more...hostile..now, but humans are still around and in decent numbers, too.

And he distinctly remembers being told on more than one occasion that there were vast parts of the earth where there weren't no humans at all anymore.

Them Lin Cereals said one of the reasons humans even survived at all here in America was because of some people called Neemans. They were pretty vague on details, seein' as how they weren't there when it happened neither, just like Duncan wasn't there. Or his Auntie, or his brothers. But the way they made it sound was like these Neemans were a sorta mix of Texas Rangers and full blown military. When the rifts opened up, everything went to shit all over. But them Neemans fought hard, they held their ground, and they died. Legend has it, it was this sacrifice that gave humanity enough time to get their shit together (although the Lin Cereals used more artful speech than that, o' course). Duncan wasn't sure what to make of this story, but them Lin Cereals never lied to him and always treated him fair, so he knows that if they say that's the way it happened then that's the way they truly believe it happened.

And that was good enough for Duncan.


Stella's Gift
Stella's Gift for the reward, please.

_________________
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees


Mon Feb 05, 2018 4:00 am
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Sir Blurre cursed at the folly of T'Brae as the Shifter started calling on something obviously dark and vile. Have we learned nothing from Tolkeen? That way leads to a world fit for nothing but demons and corpses....

And then, suddenly, there's an explosion in the sky, and the world washes out to bright blue light.... Blue the color of the sky, of a moth, of... Gram's dress....

*************

Before Runnin's split with him, before the orphanage, before even the Smoke Riders and the night of fire and fury, there was Gram. Gentle, doting on her young grandchildren, keen-eyed and gentle (but with just enough firmness of hand to deal with a pair of Quickflex children who never thought to ask why they had a grandmother but no parents). She wore an endless string of dresses the color of the sky--or at least, so it seemed to the four-year-old Blurre. Given that they were not wealthy, and Gram was practical on such matters, it was probably two, or at most three such dresses, just properly laundered regularly--though how she kept them so bright and clean keeping up a home in the dusty New West was a secret she'd take to the grave.

Life was simple, then. Wake, eat, errands, lessons, chores, eat, wash-up, stories, sleep. Stories were the best. Gram did her best with the lessons, but there was only so much interest she could impart into letters and numbers to two fidgety Quickflex children. But she could weave words into whole tapestries, late by the fire, as the two kids began to doze. And she always took their questions as her cue.

"Gram, why are we here?" Runnin had kicked off one night.

"Bless me, child, that's a bit bigger than an old farmer-woman might properly take a guess at. The world's got it's purpose, but it's a bit above my grade to know what that might be."

Runnin frowned. "No, Gram, why are we here? Why this world? The human kids say that we came with the Rifts. Why? Why'd we come, why'd we stay?"

"Ahh... now that's a bit more manageable." The old woman smiled, pulling up the hat that had spectacles hanging off the brim (the human model didn't really work for people with no nose). "Well, Dears, keep in mind it's been awhile, and stories sometimes get muddled a bit, but what I was told by my grandmother, and she by her grandmother before her, and so on, was that long ago, at the height of their so-called 'Golden Age', the humans got so full of themselves that they couldn't see the danger of nonstop warfare. They kept finding newer and better ways to kill one another, until finally they did something that caused the world itself to buckle. The Rifts tore open, and hordes of peoples were suddenly brought forth. Some came as invaders, others as explorers, and some as refugees. But I believe, as my grandmother did, that we were brought with a purpose."

She paused, weighing how much a burden she should place on such slender shoulders. "You see, the humans were lost. That's how they wound up like that. They needed remindin' of what was important. So the Rifts opened, and we came, and the other D-bees came, and it was all for one purpose: to show the humans a better way."

Blurre thought this through, frowning. "But what about the monsters? Why would they be brought here?"

Gram chuckled. "Well, sometimes, in order to stop fightin' yourselves, you need to be made to look up and see what really needs fightin'. So the demons and other things came, and the humans had to stop killing each other to deal with them. And we and the other good folk came to help out. Always remember that, children. If you aren't helping show them a better way, you aren't doing your duty."

*************

As Blurre snapped out of the reverie, with a bittersweet smile on his lips, he felt something in his pocket....

OOC Comments
Obviously, going with the token from Stella.

Also, no, I have no idea right now about the "Smoke Riders" and the "night of flame and fury", other than it's what led to Blurre and Runnin living at the orphanage in Haven. Probably grist for another Prelude at some point.

_________________
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 6/4 (+1 for Interlude, +1 for Donations)
Wounds: 0
Agility d10, Smarts d6-1, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
    Adventure cards:
  • Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • 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.


Tue Feb 06, 2018 8:56 am
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Joined: Tue Sep 12, 2017 11:21 pm
Posts: 109
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Jack takes his cover back in the saloon. He stands, mesmerized, by the words of the...angel? Goddess? Benevolent fury? He had no idea. The time they'd spent together was heavenly, sure...but this? This was something else. But again, he is a good listener, and as she encourages their departure, he moves to action. He collects his rifles, old and new, and prepares to load them onto Comet.
As T'Brae stumbles out of the saloon, Jack squints. "Tib, the Sam Hill are you doin'? Horka-what?" T'brae has no time or inclination to respond, as his head is replaced by a mist.

Bad luck fer ol' Tib.

The blue light spears the Sidewinder, and sparks an instant flashback in addition to the mystic lightning and wave of unconsciousness. His hearts skips a beat as the familiar light overtakes him and reminds him of his first trip through the rift.

Seven years to the day after the incident that gave him his psionic abilities, Jack had gone into town with his brother Henry to pick up some supplies. Jack had taken very well to poker, and managed to sneak away on just about every trip to town. He was at a table with a newcomer. Strangest fellow Jack had ever seen, dressed like a man out of story books. The man seemed not to lack for wealth, as he was decked out in gold and silver, and had stacks of chips with which to bully the other players. It seemed every hand was going this stranger's way, until Jack sat down.

Within 6 hands, Jack had picked out the stranger's tells and determined what was a bet and what was a bluff. Before too long, Jack had taken a measly $10 and turned it into over $300, and the man paid in gold. The stranger simply couldn't make a hand to draw Jack in, and couldn't get away from a good hand that Jack had beat.
On the final hand, the man made an offer over and above his cash bet, spoken in a voice with an otherworldly quality. "You seem to have a deal of skill beyond even these cards. I'll make you an offer, boy. Deposit these winnings, which you have skillfully taken from me, with your brother. Stay an additional evening in this establishment, and I'll pay your stake into a game with real money. Enough to buy a ranch of your own, twice the size of what your father owns now. Maybe more. And that's after I recoup my investment with a healthy return. No strings. If you lose, no ill will and no repayment warranted. I'll simply count it towards these winnings you've already taken and be on my way."

Even at a younger age, Jack's poker face was nigh-unbreakable. Still, this was one wager where Jack couldn't peg the man's tell. Jack hadn't heard of such a game played in these parts. This stranger was the biggest fish to come through probably in Jack's lifetime. "Alright, mister. Ah'll call. Ah don't reckon ah know of a bigger game'n what we just played, but ah'll sit and see what ah can do."

In an instant, the man sprang from his seat and seemed to rip at the fabric of reality, opening a giant blue window to another place. Jack recognized that light as the light from the cave seven years earlier. Before Jack could react, the man pulled him through the portal into another world.

Years have passed. He has seen sights unimaginable. Stars of alien solar systems, interdimensional nexi where every path leads to a different reality, technology beyond his childhood imagination, and creatures of every manner and shape conceivable, and some beyond conception. Wonders a little boy from old Texas could never dream of.

He hasn't been home since. This blue light makes him long for a home he may not even recognize anymore. A home lost to a thousand rifts.

Reward
Stella's gift sounds like a wise choice.

_________________
Bullet Jones
Jack "Bullet" Jones
Bennies: 6 (+1 quarter bonus, +1 escape the fade, +1 donating van)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 19/40
Active Powers: None
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature


Tue Feb 06, 2018 3:03 pm
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Orrin eventually recovers from the revelation that Stella actually is a goddess...or something near too it... and steps out of the sidewinder on her suggestion. He practically squees at the thought of returning investigating the truth behind everyones favorite bar-maid.

He issues a couple of orders and is about saddle up with Duncan when T'Brae steps out of the Tainted Brew. Orrin had entered the saloon once or twice, but had never liked the feel of the place. It always had a dark feeling to it. As T'Brae starts mutter, and the hairs on Orrin neck raise, he starts to see why. Though the name Horkathorr didnt sound familiar, the terrible taint coming from the rift opening above the shifters head was unmistakable.

Orrin curses under his breath, then quickly starts weaving what little rift manipulation magic he knows. Though he is able steady and start closing the rift after the shifter loses his head, the bolt of energy from the Ley Line is far beyond his ability.

"I ca....cant contain..."
Orrin grunts as he struggles against the surge of power. A wave of blue washes over him

"... aaaggghh...."

**********************************************************

"Come on Orrin. I know you can do better than that." a voice says as a hand reaches underneath his arm pulls a sweating, panting Orrin up from his knees.

"The Rifts are just so unstable Master Garett. Its like they want to burst open once you've formed them" a young Orrin says, staring down, pointedly NOT looking at Tarrik, his sparing partner. They were halfway through their Introduction to Rifts course, and Orrin still was struggling to have any success and manipulating rifts.

"Your not wrong." their instructor says, turning to address the students as a whole. "While Rifts take an incredible amount of energy and focus to start, once started the expand exponentially until they reach a point of equilibrium. Not all practicioners serve the federation, and while I council you do do everything you can to prevent your opponents from opening rifts, sometimes you wont have that option. It takes strength of will and focus to close a Rift that has been opened by another mage. It's not easy...." Master Garett say as he turns back to Orrin, and looks him in the eye "...but I know you can do it."

Orrin finds himself smiling as he give a single quick nod.

"Switch roles!" Master Garett shouts, and walks around the room, forming the beginings of miniature rifts so that the paired off students can "spar", one trying to feed the rift energy to keep it open, the other trying to close the rift.

Orrin mentally sets himself for the coming struggle, as he glares at Tarrik. The students had naturally be paired with other of similar power levels and proficiencies. He and Tarrik, being the two competetors for the top spot in the class, and therefore hated rivals, had been put together as sparing partners.

"I'm sure you can do it too Orrin," Tarrik sneers, "Once you've had a realpracticioner demonstrate a few times."

Master Garett finally opens a the beginings of the rift between the two acoloytes, and they both imediately start mutter under their breath as quickly as possible. For a few minutes that seem like an eternity, the half formed rift seems frozen on the edge of life, neither finishing formation nor collapsing in on itself. Sweat beads on Orrin's forehead, then runs down into and stings his eyes, but still he recites his incantations.

Eventually, fatigued by the effort, Orrin's precision starts to slip, and the infant rift begins to slowly colapse toward its center. As soon as he sees he hast the advantage, Tarrik lets out a disdainful laugh.

"Ha! Struggling again Orrin?"
Tarrik says, dismissing the sweat running down his own brow. "Maybe if your traitorous parents had valued their son over 'the cause' they would have stuck around to teach you some real magic."

At the mention of his parents, Orrin sees red, and feels a surge of energy course through him, which he immediately directs toward the rift. It explodes outward in an instant toward Orrin, who screams as he is somehow pulled along his connection to the rift until he swallowed up in the swirl of arcane energies.

After a few seconds of complete and total cosmic disorientation, Orrin hits the ground with an audible thump. He lifts himself to his feet and finds himself on a hiltop overlooking the ruins of what was once an magnificant city. Just beyound the city, he sees flashes of lights and curling smoke in the distance, signifying that the ruined city before him is a recent development.

"Master Garett?" Orrin says, looking around, the strain of fear softening his voice, [b]"Tarrik?.

Suddenly his attention is diverted by the sudden rushing of winds and odd tearing sound the accompanies of the opening of Rifts. As Orrin watches, dozens of Rifts open within the miles around the city, and creatures of all types are dropped, step, or shoot from the portals into another dimensions. Some seem as confused to be there are Orrin, others quickly take off in all directions, as though they had been waiting for a moment to escape whatever bonds contained them. Some instantly begin attacking eachother.

One, a wicked winged beast, rises above the field surveying the multitude of creatures that pour from the opened rifts. For some reason, its eyes settle on Orrin and it swoops down, razor sharp talons extended to grasp the young acolyte.

Frozen in fear, Orrin watches his death approach. Moments before the talon eviscerate him, a rift opens right next to Orrin and something large crashes into his side bowling him over as he and whatever hit him tumble a way down the hill side.

"Orrin, are you okay?" Master Garett asks, as he once again pulls Orrin to his feet is the same non-chalant way he did in the classroom.

"Ye..Yes.. I.... I think so... Orrin stutters. "What is going..."

"No time for that right now Orrin. See the rift up there? Master Garett says point up the hill top to a rift that looks different, more stable, than the others. "You need to get back to and through that rift, as quickly as possibe. I dont have the power to open another one here where we are. I'll draw that things attention."

"But... Orrin starts to protest

"GO!" Master Garett shouts, as he shoot of a ball of blue flame from his open hand toward the creature as it turns around for another pass. He then runs off in a direction perpendicular to the rift he was maintaining, drawing the creature away from Orrins path to safety.

Orrin sprints up the hill, making it to the stablized rift without running into any trouble.

As he pops out the other side, he finds himself in the center of a group students standing in mix of awe and fear as they look at him. After an initial moment of shock, they start to barrage him with questions, but Orrin ignores them all focusing intently on Rift above them.

A minute passes, then two. Very slowly the rift begins to shrink down on itself. 15 feet in diameter....10 feet....6 feet....3 feet....

Master Garett...what have I done?

Just as the rift colapses in on itself an figure come flying out of it and lands prone on the floor.

Orrin rushes to his instructors side, pausing only a second in horror at the mangled flesh that is Master Garetts right arm.

"Someone get a medic!" Orrin shouts as he leans down over his instructor and rescuer. Amazingly, when Master Garett lays eyes on Orrin, he smiles. Then the instructors eyes flutter closed and his head rolls to the side as he looses conciousness.

*****************************************************************

As Orrin hovers between conciousness and the relived memory, he thinks how common it is to find men so self sacraficing and good as Garett in organizations as evil as the federation. Orrin always used Garett to remind himself that not all who serve evil are evil themselves...

No black sheep here
Stella's gift it is

_________________
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 45/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14+1(6)
Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 2/3
Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14(6)
Active Powers:
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 6/3
+1 at start for 2018 1st quarter performance
+1 for making it out of the Fade
+1 for Giving away the Police Truck
-1 for EE against blue hand infiltrator
+1 for raise in quick combat

Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

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Wed Feb 07, 2018 4:02 pm
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The blue washes over Rill and brings with it an unanticipated serenity. His heightened senses are quickly overcome, giving him an experience not unlike that of a sensory deprivation chamber. For the first time in as long as he can remember, things are just... quiet.

He finds himself sitting cross-legged in a featureless expanse, with pulsing, gentle blue light as far as he can see in every direction. The ground beneath him is light made solid, and there is no wind nor sound of nature to break the profound silence, only Rill's own gentle breathing. Explosions, supersonic projectiles, the cries of the wounded and the dying, they all seem but a distant memory to Rill, hardly noticed.

"So quiet, little brother," a familiar voice slides into the silence, parting it gently. "Have you no thoughts to share on your surroundings? Surely, you cannot think this happenstance?"

Rill is not surprised. He does not think he could feel surprise in this place, and he comes to his feet slowly, turning to face the speaker. He knows who he will find.

It is, of course, the angel. The Fennodi angel. Rill has met the angel only once before, years ago at the homestead of a family beset by demons.

"It is good to see you again," the angel continues, "though perhaps not in these circumstances." The angel gestures with his own Nymbu staff, and a small window appears in the air, a rift back into the real world too small travel through, but just enough to see. Through it, Rill sees the faces of his traveling companions appear and disappear one at a time, almost too quickly to track. Their faces are twisted in pain, but Rill can't see why. Here, Kim is screaming. Gone. Now it is Silver, his face a mess of blood, missing an eye and part of his snout. And now, gone. Orrin, his eyes closed, metallic expression betraying nothing. And gone.

One by one, the rift shows each of them, and then it shows others known to Rill. People in town. People who live round about town. People who live far out and only venture in once or twice a month, if that. All of them in pain, or suffering from fear or disease...

Rill's peace begins to wriggle away, a snake, slick with blood, twisting out of predatory claws. He can't hold it...

And then the angel is looking down at Rill. Why down? Wasn't he standing?

Rill shakes his head to clear it, but the images are still there, burned in. He is surprised to find himself on his back, one leg tucked underneath his body, the other splayed out to the side. His staff is still in his hand, but his other arm lays at an awkward angle. What is this?

The angel crouches down, touching Rill's head. "Peace, little brother. They yet live, and nothing you have seen is set. But you must remember, like attracts like: sin to sin, light to light, and death to death. You have seen some of the terrible things this world has to offer, and you have seen many of the good. Your resolve will be tested by what is coming, but remember your purpose and all of this," he gestures at the small rift, "can yet be avoided."

And then the angel smiles at Rill. "And before I forget, Jeremy sends his regards. You will find something he left for you in your pocket when you wake up; I'm quite sure you must have picked it up this morning and just... forgot that you had it. Use it well, and let it guide your path when your spirits are low."

Rill tries to move, and finds that he cannot. The ground feels rougher somehow. Is that the floor of the Sidewinder? Was he still in between? Or somewhere else entirely.

"Sleep, little brother," the angel says. "There will be time aplenty for that soon. Do not forget what you have seen today, and know that there is much good yet to be done in this world. Keep your path, and He will help you to shoulder more than your share."

And with that, the light begins to fade, and Rill's vision fades to black.

Reward for Rill
What the heck, I'll take the Stella Surprise, too. 8-)

_________________
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d10, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d8, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
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Thu Feb 08, 2018 8:01 am
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<Here lays Sev. Saw the Blue and went to Hev' along with all the 18th.>


Thu Feb 08, 2018 4:16 pm
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The blue light recedes and sight and sound return -- but only to a point. The sounds of battle remain muffled and distant, as if heard through insulated walls, and in place of the blinding light is a thick mist that cloaks the buildings around you in shifting blue shadows.

The shadows are not the only things that shift and move, however. Ghostly apparitions fight, firing laser rifles and slinging arcane bolts at unseen foes to the east. As you watch, a phantom SAMAS comes crashing to the ground, erupting in a near-transparent explosion that carries with it no more sound than a whisper. Nearby, you see the headless body of T'Brae collapsed on the ground, less there than not there, and the spectral shaft of energy running from the ley line to the Sidewinder, still cloaked in an energy field. As you watch, the ghosts flare, becoming louder and almost real, then fade again to the point that you can barely make them out, like an afterimage burned onto your retinas.

Knowledge (Arcana) with a Raise, or using Exalted Detect Arcana
After a brief examination of your surroundings, you're able to formulate a hypothesis about what might have happened. The mingling of the rift (via T'Brae's vaporized brain), ley line and Stella's dimension-shifting magic appear to have created some sort of arcane chain reaction, shifting the area around the Sidewinder into another dimension that at least partly overlaps with the Black Mesa with which you're familiar. The effect is not unlike that of a Fadetown, although you have no way of knowing how long this one might last or how big it is. Assuming it is temporary, you should be able to transfer back to your own version of Black Mesa by reaching the edge of the fade ... if you're still within the boundaries of the shift when it ends, you might be stuck here.

The trippy visual overlay isn't the only strange thing about your surrounding. Looking down, you find yourselves sitting in thick drifts of ash. Brushing some aside, you find below not the dirt roads of Black Mesa, but textured plascrete, worn but intact. The buildings that rise from the fog at the edge of your vision are bigger and more numerous than the shacks and prefabs that make up the mesa's main street, and the ash-covered vehicles parked on the street around you are unfamiliar models, mostly four- and six-seater hovervehicles, although you see a handful with wheels. Here and there, electric lights glow in the fog, although most are dark, leaving only the blue glow, which seems strongest to the west, to provide illumination in the haze.
Attachment:
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Silent-hill-downpour-detailed-20110124055448326.jpg [ 38.11 KiB | Viewed 2299 times ]

As you try to take it all in, you hear a distant scream, then another, followed by an inhuman howl, indistinct but clearly mean to express one thing -- hunger. The mist makes it difficult to judge distance, but you're sure that whoever (or whatever) made those sounds is on this plane, and not merely an apparition in an overlapping dimension ...



You're not in Kansas anymore, Toto -- or what-used-to-be-Oklahoma, either. And assuming you don't plan to just sit here in the fog and ash, we're going to use something similar-ish to a Quick Combat/Skill Challenge to track your progress.

Each of you gets a chance to roll an appropriate Trait check to do ONE of the following: Determine what you find as you move around and explore, or minimize the chance that something finds you. Any appropriate check will work - Survival to follow (or avoid) recent tracks, Stealth, Notice, even something like Knowledge (History) ... Wait, history? Why would that help me find my way around wherever this is ... or whenever ... The number of successes for each task will determine the quality/usefulness of what you find, and how likely it is that you are detected while exploring. Also feel free to include questions about your surroundings, and anything your characters do to try to find answers.

Finally, each of you (and Sev, assuming she posts an Interlude) find two things tucked into your belongings, either in a pocket or maybe matted into your fur:
  • A piece of old-fashioned hard candy that, when consumed, will grant you use of one of the following Edges for the rest of the quarter: Battle-Hardened (TLPG), Brave, Fast Healer or Lucky
  • A small, silver trinket in the shape of a winged torch. Once per day, the bauble can be used to cast light (but not obscure), using either the bearer's spellcasting Trait or a Spirit test. If a Benny is spent when the light is created, it gains the Sunlight trapping.

_________________
GM Bennies: 8/8


Thu Feb 08, 2018 10:33 pm
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Wolfen in the Mist
    Stealth 5
  • Stealth 1d4 (1)
  • Wild Stealth 1d6 (4)
    Benny for Extra Effort
  • Extra Effort 1d6 (1)

    Scouting for the 18th.


Silver sniffs the air and gets a sense that the rest of the 18th is still recovering from their little trip. Some of them bear fresh wounds and a few off them smell "Burnt Out" as their magic is depleted. Erring on the side of caution, Silver takes to the nearby shadows and tries to use the mist and his surroundings to blend in.

Notice Anything
    Notice 17, 19 Sight, Scent or Sound
  • Notice 1d8 (7) (+2; +4 Sight, Scent, or Sound)
  • Wild 1d6 (6)
  • Ace Wild plus Previous 1d6+6 = 12 (6)
  • Ace Aced plus Previous 1d6+12 = 15 (3)


Know This
    K/Common 5
  • Common Knowledge 1d8 (5)
  • Wild 1d6 (3)


After he has found himself a place to observe, he looks for a nearby pole or a building that can withstand him scratching his back and fur. While he is scratching he finds that a section of fur keeps getting stuck and actually pulls on his fur. Reaching that spot is tough but he manages and pulls away a clump of fur.

Pulling off the fur, Silver is rewarded with what was known as a Root Beer Barrel. He can smell the sugar and sweetness but another scent lingers stronger. Holding it between his claws he shows it to everyone else. With a quizical look he shows it to the rest of the 18th, "What ... Is ... This?" he mouths to those that can see him.

Root Beer Barrel Reward
Grants Battle Hardened (TLPG 71)


Disregard
    Intimidation 9, success, raise
  • Intimidation 1d10 (9)
  • Wild 1d6 (6)
  • Ace Wild plus Previous 1d6+6 = 9 (3)
  • Silver does not like others being frightened or intimidated. Stepping away from the rest of the 18th he stands up to his full ten foot heighth. Taking in a deep breath he howls back to the inhuman howler.
  • "Come to me and I will feed you."
  • Hindrance (Overconfident)

_________________
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...

Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.

Adventure cards:
  • (7) Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • (20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |


Last edited by Silverclaws on Fri Feb 09, 2018 10:43 am, edited 4 times in total.



Thu Feb 08, 2018 11:50 pm
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Notice 11 Raise
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+2 = 5 (3)
Wild 1d6+2 = 7 (5)


***

Arcana 6 Not enough
Arcana 1d8 (6)
Wild 1d6 (5)


Kim sat quickly upright as she came around, looking around her into the hazy gloom. She jumped when she heard the distant explosion of the SAMAS unit, staring at its ghostly destruction.

“Oh, this can’t be good,” Kim muttered, wracking her brain, but unable to figure out where they were.

She looked off toward the illumination through the mist. Buildings and strange vehicles, not like Black Mesa. As she stood and brushed the ash from her clothes, her boots scraped the ash from the plastcrete road beneath her. She jumped again when she heard the scream. “Okay, that was here,” she noted, deploying her backpack cannon again, just in case.

Kim patted around her armor, making sure she had all her weapons, gear, and tools. She pulled her hand out of a pouch at her belt, finding a piece of hard candy and a small trinket of a winged torch. Odd.

Unsealing her helmet, Kim pulled it off and shook out her hair, brushing it back from her face. The mist was cool, but it didn’t smell like smoke. More like fog. Idly she popped the peppermint she had found into her mouth, feeling a bit hungry again. How long had they been out?

Then Silver let out a howl. “Frack! Don’t do that!” Kim exclaimed, jumping again. She clipped the trinket to her armor and looked around, taking stock of things.

“I’m going to have a look around,” Kim said, putting her helmet back on her head. “I don’t know where this place is, but we need to get back somehow.”

Kim found a building she could easily climb to the roof to get a good view of the strange town where they found themselves. She put a touch of her magic into the googles she wore, allowing her to see magic.

Exalted Detect Arcana 9 Raise
TW 1d8+4 = 7 (3)
Wild 1d6+4 = 9 (5)


“Huh,” Kim mused. Well, at least she could guess what had happened. Some weird reaction between the rift, ley line, and Stella’s abilities had shifted them into a kind of Fadetown. They could get out, but could get stuck, as well.

Kim turned her magic detecting vision slowly around to see if she could see anything else.

***

Conditions
Stella’s Candy: Battle Hardened: +2 Soak rolls until end of quarters
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 39/42 shots
  • PPE 5/10
  • Glitch: -1 Shooting (Repair -1, 1d6 x 5m)


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)
  • 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


Loot
Loot
  • 2 L-20 Pulse rifles
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 2 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 2 Vibro-knives

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 15/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Fri Feb 09, 2018 12:13 am
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Notice 3, Investigation 8
Notice 1d4 (2)
Wild Notice 1d6 (3)

Investigation 1d4 (4)
Wild Investigation 1d6 (1)
ExEff Benny 1d6 (4)
Raise!


Once the group has had a chance to get oriented and determined they need to poke around a bit, Sir Blurre nods to Orrin. "With your permission, sir, I'd like to see if I can find some sort of library or institution of learning--maybe even a governmental office. While there seem to be no people about, there may be records that can tell us something about the place."

Assuming Orrin signs off on this course of action, Blurre begins looking for someplace where he can delve into the town's records and so forth. While searching the buildings, he pats his armor, looking for anything to use to see, and discovers the two gifts. He makes a note to think about how best to use them, later, and continues on with his quest.

_________________
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 6/4 (+1 for Interlude, +1 for Donations)
Wounds: 0
Agility d10, Smarts d6-1, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
    Adventure cards:
  • Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • 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.


Fri Feb 09, 2018 3:47 am
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KnArc 6, CK 5, Notice 4, KnHstry 5
Knowledge (Arcana) 1d8+2 = 6 (4) (+2 from armor)
Wild 1d6+2 = 3 (1)

CK 1d10+2 = 5 (3) (+2 from HJ)
Wild 1d6+2 = 3 (1)

Notice 1d6 (4)
wild 1d6 (1)

Knowledge (history) 1d8 (3)
wild 1d6 (5)

Detect Arcana 1d10+2 = 5 (3)
Wild 1d6+2 = 4 (2)


Orrin gets to his feet, more disturbed by his memory than the unusual surroundings. He has seen some bizare things traveling the Rifts, and this is far from the strangest place he has been. He takes a good look around the area, trying to place where they might be. Something about the area seems familiar, but he can't quite place his finger on it.

Orrin reaches up to turn his armor off, but the eerie howl in the distance convinces him to leave it on.

I've never heard vocalization quite like that before. I wonder what it could be...

Jack Bullet Jones wrote:
"That howl don't sound appealin' in the slightest. Keep low and keep movin'! Orrin, whaddya think we done got ourselves in to here?"

"I'm not sure where we are, but the architecture of this place is old... pre-rifts old.... That doesn't tell us much, but may be a piece of the puzzle to what is going on here."

Duncan Montana wrote:
"If somethin's out there, better we see it before it sees us."

"I'm inclined to agree Mr. Montana. Whatever that thing is, it definitely is native to the area. It may hold some insight into where we are, and how we get back. That said, I want to make sure we see it before it sees us."

That way, we may have some chance of capturing it for study...

"I say we look around for this creature while keeping a low profile. If we see a building with that looks like it might give us some answers, we can recuperate there while Blurr and I, and whoever else wishes to help, do some research into where exactly we are."

As he sees others discovering trinkets and candy on their persons, he decides to rummage through his own clothing, and finds a similar piece of candy (In his case, butterscotch) and a the same odd talisman. He flicks on his magical sight, and examines the talisman.

"Looks like these things hold a small arcane charge that can be activated to give off light for a short period of time." He tells the group.

_________________
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 45/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14+1(6)
Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 2/3
Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14(6)
Active Powers:
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 6/3
+1 at start for 2018 1st quarter performance
+1 for making it out of the Fade
+1 for Giving away the Police Truck
-1 for EE against blue hand infiltrator
+1 for raise in quick combat

Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

Update Signature


Last edited by Orrin Truthseeker on Sun Feb 11, 2018 6:12 pm, edited 1 time in total.



Fri Feb 09, 2018 3:14 pm
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Rollin' rollin' rollin', rawhide!
Notice
1d6 (2)

WD Notice
1d6 (6)

Ace WD Notice with prior
1d6+6 = 8 (2)

CK
1d10 (10)

Ace CK with prior
1d10+10 = 12 (2)

WD CK
1d6 (3)

Stealth
1d6 (5)

WD Stealth
1d6 (6)

Ace WD Stealth with prior
1d6+6 = 7 (1)

Jack has had some experience with rifts, though this type of thing was newer to him. Still, some things never change, no matter where you are. The element of surprise is going to be a valuable card to hold in the hand, so to speak, until played. He opts for caution and concealment, moving quickly and quietly between phantom cover and obscurement. "That howl don't sound appealin' in the slightest. Keep low and keep movin'! Orrin, whaddya think we done got ourselves in to here?"

_________________
Bullet Jones
Jack "Bullet" Jones
Bennies: 6 (+1 quarter bonus, +1 escape the fade, +1 donating van)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 19/40
Active Powers: None
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
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Fri Feb 09, 2018 9:04 pm
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Notice 5 K-common 2
Notice: 1d6 (1)
WILD dye: 1d6 (5)

Common Knowledge: 1d8-2 = 2 (4)
WILD dye: 1d6-2 = 0 (2)


As the queer blue light finally fades into the misty background, Duncan gets a watery feelin' in his bowels when he sees they ain't in Black Mesa anymore. At least he thinks they ain't, anyway.
"Uhh, did we just get issued forth somewhere else?" he blurts out to everyone.

GM wrote:
As you try to take it all in, you hear a distant scream, then another, followed by an inhuman howl, indistinct but clearly mean to express one thing -- hunger.


"Aww shit, outta the fryin' pan into the fire.." With his eyes locked on the mists around them, Duncan reaches over and whips his L-20 Pulse rifle outta it's holster when he feels a peculiar obstruction near the trigger guard. Duncan looks down to find what appears to be a piece of lemon drop candy wedged carefully against the trigger.
"Ooh! Hey folks, look. I got candy!" The inhuman howls momentarily forgotten, He pops open his faceplate and tosses the candy into his mouth. After a few seconds he croons, "Mmm.. Just like they used to have at Jesse's General Store when I was knee-high to a grasshopper."

Orrin wrote:
"Looks like these things hold a small arcane charge that can be activated to give off light for a short period of time." He tells the group.


Duncan mistakenly thinks Orrin is talking about the candy he just popped in his mouth and, believing a painful and embarrassing death is imminent, moves quickly to spit the enchanted lemon drop into his hand before it can explode in a fountain of magical light. But as he reaches his hand up he notices a silver trinket dangling from his armored glove. His imminent demise now forgotten (he accidentally swallowed the candy during his momentary panicked state, regardless), Duncan looks at the trinket but doesn't see any buttons or triggers or anything, so he isn't real sure how to use this supposed 'charge' that Orrin mentioned. He then raises his head to again look around at their surroundings and says, "What the hell is goin' on here? Was we sleepin' or somethin'?"

As the hackles on the back of his neck rise, Duncan remembers the inhuman howling from earlier. He edges Bandit around the perimeter of their immediate area and examines the ground for any sign and type of traffic, recent and otherwise. "If somethin's out there, better we see it before it sees us."

Tracking 6 If this is 'wilderness' then it's 8
Tracking: 1d8 (6)
WILD dye: 1d6 (1)

_________________
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees


Sat Feb 10, 2018 3:23 am
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Notice 11, CK 3 or 5, Clairvoyance 6
Notice 1d8+4 = 11 (7) (Awareness and sight)
Wild 1d6+4 = 8 (4)

CK 1d8 (1) +2 for North America
Wild 1d6 (3)

Psionics for Clairvoyance: 1d8 (6)
Wild 1d6 (4)
Sight and hearing


Rill stands slowly, his hands examining his pockets, looking for whatever it is Reverend Thatcher may have left him. He finds a small bible, well-worn and full of the Reverend's notes (chicken scratching, more like), and it brings a small smile to Rill's face. He doesn't take long with the Bible, only a minute or two, but he reads a couple of his mentor's favorite verses and notes before closing it reluctantly and returning it to his pocket, where he, too, finds a piece of hard candy and a talisman.

Like Orrin, he activates his magical sight before eating the thing, and senses benevolent magic at work. He pops the candy in his mouth (watermelon, his favorite!) and immediately feels fortified somehow.
OOC Comments
Rill will take the Courage edge. Thanks!


As the others begin exploring, he focuses on his inward psychic strength and his eyes turn glassy. In an instant, he can both see and hear anything on which he focuses within 80 miles. He sends his focus around the town, getting the lay of the land and keeping an eye out (as it were) for danger.

_________________
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d10, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d8, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
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Mon Feb 12, 2018 2:34 am
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Whispering quietly into the comms, "There is death in the air. Shadowed by the mist. Things are dead and moving and maybe harder to detect than normal."

"Foul demons. Trails and markings say that there are many kinds here. We need a place to hold up or we need to get moving."

Silver continues to use his senses as well as his Sensor Array. Best to stay alert.

_________________
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...

Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.

Adventure cards:
  • (7) Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • (20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |


Mon Feb 12, 2018 8:55 am
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After those initial screams, you don't hear anything else, but an examination of the immediate area provides plenty of evidence you aren't alone in this place. The ash, which is six inches thick in some places, has been disturbed in half a dozen places, the tracks indicating either large, clawed-foot bipeds or humans in manufactured footwear, many of them injured. None of the vehicles lining the street have been disturbed in several days, judging by the ash, and the buildings also appear recently abandoned -- although lights still shine weakly in the thick blue fog, you don't see any movement to indicate anyone is inside.

The lack of people, in fact, is one of the most notable things about the place. Here and there you find a corpse or lone limb half-buried in the ash, but only a few, and all of those badly mangled, burned or otherwise mutilated. Some appear to have been chewed up by bullets, others torched or torn apart by beasts. One or two have been vaporized by energy weapons or blown apart with explosives.

Using his clairvoyance, Rill scouts the surrounding area, finding much the same as he glides psionically from block to block through the abandoned town. The everpresent mist makes it difficult to see more than a few dozen yards in any direction. As he moves east, Rill catches flashes of movement in the mist, a crowd of people moving slowly through the streets -- but when he goes to get a closer look, his skin crawls with the realization that something senses his presence. Rather than risk detection, he opts to retreat and report back to the others.

Opting to move, but with as much caution as possible, you lead your cyber-horses and push your hovercycles in idle mode as you make your way west, where the blue glow is stronger. A couple of blocks west, the corpses are a bit thicker and you come upon crude barricades forming a half circle around a building that stands by itself in an open square. A half-illuminated sign over the doors reads: Kenton Police Department.

Although it seems obvious some kind of defense was mounted here, you only see a handful of bodies, all badly mangled. One is wearing the shredded remains of archaic black riot armor with a "Kenton PD" patch; another is wearing (ruined) modern body armor emblazoned with a medic's cross. Two others appear to have been civilians.
Bodies outside
  • Kenton PD officer: Wearing ruined riot armor. A belt pouch contains a Stim-Stick, clearly labeled to show that one end holds two doses of "Zen," a synthetic sedative meant to boost recovery time (get twice the benefit from sleep/rest, including PPE/ISP recovery) and the other two doses of "Wayk," a tailored stimulant (+2 Notice for one hour, ignore one level of penalties from Fatigue or Wounds). Clutched in one hand is a fully-loaded autorifle (Range
    50/100/200; Damage 2d8+1; RoF 3; Shots 60; 11 lbs; AP 3, SA, 3RB).
  • The medic appears to have arrived and died more recently than the police officer, her head torn nearly from her body and a massive hole gouged in her chest. She wears high-tech body armor (same stats as the Triax T-12 Field Medic armor if repaired) emblazoned with a medic's cross. The other markings are obscured by her wounds, but you can make out a silver eagle and the letters "N" and "A." She carries a trauma kit, an encrypted communicator and a laser-torch powered by a large, backpack-mounted power pack (15 lbs.; Damage 3d6 Mega Damage, AP 8; Requires two hands and is-2 Fighting and Parry if used as weapon).
  • Civilian, head and torso pulped by flechette rounds: A small tote bag holds a tube of Medi-gel (10 uses, grants +2 to Healing rolls when applied to fresh wounds or to stop bleeding out) and a dead communicator.
  • An arm clutching a gym bag: Filled with commercial-grade plastic explosives (thermal detonation; the whole bag would do 5d6 Mega Damage, AP 6 to an LBT).
  • With a Notice success, you also find several other items scattered under the ash around the barricades: Three unused glowsticks; a combat shotgun (Range 12/240/48; Damage 1-3d6; RoF 1; Shots 8; 6 lbs; +2 to hit; SA) loaded with flechette rounds (+4 Damage but target's Armor bonuses are doubled); a rebreather (+2 Vigor checks vs. environmental hazards); an encrypted commlink; a riot shield (+4 Armor vs. ranged attacks, +2 Parry); a neural mace.

The doors to the station are unlocked, the reinforced glass cracked but not shattered. There's not as much ash inside, but bloodstains cover the floor of the front office. A door leading past the lobby is locked, but you can crawl over the counter easily enough. Behind it are half a dozen work stations and a large holo-console built into a round table, as well as the base unit for the department's encrypted comm-network, a portable computer (as a Grade II Field Computer) and a portable siren/revolving light system.

[Accessing the holo-console, comm station or portable computer will require a simple success on a Repair roll (to jury-rig a power source using an E-clip or something similar) followed by a Knowledge: Computers roll at -4 to deal with the encryption and try to recover some information more or less intact.]

Beyond the offices, you find a locked Lab/Evidence Room, a Locker Room with attached break area, and a locked Armory/Garage. You can access the locker room freely. In addition to civilian clothes and Kenton PD uniforms, you can find the following:
  • A box of Nutri-Bars (12, each provides a day's worth of food)
  • An encrypted communicator
  • An IRMSS unit with three uses left
  • A Stim-Stick, clearly labeled to show that one end holds two doses of "Zen," a synthetic sedative meant to boost recovery time (get twice the benefit from sleep/rest, including PPE/ISP recovery) and the other two doses of "Wayk," a tailored stimulant (+2 Notice for one hour, ignore one level of penalties from Fatigue or Wounds)
  • A 10mm heavy revolver (Range 12/24/48; Damage 2d6+1; RoF 1; Shots 12; 4 lbs; AP 4, SA).
  • A riot helmet with integral nightvision and thermal vision

[The Lab can be opened with a Repair check (to provide poweR) and a Knowledge: Electronics roll at -2 (or opened without a roll if the computer system is hacked); the door to the Armory has been sabotaged and requires a Repair check at -2 followed by a Strength roll at -2 to get it open.]
Lab/Evidence Room
In addition to several racks and storage cabinets filled with blood samples and other physical evidence, the lab contains:
  • A pair of bolt-cutters
  • A Bio-Analysis Kit
  • A Vibro-Knife
  • A Portable 3D Printer
  • A Vibro-Fireaxe (15 lbs.; used one-handed, functions as a Vibro-Sword, used two-handed, it does damage as a Giant-Sized Vibro-Sword, but the wielder suffers a -1 to Parry)/list]

Armory
Forcing your way into the Armory, you find the weapon racks have been mostly stripped bare, presumably by the missing members of the police force. There's still some useful gear in the weapon lockers and the garage, however:
  • An armored response van (same stats as a Big Boss ATV, plus a turret-mounted Mini Rail Gun)
  • A police hovercycle (as Speedster Hovercyle, with a Mini Rail Gun)
  • Six Quik-Seal adhesive patches
  • A 10mm heavy revolver (Range 12/24/48; Damage 2d6+1; RoF 1; Shots 12; 4 lbs; AP 4, SA).
  • A pair of 10mm autopistols (Range 12/24/48; Damage 2d6; RoF 3; Shots 24; 5 lbs; AP 2, SA, 3RB)
  • An anti-material sniper rifle (Range 50/100/200; Damage 2d8+4; RoF 1; Shots 12; 8 lbs; AP 6, Mega Damage, Snapfire) with a sound suppressor
  • 200 rounds of 10mm ammo
  • 100 rounds of autorifle ammo
  • 60 rounds of sniper rifle ammo
  • A box of 30 flechette shotgun shells (+4 Damage, but target doubles Armor bonus) and a box of 30 shocker shells (no damage, stuns like a neural mace).
  • A pistol laser sight (+1 Shooting, does not stack with a scope)
  • A rifle scope
  • A bandoleer of 6 smoke grenades (LBT for 3 rounds, smoke causes a -4 penalty within)
  • Three flashbang grenades (MBT, stun as neural mace)
  • One suit of riot armor (equivalent to Urban Warrior)
  • A Multi-Tool (+1 to Repair)
  • A Lockpick Release Gun (+4 Lockpicking vs. mechanical locks)
  • 200' of composite fiber rope, with a catalyst stick that can cause discrete sections of the rope to become rigid or disintegrate


Aaaand: Escalation Roll 1d6-3 = 1 (4)

_________________
GM Bennies: 8/8


Mon Feb 12, 2018 8:38 pm
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Notice 13, CK 13 or 15 in NA, Stealth 14
Notice 1d8+4 = 7 (3) (includes Awareness and sight)
Wild 1d6+4 = 6 (2)
EE 1d6+2 = 6 (4)

CK 1d8 (8) +2 for North America if applicable (HJ bonus)
Ace 1d8 (5)
Wild 1d6 (6)
Ace 1d6 (5)

Stealth 1d4 (3)
Wild 1d6 (3)
EE 1d6+2 = 8 (6)
Ace! 1d6 (3)

-2 Bennies


Rill nods to Orrin. ”I’ll be on the roof keeping watch. Radio me if anyone needs anything."

With that, he sneaks off, displaying why his people earned the nickname Quiet Walkers. Once outside, he keeps a low profile, avoiding cutting a silhouette against the sky.

_________________
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d10, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d8, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
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Tue Feb 13, 2018 6:56 pm
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Notice, CK
Notice
1d6 (1)

WD Notice
1d6 (5)

CK
1d10 (1)

WD CK
1d6 (3)

Jack prowls the halls of the police station. He notes the presence of a variety of weapons held by the deceased, and makes sure to pick them up and pass them along to other members of the party. "Ah don't reckon we oughta go leavin' loaded weapons in a dead man's hands. A fella can't be sure they ain't gonna wake up mad 'cause they're dead and start pullin' the trigger." With that, he acquires the shotgun and rifle from the bodies at the front, as well as one of the assorted "Zen" pods. He offers choice of the two firearms to Duncan. "Don't hurt ta have spares. Pick your poison, pardner." Jack checks the chamber of the longarm Duncan didn't opt for, and continues his lookaround.
As they settle in to the station, Jack sidles up to Orrin and whispers. "Orrin, ah don't mean ta drop a junebug in granny's punch, but ah reckon y'oughta know. Ah'm plumb tuckered out, you know, up here." He taps at his head. "That last fight done wore me thin. Ah didn't expect so many of 'em. Near as ah can tell, this here little beauty might get me some extra rest when ah'm restin'. Reckon we get ourselves situated, set up a rotation, ah might take first sleep? If you need me up and runnin', ah can manage. Just ain't gonna be at my peak. 'course, you know me. Even when ah ain't tip top, ah'm a sight better'n most anyone in the Mesa." He winks to punctuate his bravado.

_________________
Bullet Jones
Jack "Bullet" Jones
Bennies: 6 (+1 quarter bonus, +1 escape the fade, +1 donating van)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 19/40
Active Powers: None
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
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Tue Feb 13, 2018 10:40 pm
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Notice #
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 10 (4)
Wild 1d6+6 = 10 (4)


***

Kim followed along with the others. As they came across mangled and brutalized bodies, some killed by weapons fire, she shivered a bit. “It doesn’t look like anyone ended well here,” she murmured. She looked back. They were leaving a huge trail through the ash. Her only comfort was that there were other trails. Hopefully theirs wouldn’t stand out as too new.

They came upon a bigger group of corpses and a barricaded building with a sign indicating it was a police department. “Kenton?” Kim asked. “Where’s that? And why is it here?”

They rifled through the bodies out front. They had been mangled. Kim eyed the corpse mangled by flechettes and then eyed the shotgun and its flechette rounds. “Huh. Interesting…”

Kim collected a few things from the bodies as well, grabbing one of the Stim-Sticks. That would be useful. Jack gathered up the weapons, handing some to Duncan.

Kim eyed the medic’s armor. That could be repaired, but she didn’t think she wanted to lug that around here if they were going to end up running for their lives, so she didn’t peel it off the woman’s body. She did grab the trauma kit, the encrypted communicator, and the laser torch and backpack.

The civilian had a tube of Medi-gel that would come in handy, so Kim pocketed that. He also had a dead communicator. She could use it for parts, maybe.

Kim found an arm clutching a gym bag that had some high explosives in it and gave a low whistle. She pried the fingers open and tossed the arm away with disgust, throwing the bag onto her hovercycle.

Jack found a few other things under the bodies, like the combat shotgun. Kim eyed the rebreather. Her armor was sealed, but Orrin could use that.

“Here, boss,” Kim said, handing Orrin the rebreather.

There was another encrypted commlink, so she put it with the other. She eyed the riot shield, but unfortunately she needed her hands free to do her best work. She tossed it onto the hoverbike just in case one of the others could use it. The same with the neural mace.

Moving inside, Kim eyed the computer and holotable and radio. She could probably get those working with some power. Searching the locker room turned up the usual civilian clothes and uniforms, as well as a few other useful items. The labs and armory were locked, though, and would take some time to get open.

Rill headed to the roof to keep watch. That left Kim to get to work. Kim grabbed the computer from the front desk. “I can probably get the lab open with this. The door mechanism is working. But that armory door is sabotaged, so it will take some time getting in. Silver, you’re good with computers. Think you can work on this?” She handed him the computer. “Just need to rig up an e-clip as a power supply. It’s probably encrypted, so you’ll need to bypass that. If you need help, let me know.”

Kim pulled out her tools and started to work on the armory door. She got the sabotage repaired and then grabbed the door, grunting a bit as she shoved it open.

“There we go,” she said, giving a whistle. “Looks like it’s shopping season. Let’s load everything into that armored vehicle.”

“Sweet!” Kim said after scrounging around a bit, finding a multitool.

Repair 6 Success
-2 difficulty, +2 Machine Maestro
1d8+2 = 3 (1)
1d6+2 = 6 (4)


Strength 7 Success
-2 difficulty, +2 Machine Maestro
Strength 1d6 (6)
Ace 1d6 (1)
Wild 1d6 (4)


Assuming I can only do one thing this post (get the armory open), here are rolls if Silver can’t get into the computer to get the lab open. I can benny these if needed.

Repair Computer 14 2 Raises, half time
+2 Machine Maestro, +1 multitool, +2 Mr Fix It
Repair 1d8+5 = 6 (1)
Wild 1d6+5 = 11 (6)
Ace 1d6 (3)


K Computers 0 Fail
-4 difficulty, +2 Machine Maestro
Computers 1d6-2 = 0 (2)
Wild 1d6-2 = -1 (1)


Repair Lab Door 9 Raise, half time
+2 Machine Maestro, +1 multitool, +2 Mr Fix It
Repair 1d8+5 = 9 (4)
Wild 1d6+5 = 8 (3)


K Electronics 5 Success
-2 difficulty, +2 Machine Maestro
Repair 1d6 (5)
Wild 1d6 (4)


***

Conditions
Stella’s Candy: Battle Hardened: +2 Soak rolls until end of quarters
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 39/42 shots
  • PPE 5/10
  • Glitch: -1 Shooting (Repair -1, 1d6 x 5m)


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
  • Multitool: +1 Repair
  • Lockpick Release Gun: (+4 Lockpicking vs. mechanical locks)


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)
  • 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

Armored Response Van (Big Boss ATV stats)
  • Turret Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 23 (12 MDC)
  • Acc/TS 15/60
  • Size 4
  • Crew: 1+3
  • Remaining mods: 0
  • All-Terrain

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


Loot
Loot
  • 2 L-20 Pulse rifles
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 2 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 3 Vibro-knives
  • 2 Stim-Sticks
    • 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
    • 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
  • Autorifle (Jack?)
    • Damage: 2d8+1, ROF 3, AP 3, semi-auto, 3RB
    • Range: 50/100/200
    • Shots: 60
      • 100 autorifle rounds
    • 11 lb
  • Trauma kit
  • 3 Encrypted communicators
  • Laser torch backpack
    • Damage: 3d6 MD, AP 8
    • Requires 2 hands, -2 Fighting and Parry if used as weapon
    • 15 lbs
  • Medi-Gel
    • +2 Healing rolls when applied to fresh wounds or to stop bleeding out
    • 10 uses
  • Dead communicator
  • Plastic explosives
    • 5d6 MD, AP 6, LBT
  • 3 glowsticks
  • Rebreather (Orrin)
    • +2 Vigor vs environmental hazards
  • Riot shield
    • +4 Armor vs ranged attacks
    • +2 Parry
  • Neural mace
    • Damage: Str+d6
    • Touch attack
    • Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
  • Grade II Field Computer
    • +2 in opposed Computers or Lockpicking rolls
    • +2 Investigation
  • 12 Nutri-Bars (rations)
  • IRMSS unit (3 uses)
    • Healind d8+2
    • +2 to any following Healing check for one day
    • 2 lb
  • 2 10 mm Heavy Revolver
    • Damage: 2d6+1, AP 4, SA
    • Range: 12/24/48
    • Shots: 12
      • 200 10mm rounds
  • Riot helmet with integral nightvision and thermal vision
  • 6 Quick-Seal adhesive patches
  • 2 10mm autopistols
    • Damage: 2d6, ROF 3, AP 2, SA, 3RB
    • Range 12/24/48
    • Shots: 24
      • 200 10mm rounds
    • 5 lb
  • Anti-Material Sniper Rifle
    • Damage: 2d8+4, AP 6, MD, Snapfire
    • Range 50/100/200
    • Shots: 12
      • 60 sniper rifle rounds
    • Sound suppressor
    • 8 lb
  • 30 flechette shotgun shells
    • +4 damage, but target doubles armor bonus
  • 30 shocker shotgun shells
    • No damage, stuns like neural mace
  • Pistol laser sight (+1 Shooting, doesn’t stack with scope)
  • Rifle scope
  • 6 smoke grenades (LBT for 3r, -4 penalty in smoke)
  • 3 flashbang grenades (MBT, stuns as neural mace)
  • Riot armor (Urban Warrior armor)
  • 200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
  • Bolt cutters
  • Bio-Analysis Kit
  • Portable 3D Printer
  • Vibro-Fireaxe
    • 1H: as vibro-sword
    • 2H: as Giant-Sized vibro-sword, but -1 Parry



1d6 (3)
1d6 (5)

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 15/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Wed Feb 14, 2018 1:01 am
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Silver Patron
Silver Patron
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Joined: Thu Sep 28, 2017 1:42 pm
Posts: 120
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Silver strolled his way, hunched over, through the station. His ten feet of height made standing up difficult. His broad shoulders made going down hallways even more challenging. Yet he found himself at the computer desk in question and promptly sat on the floor, cross legged.

Pulling up the cover on his wrist mounted mini-comp, Silver pulls out a thin cable with a plug on it. Turning the desk computer around he locates a suitable port. With the jack inserted, Silver resumes his cross legged position on the floor. Jacking into the computer, Silver hopes to locate the information he needs and any other useful tidbits.

Golden Age Slicing
    Repair 9, Success, Raise
  • Repair 1d4 (1) (-2 Unskilled, +4 CEP)
  • Wild Repair 1d6 (1)


Riddle Me This
    K/Common 9, Success, Raise
  • Common Knowledge 1d8 (2) (+4 CEP)
  • Wild 1d6 (5)


The first pass attempt was a failure but Silver figured a way to get in and past the security login. Within a few minutes Silver had access to the hard drive, storage, memory, and several files that were just on the desktop. Using common sense, he identified files specific to the location "Kenton", and identified a list of prominent people. Last he checked for date and time and synched a secondary clock on his mini-comp to that time. Last he downloaded evey file and neatly compressed them for future use.

Disregard
Benny for Reroll
[*] Repair Reroll 1d6 (6)
[*] Wild Reroll 1d6 (1)
[*] Aced Reroll 1d6+6 = 7 (1)
Miscelaneous Roll 1d6+6 = 10 (4)

_________________
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...

Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.

Adventure cards:
  • (7) Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • (20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |


Last edited by Silverclaws on Fri Feb 16, 2018 7:39 am, edited 1 time in total.



Wed Feb 14, 2018 11:30 am
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Bronze Patron
Bronze Patron
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Joined: Mon Sep 11, 2017 8:11 pm
Posts: 149
Reply with quote
Notice 8, CK 7, Investigation 7
Notice 1d6 (2)
Wild 1d6 (6)
Ace 1d6+6 = 8 (2)

CK 1d10+2 = 7 (5)
Wild 1d6+2 = 3 (1)

Investigation 1d6+2 = 5 (3)
Wild 1d6+2 = 7 (5)

-2 PPE for armor (gain investigator edge, turns it off when done searching)


Orrin continually lags behind the team as he stops to look at one aspect or another of the pre-rifts architecture, vehicles, or other distractions. Twice, someone has to yell to get him to catch up before they make pass out of sight.

When they stumble across the police station, Orrin's excitement is checked by a healthy suspicion.

Whatever overcame this fortification must have decent amount of power

That caution is completely lost when they he sees the computer systems. He rushes ahead of the group, only to be severely disappointed by the lack of power to the system. He is tempted to try to fiddle with it himself in his haste, but eventually reason prevails and he leaves the repair work to Kim.

Orrin nods as Rill suggests taking a post upstairs, and then joins Kim in in salvaging what equipment they can find. When they come across the laser pistol, Orrin holds it out to Kim
"Once you've got this equipment up and running, do you think you could outfit this on my pistol?"

"We are going to want to pack up as much of this stuff as possible so that we are ready to get out of here quickly if needed. Lets get it dispersed among the hovercycles, horses, and this Van. That way if something happens to one, we wont have all our eggs in one basket, so to speak."

Orrin hears some growling coming from where Silver has jacked into the computer and is trying to get some useful info off of it. When he goes to the wolfen's side, its clear from repeated lines of "Please enter password" that the wolfen isn't getting anywhere. In fact, it looks like he got completely locked out.

Orrin reaches up to place a hand on the wolfen's shoulder, but thinks better of it as the wolfen emits another deep rumble and jams on some keys.

"Why don't you let Kim give it a shot with the rest of these." Orrin says. "She has some experience with computers. She could probably benefit from using that cyber interface of yours if you could help her with it though."

Turning to Kim he then says "Let me know if you need some help with cracking these computers. I can give you a boost if you need it.

While Orrin continues to load the looted equipment into the various vehicles, Jack wanders over, looking flat out drained.

Jack Bullet Jones wrote:
"Orrin, ah don't mean ta drop a junebug in granny's punch, but ah reckon y'oughta know. Ah'm plumb tuckered out, you know, up here." He taps at his head. "That last fight done wore me thin. Ah didn't expect so many of 'em. Near as ah can tell, this here little beauty might get me some extra rest when ah'm restin'. Reckon we get ourselves situated, set up a rotation, ah might take first sleep? If you need me up and runnin', ah can manage. Just ain't gonna be at my peak. 'course, you know me. Even when ah ain't tip top, ah'm a sight better'n most anyone in the Mesa." He winks to punctuate his bravado.


Orrin laughs, then turns serious. "Get some rest. Something tells me we are going to need you at your best sooner or later, and if its sooner, I want you as close to prime condition as possible. Just make sure your radios on full volume to wake you up if needed"

Salvage complete, and not thinking of anything else useful he can do, Orrin gives in to his impulse and starts studying the seemingly irrelevant details of the station. He powers on his runes, sharpening his powers of observation. Old files, various tech, architecture... none of it escapes Orrin's detailed inspection and cataloging. Though it wasn't his intention, he uncovers some useful tidbits about their situation.

_________________
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 45/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14+1(6)
Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 2/3
Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14(6)
Active Powers:
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 6/3
+1 at start for 2018 1st quarter performance
+1 for making it out of the Fade
+1 for Giving away the Police Truck
-1 for EE against blue hand infiltrator
+1 for raise in quick combat

Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

Update Signature


Wed Feb 14, 2018 4:17 pm
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Silver Patron
Silver Patron
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Joined: Thu Sep 28, 2017 1:42 pm
Posts: 120
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Silver looked Orrin in the eyes, "Maybe next time we are in Mesa, I should get a skillsoft installed for dealing with your old world tech."

Retracting the cable and securing the jack next to his mini-comp, Silver secures the cover. Feeling more inclined to go on all fours, he crawls his way out to the front of the station.

Silver heads back up the street they way they came to the station. Carefully turning cars and truck and such on their sides, he begins wedging vehicles so that he can create a funnel or bottle neck.

Heading back to the station, he checks to see where the explosives are that were on one of the corpses outside the station.


Setting Ambush with Traps
    Survival 11 success, raise
  • Survival 1d6 (6)
  • Aced Survival 1d6+6 = 8 (2)
  • Wild Survival 1d6 (6)
  • Aced Wild 1d6+6 = 11 (5)
    Tracking 4 success
  • Tracking 1d4 (2)
  • Wild Tracking 1d6 (4)


Returning to the turned over vehicles and hovercycles, Silver disable the hover mechanisms and places the plastic explosives on the engine blocks and gas tanks of the vehicles. Having the explosives facing towards the station, Silver does his best to mark the explosives so that he could see or sense them from at the station entrance or just near the barricades.


Attachments:
Fadetown Funnel.jpg
Fadetown Funnel.jpg [ 27.01 KiB | Viewed 2204 times ]

_________________
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...

Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.

Adventure cards:
  • (7) Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • (20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |


Last edited by Silverclaws on Fri Feb 16, 2018 7:50 am, edited 3 times in total.

Wed Feb 14, 2018 10:37 pm
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Joined: Thu Dec 07, 2017 3:24 am
Posts: 48
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Notice 2 K-common 1
Notice: 1d6 (1)
WILD dye: 1d6 (2)

Common Knowledge: 1d8-2 = 0 (2)
WILD dye: 1d6-2 = 1 (3)


Bandit's Notice 4
Bandit's Notice (Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks):
1d8+2 = 4 (2)


Duncan sees the large clawed footprints intermingled with those of armored boots. He points to one and says, "I don't know what kinda creature leaves footprints like that but I'd bet my last dollar it's a predator. Hope they don't use guns, too."

Jack wrote:
"Don't hurt ta have spares. Pick your poison, pardner."


Duncan takes the shotgun Jack offers with a grateful nod of his head. "Much obliged. Never know when I might need to clear a room 'er two. Or take out one o' them big clawed things if it gets too close." He finds another spare nook in the saddle bags on his tireless steed to secure the scattergun.

GM wrote:
The other markings are obscured by her wounds, but you can make out a silver eagle and the letters "N" and "A."


The silver eagle on the dead medic's armor catches his eye for a moment. How 'bout that? Kinda looks like the eagles they stamped on Silver Dollars back in my day. Neat.


Kim wrote:
“There we go,” she said, giving a whistle. “Looks like it’s shopping season. Let’s load everything into that armored vehicle.”


As soon as the Armory door opens, Duncan's eyes immediately lock on a sharp lookin' rifle still settled neatly in it's cradle. Now that's big iron. He gives out a long, low whistle as he examines the anti-material rifle and it's impressively sized ammo. "I'll bet this big iron here can put more than a dent in a Sammy. Whoo! These shells are as big as my" - Duncan suddenly remembers there are ladies present - "uh, fingers. As big as my fingers. Any o' you fellers - or ladies - want this one? If not, I'll sure take it."

Once the crew get all the doors and such open, Duncan occupies himself with cleanin' his new guns and helpin' load up all their new goodies onto Bandit and the other cargo haulers. Before he settles in fer a rest Duncan also gathers a buncha empty metal cans, sticks and other refuse to construct a few primitive noise alarms around the station. A careless sneak might blunder into one and give the group an early head's up if they're lucky. He also sets Bandit to alert mode with the usual coded phrase ("Bandit, keep a lookout while I get some shuteye, ok?") and then proceeds to get some shuteye, careful to shut his armor down so as not to waste his 'power charge', as it's called. A little scratch in the back of Duncan's mind reminds him that the Lin Cereals said the armor can go fer about 96 hours before needin' a recharge, or else it'll lock up and not work at all. Now usually that ain't no problem, as 96 hours is almost always plenty o' time to find a chargin' hole to fill up. But he was pretty sure they wasn't in Mesa anymore and this town didn't look like it had a chargin' hole, at least not a functional one anyway.

Survival 6
Survival: 1d8 (6)
WILD dye: 1d6 (2)
Probably useless here but just wanted to use Survival to make primitive traps as Duncan's contribution

_________________
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees


Thu Feb 15, 2018 4:20 am
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Diamond Patron
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Joined: Fri Aug 04, 2017 10:45 am
Posts: 98
Reply with quote
Notice 4,6,6 CK 3
Notice (+2 Sight based rolls - cybernetics) (+2 rolls that only relate to traps and similar devices)
Notice roll 1d6 (3)
Wild Die roll 1d6 (4)

Common Knowledge (-2 Clueless Hinderence)
CK roll 1d6 (4)
Wild Die roll 1d6 (5)


Sev has been quiet for a long while, so much that no one seemed to notice that she was even still with the group. Very confused about everything that had been going on around her, and very much afraid to make a noise. She didn't even hear much of anything anyone said as she was in her head the whole time in a frozen state.

She quietly follows the group as they move through the streets and into the building. Once inside, she watches the others make preparations and speak to each other about the situation they where in. And snapped out of her funk.

after Kim opens the Armory Sev eyes the "Lockpick Release Gun (+4 Lockpicking vs. mechanical locks)" especially and puts it into her pack. She follows the groups directions about packing the other things inside and outside the armory into various places. She seems the hovecycle with the railgun on it and starts to bounce about a bit and sits on it to see the condition it is in, and whether it has power or not. I hope this thing works, it's a fine looking hovercycle.

OOC Comments
Just looking at the stuff...

Sev will take the bolt cutters, the Vibro-Fireaxe, she likes the speedy hovercycle, The pair of 10mm autopistols & ammo, Smoke grenades, flashbang grenades, the muti-Tool, the lockpick gun obviously.

If no one else wants.

_________________
Severianna
Quick Stats
[size=85]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:[list]
[*]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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Thu Feb 15, 2018 1:22 pm
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Notice 9 Raise
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 9 (3)
Wild 1d6+6 = 8 (2)


***

@Sev
Can Kim have the multi-tool since she’s doing all the repairs? (d8+2 and will go up) Kim was going to take the lockpick gun, but Sev has better lockpicking, so I’ll let Sev have it. Everything else I have no problem with Sev getting. Kim had only planned on taking the multi-tool and lockpick gun (which Sev can have now).


Kim looked over as Silver started cursing at the computer. “No luck?” she asked. She checked it out and shook her head. “Locked out. We’ll try the holo-table and the comms,” she told the big wolfen.

Kim helped move all the vehicles into the garage and out of sight. Then she returned to the front room and the holotable, borrowing Silver’s interface.

Computers 4 Success
Machine Maestro +2
Computers 1d6+2 = 4 (2)
Wild 1d6+2 = 3 (1)


Kim managed to get into the table and started downloading the information. As she waited, Orrin came over with the laser sight they had found.

“Yeah, I can attach that for you,” Kim told Orrin, taking his pistol and the sight and starting to work.

Attach laser sight to Orrin’s pistol 12 2 Raises, half time
Mr. Fix It +2, Multi-tool +1, Machine Maestro +2
Repair 1d8+5 = 12 (7)
Wild 1d6+5 = 8 (3)


Ths multi-tool was proving handy. The sight pretty much snapped on, and Kim handed it back to Orrin. “There you go.”

Kim yawned a bit. There was one other thing she needed to fix. It would only take a few minutes, but she needed to realign the plasma emitter on her packpack.

Unslinging the pack, she set it on the table and pressed the release for the gun, popping out the cannon. she carefully disassembled the firing mechanism and the power and then set to work.

Fix Glitch on Starfire cannon 10 Raise, 7 minutes
Mr. Fix It +2, Multi-tool +1, Machine Maestro +4, -1 Glitch
Repair 1d8+6 = 7 (1)
Wild 1d6+6 = 10 (4)
Time 1d6 (3) x 5 minutes


The job proved easier than she had initially thought, the damage not that bad, and soon she had it up and working once more. Kim packed it back inside her backpack and slipped it on again. By then the data had downloaded, so she set about looking through it.

***

Conditions
Stella’s Candy: Battle Hardened: +2 Soak rolls until end of quarter
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 39/42 shots
  • PPE 5/10


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
  • Multitool: +1 Repair


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)
  • 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

Armored Response Van (Big Boss ATV stats)
  • Turret Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 23 (12 MDC)
  • Acc/TS 15/60
  • Size 4
  • Crew: 1+3
  • Remaining mods: 0
  • All-Terrain

Police Hovercycle (Speedster hovercycle)(Severiana)
  • 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


Loot
Loot
  • 2 L-20 Pulse rifles
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 2 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 3 Vibro-knives
  • 2 Stim-Sticks
    • 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
    • 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
  • Autorifle (Jack)
    • Damage: 2d8+1, ROF 3, AP 3, semi-auto, 3RB
    • Range: 50/100/200
    • Shots: 60
      • 100 autorifle rounds
    • 11 lb
  • Trauma kit
  • 3 Encrypted communicators
  • Laser torch backpack
    • Damage: 3d6 MD, AP 8
    • Requires 2 hands, -2 Fighting and Parry if used as weapon
    • 15 lbs
  • Medi-Gel
    • +2 Healing rolls when applied to fresh wounds or to stop bleeding out
    • 10 uses
  • Dead communicator
  • Plastic explosives
    • 5d6 MD, AP 6, LBT
  • 3 glowsticks
  • Rebreather (Orrin)
    • +2 Vigor vs environmental hazards
  • Riot shield
    • +4 Armor vs ranged attacks
    • +2 Parry
  • Neural mace
    • Damage: Str+d6
    • Touch attack
    • Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
  • Grade II Field Computer (toasted by Silver)
    • +2 in opposed Computers or Lockpicking rolls
    • +2 Investigation
  • 12 Nutri-Bars (rations)
  • IRMSS unit (3 uses)
    • Healind d8+2
    • +2 to any following Healing check for one day
    • 2 lb
  • 2 10 mm Heavy Revolver
    • Damage: 2d6+1, AP 4, SA
    • Range: 12/24/48
    • Shots: 12
      • 200 10mm rounds
  • Riot helmet with integral nightvision and thermal vision
  • 6 Quick-Seal adhesive patches
  • 2 10mm autopistols (Severiana)
    • Damage: 2d6, ROF 3, AP 2, SA, 3RB
    • Range 12/24/48
    • Shots: 24
      • 200 10mm rounds
    • 5 lb
  • Anti-Material Sniper Rifle (Duncan)
    • Damage: 2d8+4, AP 6, MD, Snapfire
    • Range 50/100/200
    • Shots: 12
      • 60 sniper rifle rounds
    • Sound suppressor
    • 8 lb
  • 30 flechette shotgun shells
    • +4 damage, but target doubles armor bonus
  • 30 shocker shotgun shells
    • No damage, stuns like neural mace
  • Pistol laser sight (+1 Shooting, doesn’t stack with scope)(Orrin)
  • Rifle scope
  • 6 smoke grenades (LBT for 3r, -4 penalty in smoke)(Severiana)
  • 3 flashbang grenades (MBT, stuns as neural mace)(Severiana)
  • Riot armor (Urban Warrior armor)
  • 200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
  • Bolt cutters (Severiana)
  • Bio-Analysis Kit
  • Portable 3D Printer
  • Vibro-Fireaxe (Severiana)
    • 1H: as vibro-sword
    • 2H: as Giant-Sized vibro-sword, but -1 Parry
  • Lockpick Release Gun: +4 vs mechanical locks (Severiana)

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 15/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Fri Feb 16, 2018 12:17 am
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Notice 9, Investigation 7
Notice 1d4 (4)
Ace Running total 1d4+4 = 8 (4)
Ace running total 1d4+8 = 9 (1)
Wild Notice 1d6 (1)

Investigation 1d4 (2)
Investigation 1d6 (6)
Ace running total 1d6+6 = 7 (1)


Blurre stands guard while the more technically minded members work on cracking open the... ancient? Anachronistic?--system. Once the files are opened, he goes over to the desks.

"Good work, Kim, Silver. Hopefully there's something here we can use." He also nods when Silver mentions having downloaded the data. "Good thinking." With that, he starts skimming through the records, seeking any information about what might have happened here--daily incident reports, dispatch messages, recordings of officers checking in from the field, etc.

_________________
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 6/4 (+1 for Interlude, +1 for Donations)
Wounds: 0
Agility d10, Smarts d6-1, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
    Adventure cards:
  • Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • 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.


Fri Feb 16, 2018 2:28 am
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The team spreads out through the Kenton police station, looting, jury-rigging and hacking with maximum efficiency. Within half an hour, the lab and armory have been opened and the hovercycles and cyberhorses stashed in the garage.

Rill heads to the roof to keep watch while Silver (having done his part with the electronics) rearranges stalled vehicles outside to hinder any attackers. Jack claims a bench in the locker room, takes a shot of Zen and pulls his hat over his eyes.

Duncan and Sev dig through the armory like kids in a candy store, after which Duncan sets a few noise alarms and grabs some shut-eye, as well.

Orrin putters around the station, impatiently waiting for the computers to come online. Poking his nose into everything, he comes to a number of conclusions:

  • While the station appears to have been the site of some sort of last stand, the general lack of bodies suggests the combatants either left or their bodies were taken away.
  • Wherever - whenever - this is, the reliance on electronics was almost total. He finds no scraps of paper, no paper files anywhere. Everything must have been stored on handsets and other computers, now locked away and powered down. The handsets are sophisticated, but not leaps beyond commlinks Orrin has seen. Though judging from the size, he'd guess much of their storage capacity might have been through a wireless network of some kind -- he's read about pre-Rifts preference for such tech.
  • One of the lockers holds a rolled up tube of salve labeled "NoMoreSore ... neuromuscular catalyst creme specially formulated for active adults 100+ years and older."
  • In another locker, a sheet of photo-reactive plastic shifts between a dozen images of nearly nude women wearing strangely-shaped helmets and carrying axes and long hoses. A different month of the year appears above each image, under the title: "Women of the Kenton FD - 2098 Edition."

Kim is the busiest of the bunch, cracking doors, installing accessories and finally, getting the holo-console to boot up. Once it's running, she leaves Blurre to skim the contents and goes back to repairing her equipment.

Blurre realizes quickly that the holo-console contains less intel than he'd hoped -- he keeps getting error messages to the effect of "File access unavailable, check network settings." Apparently, the console was connected to its file system remotely, and without that connection, he can't dip into the deeper well of information.

The search isn't without some reward, however, as he's able to find a number of files stored in the console's temporary memory.

  • A set of geographical files includes a map of "Kenton, Oklahoma" and the surrounding area -- which looks an awful lot like Black Mesa, down to the mesa itself north of town and something called the "Black Mesa Bible Camp" right where the Black Market bunker sits. The police station is set just a bit southeast of what Blurre thinks of as the old town, the ruined part of Black Mesa where the ley line runs through.
  • Although he lacks access to archived files, Blurre finds almost 24 hours worth of communication logs for a period running from Dec. 23, 2098 to the early morning hours of Dec. 24, 2098. Some of the entries are corrupted or incomplete, but the general tone is clear: Dozens of reported fires and explosions, hundreds of calls and messages from the public about strange blue lights and eventual panic as people start attacking each other and reporting strange creatures and other phenomena.
  • There are also incoming messages from outside authorities: <<NYC, WASHINGTON, DC AND EASTERN SEABOARD LOST IN TIDAL WAVE. PRESIDENT EVACUATED TO NORAD, STANDBY FOR ORDERS>> <<MT ST. HELENS ERUPTION, COMMUNICATIONS LOST WITH WEST COAST>> <<REPORTS OUT OF CHICAGO, DETROIT OF STRANGE BLUE LIGHTS, UNIDENTIFIED CREATURES OR ENERGY CONSTRUCTS ATTACKING>> <<NEMA MOBILIZING, WAIT FOR FURTHER CONTACT>>
  • Some of the final messages describe a last stand being organized at the police station while officers were "waiting for those Northern Eagle fuckers to get here." There is mention of a possible contagion infecting the populace, although samples analyzed in the lab were unable to identify anything out of the ordinary, and reports of "some giant floating demon fucker shooting lightning bolts and eating people."
  • The final entry appears to be some sort of code, or the rambling of a mad man:
    "Turning and turning in the widening gyre
    The falcon cannot hear the falconer;
    Things fall apart; the centre cannot hold;
    Mere anarchy is loosed upon the world,
    The blood-dimmed tide is loosed, and everywhere
    The ceremony of innocence is drowned ..."



Escalation roll: 1d6 (5) + 1 (previous tally) -3 (Rill's watch) +8 (hours spent) = 11

Orrin is just about to go and wake Jack when the attack comes.

One of Duncan's primitive alarms rattling is the first sign something is off, then Silver spots movement at the edge of the mist outside the front barricades. At the same time, Rill feels a cold shiver across his back, some sixth sense causing him to turn just as a clawed hand graps the edge of the roof. Just then, the door leading outside from the locker room is ripped away, as a hulking back form muscles it's way in:

Big as a wolfen and moving with the strength and speed of a juicer, the black-scaled demons rush to the attack, scythe-like claws flashing in the blue light of the mist!
Image

You're under attack by three demon stalkers! One tripped Duncan's alarms before tearing the door off the locker room and charging in. Another climbed the walls to the roof. A third is approaching from the south, through the obstacle course Silver created.

The Hunter's Come - Quick Combat
Modified Savage Quick Combat
This is a modified version of Quick Combat that has worked well in some other games on site, so I'm adopting it here.

Steps: The following is the Order of Operations for a Quick Combat.
  1. Scene Modifier
  2. Player Character Options (Resources Spent)
  3. Quick Combat Roll
  4. Describe outcome (Narrative)

1. Scene Modifier : Just -2; The three demons individually are killing machines -- as big, tough and strong as a full conversion 'Borg, with the reflexes of a Juicer or Crazy and claws sharper than vibro-blades. Your precautions - the alarms, Rill's Danger Sense, Silver's booby traps - helped you out.

2. Player Character Options: These allow you to have more control over the results of Quick Combat, Mass Combat or Quick Battle without having to use Bennies. You may use Bennies as normal.

Resources Spent: As a default your character spends 4 Power Points, uses 1/2 a clip of ammo or 2 grenades/missiles, etc. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them.
  • -2: Conserve your energy - Believing it may be an easy battle you accept -2 to your roll in exchange for spending 1/2 (rounded down) the resources. However, your character receives a free soak roll versus any wounds taken from failure.
  • +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
  • +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
  • +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.

3. Quick Combat Roll:
  • Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 2 wounds. In addition he accidentally inhibits another players efforts, reducing the number of successes for the group by 1. (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1 Wound (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Success (+1): The hero fights well and adds +1 success to his team’s efforts, though the dangers of the battle put him at risk of receiving a serious wound. Your hero must make a Vigor roll (no penalties); Failure means he suffers 1 wound.
  • Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s tally. Escaping the dangers of battle he finds himself uninjured. In addition you gain a Benny.
  • Two or More Raises (+3): The warrior covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 successes for his side and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you and your character was able to conserve resources, reducing the amount of PP or ammo used by half.

4. Narrative: You then do your best to narrate the result of your roll to make your character seem as awesome as possible.


For the purposes of this Quick Combat, please specify which of the three demons you target. The number of successes against each one will help determine the extent each was defeated -- merely driven off, obliterated, etc.

_________________
GM Bennies: 8/8


Sat Feb 17, 2018 12:04 pm
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Blurre gives all the information he retrieves, in summary form, to Orrin. He doesn't understand all of the references, but the notion that this is the Golden Age-era town where Black Mesa eventually was built is pretty clear. And those police reports are pretty clearly the first days of the Rifts opening.

OOC Comments
Scene Modifier: -2
No Matter the Cost: 2 Fatigue, +4 to roll
ISP spent: 4

Targeting Maze Demon:
Fighting 1d12+2 = 12 (10)
Wild Fighting 1d6+2 = 3 (1)

+3 Bonus to group total
Gets +1 Benny
Can intervene on someone else's behalf if there is a Crit-Fail.


.



Upon hearing the alarms, Blurre considers his options in a heartbeat, and then dashes outside to engage the demon struggling to make its way in through the improvised maze. The exterior battle is almost dizzying to watch, as the twin blades gouge into the flesh of the demon, seemingly from every angle at once, as Blurre bounds up onto obstacles, then rolls down between the creature's feet, then comes in from the side.

Such exertions eventually wear on the young Cyber-Knight, of course, by by the time the fighting is over, the demon's claws have not once found their mark. Having done what he can, he makes his way back inside, in case anyone else needs the aid.

_________________
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 6/4 (+1 for Interlude, +1 for Donations)
Wounds: 0
Agility d10, Smarts d6-1, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
    Adventure cards:
  • Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • 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.


Sat Feb 17, 2018 1:12 pm
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OOC Comments
spellcasting 1d10+4 = 6 (2) (+2 for gear, +2 for marksman ability from HJ)
Wild 1d6+4 = 6 (2)
Extra effort 1d6+2 = 4 (2) (+2 for elan from armor)

-2 extra PPE to activate amor (-6 total)


Orrin struggles to make sense of what he finds scattered across the station.

The is all clearly prerifts tech...but that doesn't tell us what happened here?

When Kim finally get into the computer system and Blurr pulls up what he can access of he stations logs, Orrin finally puts two and two togetther.

"We are in a time period just a short time after the coming foof the rifts!"

Orrin rushes around the station, sharing the news with each member of the team, disappointed as each responds with what Orrin deems is a lack of proper enthusiasm.

Having found no one awake who shares his excitement, goes to the locker room to wake Jack. Just has he shakes Jack, Orrin hears the jangling of Duncan's rigged alarms coming from outside the locker room door.

Orrin quickly activates the runes on his skin, and is able to rouse jack before the door to the locker room is yanked off it's hinges and a monstrous demon rushes in turning side to side looking for a target.

Orrin judges by it's movements that it is incredibly fast, and the door lying o the ground just outside the station is a testament to the creatures strength. That, combined with the razor sharp claws dripping a dark sticky substance, lead Orrin to a quick conclusion.

"Jack, we need to hit this thing hard and fast to take it down before it reaches us. If it closes, neither of us will stand much of a chance against this thing"

The creature must have heard him, if not understood, because it turns toward the two legionnaires and charges.

Orrin holds his ground, focusing his thoughts and judging the movements of the demon for a moment to track it for a shot. When it is as close as he is willing to risk, Orrin holds out his staff, channels energy and shouts "INFERNO!". A jet of blue hot flame shoots from the end of his staff toward the demon.

_________________
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 45/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14+1(6)
Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 2/3
Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14(6)
Active Powers:
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 6/3
+1 at start for 2018 1st quarter performance
+1 for making it out of the Fade
+1 for Giving away the Police Truck
-1 for EE against blue hand infiltrator
+1 for raise in quick combat

Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

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Sat Feb 17, 2018 3:49 pm
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Mysticism 8, Plus 2 to Group
Mysticism 1d10+3 = 10 (7)
Wild 1d6+3 = 6 (3)
-2 scene modifier
Includes staff bonus and serious business bonus
Takes one level of Fatigue
-4 PPE


Rill notices the claws on the edge of the roof a split second before the demon appears. It is a monstrosity, and Rill is offended by its presense.

The creature hisses a challenge at Rill and charges, to which Rill replies simply "No."

He channels power through his Nymbu staff, and the creature stumbles to the roof. The demon's face appears to split, and light spills out of the newly formed tear in its face. It howls in agony and thrashes violently to the side, and another tear of light rips across its chest. Chunk by chunk, pieces of the demon are torn away by light as it wails and flops around.

Rill holds the spell, but the creature resists banishment and it taxes him. He grits his teeth, leans on the staff, and quotes "Be sober, be vigilant; because your adversary the devil, as a roaring lion, walketh about, seeking whom he may devour."

With that, Rill gives a yell of his own and thrusts the staff at the creature and pouring his will into the spell. As he does, the demon's body ruptures in countless places and holy light brightens the rooftop.

When the light fades, the creature is gone, and Rill feels the strain of his struggle. He gets on the radio "Be advised, we have demons attacking. They're large, fast and clawed; I just banished one from the roof, but it wasn't particularly subtle and was almost certainly seen if something was watching for us here."

_________________
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d10, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d8, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
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Sat Feb 17, 2018 6:59 pm
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Silver Patron
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Joined: Thu Sep 28, 2017 1:42 pm
Posts: 120
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Silver shakes his head at Orrin. "This is your world's history not mine. If the answers you find could return me to my world, then by all means bury yourself in the information."

Silver was about to say more when the noise makers were tripped by something outside the station.

Being near the front of the station, Silver was right on Blurre's heals or as close as anyone could get to the heals of the Quik Flex Cyber Knight. One thing Silver managed to do was pull down a solid scent of the Quik Flex. As he stepped outside of the station, Silver closed his eyes and allowed his sense of smell to direct him.

Walking from the station twenty feet, Blurre's scent moved amongst the cars and hovercycles. Soon it encountered something that slightly hid and shadowed the Cyber Knight. However big the obstacle was, Blurre's movements and the scent that exuded from him, quickly and efficiently outlined the fell beast.

With eyes still closed, Silver pulled the JA-9 rifle from his back, put it upto his shoulder and shoots one sure shot, just as Blurre disengaged and returned to the station.

Little Cricket

  • Silver takes 2 Wounds as he is exercising his Overconfident nature.
  • Nerves of Steel - Ignore 1 Wound
[*]
    Shooting 12 raise, 2 successes
  • Shooting 1d6 (5) (+4)
  • Wild Shooting 1d6 (3)
  • Extra Effort 1d6 (3)


The shot is sure. His aim is true. The shot takes the shadow beast square in the head. Satisfied, Silver turns slowly in time to catch Blurre as he staggers near the front door of the station. "Most excellent work little warrior." And Silver and Blurre re-enter the station to check on the others.

_________________
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...

Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.

Adventure cards:
  • (7) Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • (20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |


Sat Feb 17, 2018 11:07 pm
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Joined: Thu Dec 07, 2017 3:24 am
Posts: 48
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Shooting 10 for 2 successes
+2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
(Duncan takes a wound - self-inflicted concussion)

(-2 scene modifier, +2 Serious Business, +1 all rifles = +1 total)
Shooting: 1d10+1 = 10 (9)
WILD dye: 1d6+1 = 3 (2)


Rill wrote:
"Be advised, we have demons attacking. They're large, fast and clawed; I just banished one from the roof, but it wasn't particularly subtle and was almost certainly seen if something was watching for us here."


Duncan is in the garage all laid out on Bandit's back with his hat pulled down over his eyes gettin' some shuteye when Rill's warning blares out from his armor's radio - which is inconveniently leaning up against the wall in a low power state instead of on his body and ready for battle. As Duncan jumps up off Bandit, intent to don his armor as fast as possible, one of his noise traps gets triggered over by the locker room area.

"Aww, damn!" Duncan quickly grabs his new scattergun from it's saddle bag and runs as fast as he can to the locker area, leaving his armor behind.

He arrives as the demon rips through the outer door, so Duncan opens up with both barrels. The problem is, not only has it been quite a while since Duncan fired a scattergun, but it's been literally hundreds of years (as far as he can reckon) since he fired anything without wearin' that fancy bandit chief's armor with its extry sturdy strength and such. Poor Duncan barely has time to smile after his shotgun shells pepper the nasty demon's torso when the scattergun itself bucks up and smacks him square in the forehead with enough force to cause a lump, and possibly even a concussion. Stunned by the unexpected impact, Duncan staggers back as the beast charges Orrin and Jake, mercifully ignoring his unarmored and woozy self in the process.

_________________
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees


Last edited by Duncan Montana on Mon Feb 19, 2018 1:08 am, edited 2 times in total.



Sun Feb 18, 2018 1:20 am
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Silver Patron
Silver Patron
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Joined: Tue Sep 12, 2017 11:21 pm
Posts: 109
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Hostilities, 2 successes
Shooting the auto-rifle, Serious Business, Scene modifier: net 0 bonus
1d8 (5)

WD Shooting
1d6 (6)

Ace WD with prior
1d6+6 = 8 (2)

Jack's eyes begin to part as Orrin shakes him. He surges to action as the beast tears the door off of the locker room. While Orrin spews fire at the creature, Jack puts the new autorifle he's found to good use. "Come on in here, ya flop-eared galoot! Ah got somethin' ah wanna show ya!" The rifle's report echoes down the hall, as does the creature's cries as it is riddled with bullets. The creature refuses to die immediately, and Jack lays on the trigger until he hears "CLICK". He takes a glance at the rifle, smoke pouring from the muzzle and the open action. A bit of smoke wafts upwards from the lifeless creature, as well, as several rounds and mystic flame take their toll.
Jack turns to Orrin. "Well, Orrin, ah'm much obliged fer that little heads up. Reckon ah might not've gotten the same jump if ah was comin' straight outta sleep." He slings the rifle over his shoulder and moves to the pistols at his side. "Might oughta go track down another magazine. Maybe look in on the others, ya reckon?"

_________________
Bullet Jones
Jack "Bullet" Jones
Bennies: 6 (+1 quarter bonus, +1 escape the fade, +1 donating van)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 19/40
Active Powers: None
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature


Sun Feb 18, 2018 8:49 pm
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Diamond Patron
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Joined: Mon Sep 11, 2017 1:33 am
Posts: 135
Location: Wheaton, IL
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Notice 16 3 Raises
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 10 (4)
Ace 1d4 (3)
Wild 1d6+6 = 12 (6)
Ace 1d6 (4)


***

Kim had finally finished her projects and was looking forward to some sleep when the alarms went off. “Oh, heckfire!” she muttered. Several team members ran for the locker room and front door, but that left Rill alone on the roof.

Kim scrambled up the stairs, deploying her star cannon. She found the mystic embroiled in spell battle against the great, hulking beast with scythe-like claws.

“Oh, dang…” Kim muttered. Rill looked to have everything in hand, but Kim added some firepower, just to be sure.

Shooting 6 1 Success
-2 Scene, -2 Conserve Energy, +2 Machine Maestro
Shooting 1d10-2 = 6 (8)
Wild 1d6-2 = 2 (4)


***

Conditions
Stella’s Candy: Battle Hardened: +2 Soak rolls until end of quarter
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 29/42 shots
  • PPE 10/10


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
  • Multitool: +1 Repair


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)
  • 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

Armored Response Van (Big Boss ATV stats)
  • Turret Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 23 (12 MDC)
  • Acc/TS 15/60
  • Size 4
  • Crew: 1+3
  • Remaining mods: 0
  • All-Terrain

Police Hovercycle (Speedster hovercycle)(Severiana)
  • 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


Loot
Loot
  • 2 L-20 Pulse rifles
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 2 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 3 Vibro-knives
  • 2 Stim-Sticks
    • 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
    • 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
  • Autorifle (Jack)
    • Damage: 2d8+1, ROF 3, AP 3, semi-auto, 3RB
    • Range: 50/100/200
    • Shots: 60
      • 100 autorifle rounds
    • 11 lb
  • Trauma kit
  • 3 Encrypted communicators
  • Laser torch backpack
    • Damage: 3d6 MD, AP 8
    • Requires 2 hands, -2 Fighting and Parry if used as weapon
    • 15 lbs
  • Medi-Gel
    • +2 Healing rolls when applied to fresh wounds or to stop bleeding out
    • 10 uses
  • Dead communicator
  • Plastic explosives
    • 5d6 MD, AP 6, LBT
  • 3 glowsticks
  • Rebreather (Orrin)
    • +2 Vigor vs environmental hazards
  • Riot shield
    • +4 Armor vs ranged attacks
    • +2 Parry
  • Neural mace
    • Damage: Str+d6
    • Touch attack
    • Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
  • Grade II Field Computer (toasted by Silver)
    • +2 in opposed Computers or Lockpicking rolls
    • +2 Investigation
  • 12 Nutri-Bars (rations)
  • IRMSS unit (3 uses)
    • Healind d8+2
    • +2 to any following Healing check for one day
    • 2 lb
  • 2 10 mm Heavy Revolver
    • Damage: 2d6+1, AP 4, SA
    • Range: 12/24/48
    • Shots: 12
      • 200 10mm rounds
  • Riot helmet with integral nightvision and thermal vision
  • 6 Quick-Seal adhesive patches
  • 2 10mm autopistols (Severiana)
    • Damage: 2d6, ROF 3, AP 2, SA, 3RB
    • Range 12/24/48
    • Shots: 24
      • 200 10mm rounds
    • 5 lb
  • Anti-Material Sniper Rifle (Duncan)
    • Damage: 2d8+4, AP 6, MD, Snapfire
    • Range 50/100/200
    • Shots: 12
      • 60 sniper rifle rounds
    • Sound suppressor
    • 8 lb
  • 30 flechette shotgun shells
    • +4 damage, but target doubles armor bonus
  • 30 shocker shotgun shells
    • No damage, stuns like neural mace
  • Pistol laser sight (+1 Shooting, doesn’t stack with scope)(Orrin)
  • Rifle scope
  • 6 smoke grenades (LBT for 3r, -4 penalty in smoke)(Severiana)
  • 3 flashbang grenades (MBT, stuns as neural mace)(Severiana)
  • Riot armor (Urban Warrior armor)
  • 200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
  • Bolt cutters (Severiana)
  • Bio-Analysis Kit
  • Portable 3D Printer
  • Vibro-Fireaxe (Severiana)
    • 1H: as vibro-sword
    • 2H: as Giant-Sized vibro-sword, but -1 Parry
  • Lockpick Release Gun: +4 vs mechanical locks (Severiana)

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 15/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Mon Feb 19, 2018 1:59 am
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Joined: Wed Aug 30, 2017 9:28 am
Posts: 516
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The blue light in the fog seems suffocating as the demons charge in.

In front of the police station, Blurre moves through the maze of cars and ash in pursuit of the canny fiend there. The thing moves with speed that almost matches the knight's own, and it has an uncanny knack for using cover. Seeming to sense Silver trying to line up a shot, it rips a steel sign post free from the ground and launches it at the wolfen like a javelin. Wounded, Silver still manages to squeeze off a shot that drills a hole in the demon's skull just as Blurre's psi-whip wraps around its waist and tears it in half.

In the locker room, the second demon is silhouetted against the blue fog after ripping the exterior door from its hinges -- perfectly framing it as Jack and Orrin let loose with a hail of fire both magical and mundane. As the demon totters, multiple holes torn through its chest, Duncan enters, armor-less, and pulps its head with a flechette, although the kick from the gun leaves with a darkening goose-egg on his forehead.

On the roof, the final demon is on Rill almost too quickly for the priest to do more than get his Nymbu staff up to block its claws. Wrestling with the demon, he tries to break free; Kim shows up just in time, putting a shot from her starfire cannon into the thing's back and providing the distraction Rill needed to banish the demon back to whatever hell spawned it.

As the magic fades, the air seems to grow thin again, and you catch a glimpse of your Black Mesa, where the battle with the Coalition continues to rage, the town's defenders now apparently joined by men in heavy armored suits in red and steel, wielding fiery weapons that glow like furnaces. Then the blue fog closes in again.

Escalation Roll: 1d6 (6) + 11 (previous tally) +2 (noise) -6 (overwhelming success) = Ace 1d6 (4) + 13 = 17

Though other sounds are muted, the demons' death screams seem to echo in the air. Nothing seems to stir in the immediate area, but you can't be sure whether something else, farther out in the mist, heard and will come to investigate.

Nice job! Now what? Stay here, move again? Oh, and the encrypted handset you took off of the dead medic out front seems to be blinking ... Depending on what you decide, make a roll of your choice to help determine the success of your efforts and give me a general idea what you're trying to accomplish: Fortifying defenses, scouting/scavenging, trying to conceal the group's location, etc. are all possible actions.

_________________
GM Bennies: 8/8


Tue Feb 20, 2018 9:33 pm
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Diamond Patron
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Joined: Mon Sep 11, 2017 1:33 am
Posts: 135
Location: Wheaton, IL
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Notice 12 2 Raises
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 10 (4)
Ace 1d4 (2)
Wild 1d6+6 = 11 (5)


***

Kim saw the light blinking in her bag o’ goodies and pulled out one of the encrypted communicators they had salvaged. She hooked it into her comms.

“Guys, got incoming transmission. I’ll patch it in.”

Kim listened carefully, though careful not to speak, since they didn’t know who was on the other end.

OOC Comments
I will hold my rolls/action until we decide what we’re doing. Just thought this was something I could take care of now while we wait.


***

Conditions
Stella’s Candy: Battle Hardened: +2 Soak rolls until end of quarter
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 29/42 shots
  • PPE 10/10


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
  • Multitool: +1 Repair


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)
  • 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

Armored Response Van (Big Boss ATV stats)
  • Turret Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 23 (12 MDC)
  • Acc/TS 15/60
  • Size 4
  • Crew: 1+3
  • Remaining mods: 0
  • All-Terrain

Police Hovercycle (Speedster hovercycle)(Severiana)
  • 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


Loot
Loot
  • 2 L-20 Pulse rifles
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 2 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 3 Vibro-knives
  • 2 Stim-Sticks
    • 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
    • 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
  • Autorifle (Jack)
    • Damage: 2d8+1, ROF 3, AP 3, semi-auto, 3RB
    • Range: 50/100/200
    • Shots: 60
      • 100 autorifle rounds
    • 11 lb
  • Trauma kit
  • 3 Encrypted communicators
  • Laser torch backpack
    • Damage: 3d6 MD, AP 8
    • Requires 2 hands, -2 Fighting and Parry if used as weapon
    • 15 lbs
  • Medi-Gel
    • +2 Healing rolls when applied to fresh wounds or to stop bleeding out
    • 10 uses
  • Dead communicator
  • Plastic explosives
    • 5d6 MD, AP 6, LBT
  • 3 glowsticks
  • Rebreather (Orrin)
    • +2 Vigor vs environmental hazards
  • Riot shield
    • +4 Armor vs ranged attacks
    • +2 Parry
  • Neural mace
    • Damage: Str+d6
    • Touch attack
    • Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
  • Grade II Field Computer (toasted by Silver)
    • +2 in opposed Computers or Lockpicking rolls
    • +2 Investigation
  • 12 Nutri-Bars (rations)
  • IRMSS unit (3 uses)
    • Healind d8+2
    • +2 to any following Healing check for one day
    • 2 lb
  • 2 10 mm Heavy Revolver
    • Damage: 2d6+1, AP 4, SA
    • Range: 12/24/48
    • Shots: 12
      • 200 10mm rounds
  • Riot helmet with integral nightvision and thermal vision
  • 6 Quick-Seal adhesive patches
  • 2 10mm autopistols (Severiana)
    • Damage: 2d6, ROF 3, AP 2, SA, 3RB
    • Range 12/24/48
    • Shots: 24
      • 200 10mm rounds
    • 5 lb
  • Anti-Material Sniper Rifle (Duncan)
    • Damage: 2d8+4, AP 6, MD, Snapfire
    • Range 50/100/200
    • Shots: 12
      • 60 sniper rifle rounds
    • Sound suppressor
    • 8 lb
  • 30 flechette shotgun shells
    • +4 damage, but target doubles armor bonus
  • 30 shocker shotgun shells
    • No damage, stuns like neural mace
  • Pistol laser sight (+1 Shooting, doesn’t stack with scope)(Orrin)
  • Rifle scope
  • 6 smoke grenades (LBT for 3r, -4 penalty in smoke)(Severiana)
  • 3 flashbang grenades (MBT, stuns as neural mace)(Severiana)
  • Riot armor (Urban Warrior armor)
  • 200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
  • Bolt cutters (Severiana)
  • Bio-Analysis Kit
  • Portable 3D Printer
  • Vibro-Fireaxe (Severiana)
    • 1H: as vibro-sword
    • 2H: as Giant-Sized vibro-sword, but -1 Parry
  • Lockpick Release Gun: +4 vs mechanical locks (Severiana)

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 15/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Wed Feb 21, 2018 12:33 am
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"Everyone gather what you need and rendezvous in the garage in 2 minutes. After all that racket, we are getting out of here before anything else shows up."

Once the group assembles and Orrin sees everyone's fatigue and wounds, he asks Rill to do what he can for the weary group quickly. Though excited about being in an area with so much pre rifts history, the demon attack has made him anxious.

"I'll drive the van. Jack, if you can program your horse to follow us, and like to see you up top on that rail gun. Kim, make sure your hands are free to work on that encrypted communicator,
and let us know as soon as you learn something. In the mean time, let's head West toward the blue glow, but try to keep it quiet so we don't draw too much attention
.

_________________
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 45/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14+1(6)
Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 2/3
Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14(6)
Active Powers:
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 6/3
+1 at start for 2018 1st quarter performance
+1 for making it out of the Fade
+1 for Giving away the Police Truck
-1 for EE against blue hand infiltrator
+1 for raise in quick combat

Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

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Thu Feb 22, 2018 2:29 am
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Notice 11 Raise
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 10 (4)
Ace 1d4 (1)
Wild 1d6+6 = 11 (5)


***

“Yes, sir,” Kim said. “What about the hovercycles?” she asked.

Kim started working on the encrypted comms to see if she could get the data out.

Computers 7 Success
Machine Maestro +2
Computers 1d6+2 = 7 (5)
Wild 1d6+2 = 5 (3)


Kim managed to get access. “Okay, I don’t have a network link, so it isn’t completely functional, but I have recent messages in the local memory,” she reported to Orrin. She listened for a bit. “Sounds mostly like organizing the crisis response and relief efforts. It mentions ‘the event’, but doesn’t explain what that is. The blinking light, though, is an alert for an emergency radio distress beacon from another linked radio.”

Kim took a moment to plot the signal on the map she had gotten. “The signal is about half a mile to the west,” she told Orrin.

***

Conditions
Stella’s Candy: Battle Hardened: +2 Soak rolls until end of quarter
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 29/42 shots
  • PPE 10/10


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
  • Multitool: +1 Repair


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)
  • 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

Armored Response Van (Big Boss ATV stats)
  • Turret Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 23 (12 MDC)
  • Acc/TS 15/60
  • Size 4
  • Crew: 1+3
  • Remaining mods: 0
  • All-Terrain

Police Hovercycle (Speedster hovercycle)(Severiana)
  • 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


Loot
Loot
  • 2 L-20 Pulse rifles
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 2 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 3 Vibro-knives
  • 2 Stim-Sticks
    • 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
    • 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
  • Autorifle (Jack)
    • Damage: 2d8+1, ROF 3, AP 3, semi-auto, 3RB
    • Range: 50/100/200
    • Shots: 60
      • 100 autorifle rounds
    • 11 lb
  • Trauma kit
  • 3 Encrypted communicators
  • Laser torch backpack
    • Damage: 3d6 MD, AP 8
    • Requires 2 hands, -2 Fighting and Parry if used as weapon
    • 15 lbs
  • Medi-Gel
    • +2 Healing rolls when applied to fresh wounds or to stop bleeding out
    • 10 uses
  • Dead communicator
  • Plastic explosives
    • 5d6 MD, AP 6, LBT
  • 3 glowsticks
  • Rebreather (Orrin)
    • +2 Vigor vs environmental hazards
  • Riot shield
    • +4 Armor vs ranged attacks
    • +2 Parry
  • Neural mace
    • Damage: Str+d6
    • Touch attack
    • Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
  • Grade II Field Computer (toasted by Silver)
    • +2 in opposed Computers or Lockpicking rolls
    • +2 Investigation
  • 12 Nutri-Bars (rations)
  • IRMSS unit (3 uses)
    • Healind d8+2
    • +2 to any following Healing check for one day
    • 2 lb
  • 2 10 mm Heavy Revolver
    • Damage: 2d6+1, AP 4, SA
    • Range: 12/24/48
    • Shots: 12
      • 200 10mm rounds
  • Riot helmet with integral nightvision and thermal vision
  • 6 Quick-Seal adhesive patches
  • 2 10mm autopistols (Severiana)
    • Damage: 2d6, ROF 3, AP 2, SA, 3RB
    • Range 12/24/48
    • Shots: 24
      • 200 10mm rounds
    • 5 lb
  • Anti-Material Sniper Rifle (Duncan)
    • Damage: 2d8+4, AP 6, MD, Snapfire
    • Range 50/100/200
    • Shots: 12
      • 60 sniper rifle rounds
    • Sound suppressor
    • 8 lb
  • 30 flechette shotgun shells
    • +4 damage, but target doubles armor bonus
  • 30 shocker shotgun shells
    • No damage, stuns like neural mace
  • Pistol laser sight (+1 Shooting, doesn’t stack with scope)(Orrin)
  • Rifle scope
  • 6 smoke grenades (LBT for 3r, -4 penalty in smoke)(Severiana)
  • 3 flashbang grenades (MBT, stuns as neural mace)(Severiana)
  • Riot armor (Urban Warrior armor)
  • 200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
  • Bolt cutters (Severiana)
  • Bio-Analysis Kit
  • Portable 3D Printer
  • Vibro-Fireaxe (Severiana)
    • 1H: as vibro-sword
    • 2H: as Giant-Sized vibro-sword, but -1 Parry
  • Lockpick Release Gun: +4 vs mechanical locks (Severiana)

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 15/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Thu Feb 22, 2018 3:59 am
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WIP

Sev will jump on the police hovercycle and drive next to the APC.
OOC Comments
A police hovercycle (as Speedster Hovercyle, with a Mini Rail Gun)


She will pick up all the grenades, ammo she can put in the cycle, bandages, shotgun, sniper rifle, shotgun shells, nutri-bars, stim sticks not taken, riot helmet, revolver, and electronic components and gadgets she can get into the hovercycle.

She'll pick up a tactical position and follow the Van.

She looks at the railgun attached to the hovercycle and gets familiar with how it works.

_________________
Severianna
Quick Stats
[size=85]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:[list]
[*]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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Thu Feb 22, 2018 10:53 am
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Orrin Truthseeker wrote:
"Everyone gather what you need and rendezvous in the garage in 2 minutes. After all that racket, we are getting out of here before anything else shows up."

Once the group assembles and Orrin sees everyone's fatigue and wounds, he asks Rill to do what he can for the weary group quickly. Though excited about being in an area with so much pre rifts history, the demon attack has made him anxious.

"I'll drive the van. Jack, if you can program your horse to follow us, and like to see you up top on that rail gun. Kim, make sure your hands are free to work on that encrypted communicator,
and let us know as soon as you learn something. In the mean time, let's head West toward the blue glow, but try to keep it quiet so we don't draw too much attention
.

Notice 7, CK 15 or 18 in North America, Mysticism for Succor 9, Success and a Raise
Notice 1d8+3 = 7 (4) (-1 for Fatigue)
Wild 1d6+3 = 6 (3)

CK 1d8-1 = 0 (1) (+2 if NA)
Wild 1d6-1 = 5 (6)
Wild Ace 1d6 (6)
Double Ace 1d6 (4)

Mysticism for the mega version of Sustain (succor) 1d10 (9) (+1 for staff, -1 for Fatigue)
Wild 1d6 (4)
-2 PPE
Anyone who wants it is instantly refreshed (remove 2 levels of Fatigue) and, moreover, feels their Spirits emboldened (no mechanical effect in this scenario; you just feel a little more courageous)

Rill, himself feeling drained by his battle with the demon, gives Orrin a nod. "A sound plan," he says, channeling his power through the Nymbu staff and washing away the party's fatigue.

Aware of Silver's feelings toward the arcane but concerned for the big wolfen upon seeing his wounds, Rill asks "Silver, would you like me to attempt a healing? That looks like it hurts."

_________________
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d10, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d8, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
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Thu Feb 22, 2018 1:57 pm
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Sir Blurre thanks Orrin for the refresh, and stretches a bit before helping with the loading. Once the work's done, he says, "I'm not a skilled operator, but would it be helpful for me to take one of the hovercycles as an outrider sort of deal? Or would it be better to just ride in the truck for now?"

_________________
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 6/4 (+1 for Interlude, +1 for Donations)
Wounds: 0
Agility d10, Smarts d6-1, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
    Adventure cards:
  • Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • 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.


Thu Feb 22, 2018 3:33 pm
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Notice #
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 8 (2)
Wild 1d6+6 = 11 (5)


***

“If you want to drive mine, you can,” Kim said. “It has a plasma ejector, if you can use it, otherwise we can load it up in the van.”

Kim looked at Orrin. “I could maybe jimmy up something with the van,” she offered. “Do you want fast, or do you want quiet? Maybe a cloaking device? Or boosters? Could possibly make it fly.”

***

Conditions
Stella’s Candy: Battle Hardened: +2 Soak rolls until end of quarter
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 29/42 shots
  • PPE 10/10


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
  • Multitool: +1 Repair


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)
  • 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

Armored Response Van (Big Boss ATV stats)
  • Turret Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 23 (12 MDC)
  • Acc/TS 15/60
  • Size 4
  • Crew: 1+3
  • Remaining mods: 0
  • All-Terrain

Police Hovercycle (Speedster hovercycle)(Severiana)
  • 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


Loot
Loot
  • 2 L-20 Pulse rifles
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 2 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 3 Vibro-knives
  • 2 Stim-Sticks
    • 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
    • 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
  • Autorifle (Jack)
    • Damage: 2d8+1, ROF 3, AP 3, semi-auto, 3RB
    • Range: 50/100/200
    • Shots: 60
      • 100 autorifle rounds
    • 11 lb
  • Trauma kit
  • 3 Encrypted communicators
  • Laser torch backpack
    • Damage: 3d6 MD, AP 8
    • Requires 2 hands, -2 Fighting and Parry if used as weapon
    • 15 lbs
  • Medi-Gel
    • +2 Healing rolls when applied to fresh wounds or to stop bleeding out
    • 10 uses
  • Dead communicator
  • Plastic explosives
    • 5d6 MD, AP 6, LBT
  • 3 glowsticks
  • Rebreather (Orrin)
    • +2 Vigor vs environmental hazards
  • Riot shield
    • +4 Armor vs ranged attacks
    • +2 Parry
  • Neural mace
    • Damage: Str+d6
    • Touch attack
    • Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
  • Grade II Field Computer (toasted by Silver)
    • +2 in opposed Computers or Lockpicking rolls
    • +2 Investigation
  • 12 Nutri-Bars (rations)
  • IRMSS unit (3 uses)
    • Healind d8+2
    • +2 to any following Healing check for one day
    • 2 lb
  • 2 10 mm Heavy Revolver
    • Damage: 2d6+1, AP 4, SA
    • Range: 12/24/48
    • Shots: 12
      • 200 10mm rounds
  • Riot helmet with integral nightvision and thermal vision
  • 6 Quick-Seal adhesive patches
  • 2 10mm autopistols (Severiana)
    • Damage: 2d6, ROF 3, AP 2, SA, 3RB
    • Range 12/24/48
    • Shots: 24
      • 200 10mm rounds
    • 5 lb
  • Anti-Material Sniper Rifle (Duncan)
    • Damage: 2d8+4, AP 6, MD, Snapfire
    • Range 50/100/200
    • Shots: 12
      • 60 sniper rifle rounds
    • Sound suppressor
    • 8 lb
  • 30 flechette shotgun shells
    • +4 damage, but target doubles armor bonus
  • 30 shocker shotgun shells
    • No damage, stuns like neural mace
  • Pistol laser sight (+1 Shooting, doesn’t stack with scope)(Orrin)
  • Rifle scope
  • 6 smoke grenades (LBT for 3r, -4 penalty in smoke)(Severiana)
  • 3 flashbang grenades (MBT, stuns as neural mace)(Severiana)
  • Riot armor (Urban Warrior armor)
  • 200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
  • Bolt cutters (Severiana)
  • Bio-Analysis Kit
  • Portable 3D Printer
  • Vibro-Fireaxe (Severiana)
    • 1H: as vibro-sword
    • 2H: as Giant-Sized vibro-sword, but -1 Parry
  • Lockpick Release Gun: +4 vs mechanical locks (Severiana)

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 15/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Fri Feb 23, 2018 12:22 am
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Notice 2 K-common 3
Notice: 1d6 (2)
WILD dye: 1d6 (2)

Common Knowledge: 1d8-2 = 0 (2)
WILD dye: 1d6-2 = 3 (5)


Bandit's Notice 7
Bandit's Notice: 1d8+2 = 7 (5)
WILD dye: 1d6+2 = 7 (5)


Tracking 5
Tracking: 1d8 (4)
WILD dye: 1d6 (5)


Duncan, his pride wounded more than his noggin, rubs the emerging purple egg trying to grow out of his forehead and blinks away the stars swimming in his vision as he scrambles back to the garage only to hear Orrin's orders piping through his armor's radio.

Orrin wrote:
"Everyone gather what you need and rendezvous in the garage in 2 minutes. After all that racket, we are getting out of here before anything else shows up."


Shit! Duncan hurriedly powers up his armor and dons it in record time. The padded helmet presses painfully against his forehead but he simply grits his teeth and gets on about his business because Mama Montana didn't raise no sissy and he'll be damned if he's gonna be the one to slow the group down his first time out on the range.

After reloading his scattergun he guides Bandit out of the garage and back into the eerie blue night. Duncan quickly realizes the deep ash spread all over the ground will leave tracks that'll easily lead anything on their tail right to them, no matter where they go.

"Uh, Mr. Orrin, sir? With all this ash everywhere, it'll be easy as pie for anything to track us when we move out. I could bring up the rear and try to hide 'em as best as I can. Ya never know, might buy us a little time. And Bandit here has good eyes and ears and can give us a warnin' if anything tries to sneak up on us."

Duncan borrows the vibro-fireaxe and uses it to lop off a medium-sized tree branch with a broad tail of smaller branches and foliage and, as best as he can, uses it to fill in and hide the deep vehicle and horse tracks left in their wake as they move out through the deep layer of ash.

_________________
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees


Fri Feb 23, 2018 12:50 am
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Survival 9
Survival 1d6+2 = 4 (2) (+2 from HJ in NA)
Wild 1d6+2 = 8 (6)
Ace 1d6+8 = 9 (1)


A distress beacon?

"Well it looks like we are heading west. What ever world we are in, we are still Legion, and we help those who need it.

Sir Blurre wrote:
"I'm not a skilled operator, but would it be helpful for me to take one of the hovercycles as an outrider sort of deal? Or would it be better to just ride in the truck for now?"[/b]


"Sev's an expert pilot, and seems to have a knack for staying out of sight. That would make her an ideal scout right now. What do you say Sev, can you fly out ahead of us discretely and keep an eye out for trouble?" Not wanting to give offence to the Knight, Orrin quickly turns back to Blurr and adds, "But she could use a Gunner on that minigun.

Duncan Montana wrote:
"Uh, Mr. Orrin, sir? With all this ash everywhere, it'll be easy as pie for anything to track us when we move out. I could bring up the rear and try to hide 'em as best as I can. Ya never know, might buy us a little time."[/b]


"Excellent idea Duncan! I'm glad to have you along, though I'm sorry you've gotten pulled into this mess. I'll also do what I can to conceal our path."

Once everyone has loaded up, Orrin takes off heading in a random direction. He tries to use a few tricks he has learned over the year to conceal their direction. He doubles back a few times, especially any time he can find an area with little or no Ash on the ground, and tries to drive in an existing tracks he can find.

_________________
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 45/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14+1(6)
Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 2/3
Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14(6)
Active Powers:
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 6/3
+1 at start for 2018 1st quarter performance
+1 for making it out of the Fade
+1 for Giving away the Police Truck
-1 for EE against blue hand infiltrator
+1 for raise in quick combat

Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

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Fri Feb 23, 2018 2:09 am
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Blurre considers Kim's offer. "Thank you, but I think it would be best if your personal vehicle were on the truck. If things get dicey and I have to ditch the vehicle and clear out on foot, I'd feel less guilty about leaving behind one of the commandeered vehicles." He looks to Orrin. "And if I am riding one of those, do you want me to stay low to the ground, so as not to draw attention, or should I go high to provide overwatch and see what we are approaching?"

_________________
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 6/4 (+1 for Interlude, +1 for Donations)
Wounds: 0
Agility d10, Smarts d6-1, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
    Adventure cards:
  • Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • 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.


Fri Feb 23, 2018 6:38 am
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Silver looks down at his mid section, when Rill mentions healing. Having not previously noticed the sign post there before (most likely due to the nanites and the chemo-adrenials), "Preacher, I will hold off on your aid. This is just a friendly reminder that I am still part flesh and not a full conversion."

Silver walks into an empty office away from everyone else. Grunting quite loudly he removes the signpost and props against the wall and walks out. The wounds on front and back can already been closing, though the healing will likely take the rest of the day.

Nodding to Rill, "Everytime you use your 'Preacher Tricks', you make my fur stand on end with some 'mystic' current." Pointing outside to the ash laying around, "That ash is liable to stick to me." As he mentions the sticking part, Silver hits upon an idea. "Wait here for a minute Preacher, I just might be able to use that 'Preacher Magic.'"

Heading towards the showers and bathrooms, Silver looks for soap of any kind, bar, liquid, powder, any kind of soap. Once he has the soap, he then gets a couple of large handfull of ash. Heading to the bathroom sinks he tries for hot water and then proceeds to lather his hands thouroughly. Once his paws are well lathered he puts his hands back into the ash and makes a paste, which he then applies to the semi-open wounds. Washing and drying his hands, he then continues to pack the remaining ash into the compresses on both front and back.

Returning to Rill, "All right Preacher, heal me."

When Rill finishes with his healings and silver's fur is standing out suffiecently from the rest of his body, Silver walks over to the largest pile of ash he can find and jumps in it. Inspecting himself, Silver seems to be fairly certain his camouflage will be enough to mask his scent and provide a decent cover in the dark.

Poking his head back into the station, Silver realizes that he still has a sticky bur in his fur. Pulling it again from his fur, "Does anyone have any idea what this is? It is getting very annoying. Worse than the High Desert Scorpion Burrs, this is making my fur stick all together."

Silverclaws wrote:
After he has found himself a place to observe, he looks for a nearby pole or a building that can withstand him scratching his back and fur. While he is scratching he finds that a section of fur keeps getting stuck and actually pulls on his fur. Reaching that spot is tough but he manages and pulls away a clump of fur.

Pulling off the fur, Silver is rewarded with what was known as a Root Beer Barrel. He can smell the sugar and sweetness but another scent lingers stronger. Holding it between his claws he shows it to everyone else. With a quizical look he shows it to the rest of the 18th, "What ... Is ... This?" he mouths to those that can see him.

Root Beer Barrel Reward
Grants Battle Hardened (TLPG 71)


"I will take to the roof tops and pull rear guard. It won't be hard for me to close distance should we make contact"

_________________
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...

Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.

Adventure cards:
  • (7) Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • (20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |


Fri Feb 23, 2018 2:05 pm
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Silverclaws wrote:
Silver looks down at his mid section, when Rill mentions healing. Having not previously noticed the sign post there before (most likely due to the nanites and the chemo-adrenials), "Preacher, I will hold off on your aid. This is just a friendly reminder that I am still part flesh and not a full conversion."

Silver walks into an empty office away from everyone else. Grunting quite loudly he removes the signpost and props against the wall and walks out. The wounds on front and back can already been closing, though the healing will likely take the rest of the day.

Nodding to Rill, "Everytime you use your 'Preacher Tricks', you make my fur stand on end with some 'mystic' current." Pointing outside to the ash laying around, "That ash is liable to stick to me." As he mentions the sticking part, Silver hits upon an idea. "Wait here for a minute Preacher, I just might be able to use that 'Preacher Magic.'"

Heading towards the showers and bathrooms, Silver looks for soap of any kind, bar, liquid, powder, any kind of soap. Once he has the soap, he then gets a couple of large handfull of ash. Heading to the bathroom sinks he tries for hot water and then proceeds to lather his hands thouroughly. Once his paws are well lathered he puts his hands back into the ash and makes a paste, which he then applies to the semi-open wounds. Washing and drying his hands, he then continues to pack the remaining ash into the compresses on both front and back.

Returning to Rill, "All right Preacher, heal me."

When Rill finishes with his healings and silver's fur is standing out suffiecently from the rest of his body, Silver walks over to the largest pile of ash he can find and jumps in it. Inspecting himself, Silver seems to be fairly certain his camouflage will be enough to mask his scent and provide a decent cover in the dark.

Poking his head back into the station, Silver realizes that he still has a sticky bur in his fur. Pulling it again from his fur, "Does anyone have any idea what this is? It is getting very annoying. Worse than the High Desert Scorpion Burrs, this is making my fur stick all together."

Silverclaws wrote:
After he has found himself a place to observe, he looks for a nearby pole or a building that can withstand him scratching his back and fur. While he is scratching he finds that a section of fur keeps getting stuck and actually pulls on his fur. Reaching that spot is tough but he manages and pulls away a clump of fur.

Pulling off the fur, Silver is rewarded with what was known as a Root Beer Barrel. He can smell the sugar and sweetness but another scent lingers stronger. Holding it between his claws he shows it to everyone else. With a quizical look he shows it to the rest of the 18th, "What ... Is ... This?" he mouths to those that can see him.

Root Beer Barrel Reward
Grants Battle Hardened (TLPG 71)


"I will take to the roof tops and pull rear guard. It won't be hard for me to close distance should we make contact"


At Silverclaws' signal, Rill channels a bit of energy through his Nymbu staff and heals the big wolfen.
Healing, 2 Wounds
Mysticism 1d10+3 = 12 (9) (includes Healer and +1 from staff)
Wild 1d6+3 = 6 (3)


Looking at the clump Silver holds up, Rill says, "I do believe that's candy, my friend. I received one of my own, and felt quite bolstered after eating it; I believe they are from Stella."

_________________
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d10, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d8, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
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Fri Feb 23, 2018 2:41 pm
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Notice 5, CK 5
Notice
1d6 (3)

WD Notice
1d6 (5)

CK
1d10 (5)

WD CK
1d6 (3)

Jack nods to Orrin. "Ah reckon ah could raise Cain with that little beaut. Ah'll have Comet follah behind." He glances at the "burr" in Silver's fur. He shrugs, then checks his pockets. Lo and behold, a wrapped candy and the same torch token as the others found rest in his chest pocket. He smiles. Stella's watermelon candy. Ah can't get enough a' that juicy center. He pops the candy in his mouth and feels his spirit bolstered.

Stella's reward
Brave, active until the end of the quarter

Jack moves to comply with Orrin's orders, loading up his empty auto-rifle and any miscellaneous gear he can into the van, then takes up his position behind the rail gun. "Aw yeah, this sweet Betsy oughta sing."

_________________
Bullet Jones
Jack "Bullet" Jones
Bennies: 6 (+1 quarter bonus, +1 escape the fade, +1 donating van)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 19/40
Active Powers: None
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
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Sat Feb 24, 2018 1:40 pm
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Rolls for as needed:

Notice 17 CK 3 Driving 5 Stealth 11
Notice (+2 Sight based rolls - cybernetics) (+2 rolls that only relate to traps and similar devices)
Notice roll 1d6 (6)
Wild Die roll 1d6 (2)
Notice Ace 1d6 (6)
Notice Ace again 1d6 (3)

Common Knowledge (-2 Clueless Hinderence)
CK roll 1d6 (5)
Wild Die roll 1d6 (4)

Driving
1d8+2 = 5 (3)
Wild 1d6 (3)

Stealth
1d12+2 = 6 (4)
Wild 1d6 (6)
Ace 1d6 (5)


I don't mind this blue haze. It's my kind of blue. And I feel better about being un-noticed than being noticed. The haze gives Sev a bit of confidence and she feels very concealed and gives her the focus to reach out with all her senses to feel anything that might be something to take note of.

Sev scouts ahead of the Van trying her best to keep an eye out for any danger or anything of note, and stay quiet and un-noticed. Following Orrin's directs and reporting back as the opportunity presents itself.

_________________
Severianna
Quick Stats
[size=85]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:[list]
[*]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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Sun Feb 25, 2018 1:29 pm
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(Rolls held, Notice 7)

K Occult 7
Knowledge Occult 1d6 (6)
Ace! 1d6 (1)
Wild 1d6 (2)


Once Silver describes what he’s picking up on his sensors, Rill racks his brain for anything that might match their description.

_________________
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d10, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d8, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature


Sun Feb 25, 2018 2:35 pm
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Once Orrin starts barking orders, the team loads up in double-time, stowing gear and looted supplies in the armored police van and readying to head out into the blue-tinged gloom. Rill makes the rounds, removing fatigue and sealing wounds -- and in Silver's case, facilitating an extra bit of static-based camouflage.

With Blurre and Sev as hovercycle-mounted outriders, the group moves out, Orrin directing the almost-silent-running van through the ash-filled streets on a circuitous route, while Duncan rides behind, doing his best to cover the group's trail. With some help from Rill, Silver keys in on what he's fairly certain are the anomalous heat signatures that signify the black-scaled demons, and radios in occasional changes of direction to help avoid any in the group's path.

Block by block, the distress signal draws nearer. The blue glow intensifies, and eventually you find yourselves surrounded by a ley line -- of a sort. The line is more raw and uncontrolled than you're used to, making it more difficult to tap. (The ley line still enhances psionics and increases maximum PPE, but attempts to draw PPE from it are at a -4.)

Finally, the armored van creeps out of a narrow alley into a more open area, where a large, plascrete-covered lot next to the highway is surrounded by makeshift gates and barriers. In the center of the lot, a command post or relief station has been set up around a large building surrounded by ash-covered canvas structures and half-collapsed tents.

As you draw closer, you can make out a sign above the main structure: "Arabasian Nights" is written in large letters, and above it, in smaller script: "Nasir Nakamura's World Famous." Smaller signs below proclaim the offerings: Unfamiliar words like ramen and shawarma, sushi and dolma.

Rounding the corner, a more familiar sight causes your hearts to skip a beat -- a Coalition Mark V APC, or rather, some sort of gray-painted knockoff, and a badly-damaged one at that.

Although the size and shape of a Mark V, the gray-painted APC is more lightly-armed, with only twin-linked heavy lasers and a missile battery mounted up top. Both have been nearly torn from their the turrets, and the APC is bent, with one side caved in, where it appears to have been struck by a missile or something of similar power. Despite the damage, you can make out a silver eagle sigil and the words Northern Eagle Military Alliance.

Whoever they were, these Northern Eagles appear to have been running a relief operation of some sort. There are medical supplies and broken diagnostic equipment scattered around the tents, but precious few bodies. One of the few you find -- only partial torso and head, the legs are nowhere to be seen -- clutches a handset emitting the distress signal.
Attachment:
NEMA APC.PNG
NEMA APC.PNG [ 114.58 KiB | Viewed 1977 times ]

Inside the APC
The APC -- a "NEMA MX-422" according to some stenciled labels you find inside -- appears to have been mostly emptied of contents even before it was damaged, the equipment presumably off-loaded to the tents nearby. Although the weapon systems have been destroyed, and it's too damaged to move, the generator is still in standby and a tactical display is squawking and showing a static-filled radar map. Also of interest is the locked weapons locker in the back ... Hacking the lock or forcing it open (make an appropriate check at -2 for difficulty) reveals a small arsenal of what appears to be advanced Coalition weaponry!
  • There are (6) "PLP-20s" that look similar to the Coalition C-18 pistols, but are lighter and have a pulse setting. (Range 12/24/48; Damage 2d6+1; RoF 3; Shots 30; 4 lbs; AP 2, 3RB)
  • There are (4) "LSR-250s" that look like Coalition C-10 laser rifles. (Range 30/60/120; Damage 3d6+2; RoF 3; Shots 60; 9 lbs; AP 2, SA, 3RB; scope with nightvision and laser targeting that offsets 2 points of range and/or darkness penalties)
  • There are (2) "LGR-360s" that look like Coalition Firebreather rifles. (Range 30/60/120; Damage 3d6+2; RoF 3; Shots 60; 10 lbs; AP 2, SA, 3RB; scope with nightvision and laser targeting that offsets 2 points of range and/or darkness penalties; underbarrel grenade launcher is Range 20/40/80, 12 shots, damage by type)
  • Three e-clips for each weapon and two cases (24 each) of smoke grenades for the LGR-360s.

In addition to the weapons, there are two suits of advanced body armor, painted gray with NEMA insignia. (+7 Armor, +2 Toughness, 20 lbs., no Str. Min.; full environmental protection, 10-mile communications, PA loudspeakers, nightvision and thermal).
Attachment:
NEMA Armor.PNG
NEMA Armor.PNG [ 210.41 KiB | Viewed 1977 times ]

Inside Arabasian Nights
The dining section of the restaurant has been cleared to provide an operating bay and recovery area, although it's more recently been a combat zone. Beds are knocked over and there's plenty of blood -- although again, no bodies. Most of the equipment here is too bulky to be of use, but you do find another Bio-Analysis Kit and IRMSS, as well as a couple of hypos of "Emergency Trauma Application Nanite Colonies." (When used, they provide an immediate Natural Healing roll at +2).
The kitchen area appears to have been left relatively untouched. In addition to a couple of ovens, stoves and refrigerators that look more or less like you'd expect, you find a couple of machines that look similar to the 3D printer you found earlier, along with boxes full of cellophane bags with labels like "Texture Level 5 Protein" and "Carbohydrate Fill" and "Sodium Chloride Formulation B-43."



Escalation: 17 base + 1d6 (6) -5 for stealth +1 distance + Ace 1d6 (6) + Ace 1d6 (5) = 30. Well, things certainly took a turn there...

As you start to poke around the site, a ghostly howl rises from the east, back the way you came, followed by another to the north ... then another to the southwest. Simultaneously, Silver's trackers start pinging, as at least half a dozen demons, maybe more, start converging on your location.

The static on the NEMA APC's tactical display resolves into a map of the local area at about the same time. Seven or eight objects -- each is labeled something like "Aubrey, 2C" or "Schilling, 12A" -- are moving forward toward the relief station, mostly from the east but from other directions, as well. Soon scores of other unidentified shapes start appearing at the edges of the display, the numbers growing into the hundreds as swiftly move closer ...

You've got time for a quick search of the site before alarms start going off, so post actions/narrative for that. Then once the bogies start converging, you've got ... let's say three rounds of actions you could take to prepare. Just let me know what you want to do and make rolls as needed to activate spells, etc. (MAP applies if trying to do more than one thing per "round.") We'll roll this out as a full combat, but I probably won't have time for a map, unless I stumble onto an appropriate one.

_________________
GM Bennies: 8/8


Sun Feb 25, 2018 9:20 pm
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Notice 2, Common Knowledge 4
Notice 1d4 (2)
Wild Notice 1d6 (2)

Common Knowledge (NA Bonus) 1d6+1 = 3 (2)
Wild Common Knowledge 1d6+1 = 4 (3)


When the alerts go off, Blurre doesn't hesitate--he hops back on the hoverbike and climbs it to about 40', so he can radio in a better description of the threat they're facing.

Sadly, after a moment of searching, he's forced to radio in. "Bad luck--with this fog, I won't be able to see what we're dealing with until it's almost on top of us."

OOC Comments
Figure this is him burning a round of prep-time.

_________________
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 6/4 (+1 for Interlude, +1 for Donations)
Wounds: 0
Agility d10, Smarts d6-1, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
    Adventure cards:
  • Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • 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.


Mon Feb 26, 2018 8:29 am
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Notice 8, CK 7, PPE from Ley Line 4
Notice 1d8+4 = 8 (4) (includes sight and awareness)
Wild 1d6+4 = 8 (4)

CK 1d8+2 = 3 (1) (includes NA bonus from HJ roll)
Wild 1d6 (5)

Mysticism to pull from the ley line 1d10-3 = 4 (7) (includes -4 for crazy line and +1 for staff)
Wild 1d6-3 = 0 (3)


Rill draws on the power of the ley line, recharging himself a bit to replenish the energy he had expended to heal and rejuvenate the team.

"It sounds like a lot of unpleasantness is coming our way," he says. "As much as I would like to determine exactly what happened to these poor people, hunches aside, discretion is the better part of valor. At least, that's what people have always told me."

_________________
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d10, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d8, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
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Mon Feb 26, 2018 11:16 am
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Notice 8 Raise
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 8 (2)
Wild 1d6+6 = 8 (2)


***

Notice DISREGARD; already rolled
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 9 (3)
Wild 1d6+6 = 11 (5)


***

Kim hopped out of the truck to stretch and search through the Mark V, or what appeared to be one. She didn’t have much more time than to get an inventory before the alert came through that they were surrounded with hostiles approaching.

She moved to rejoin the others. “If we can get everything inside the APV, I can slap a fly gizmo on it,” she said. “Invisibility too. Then hopefully we can fly right out unseen over them.”

***

Conditions
Stella’s Candy: Battle Hardened: +2 Soak rolls until end of quarter
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 29/42 shots
  • PPE 10/10


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
  • Multitool: +1 Repair


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)
  • 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

Armored Response Van (Big Boss ATV stats)
  • Turret Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 23 (12 MDC)
  • Acc/TS 15/60
  • Size 4
  • Crew: 1+3
  • Remaining mods: 0
  • All-Terrain

Police Hovercycle (Speedster hovercycle)(Severiana)
  • 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


Loot
Loot
  • 2 L-20 Pulse rifles
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 2 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 3 Vibro-knives
  • 2 Stim-Sticks
    • 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
    • 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
  • Autorifle (Jack)
    • Damage: 2d8+1, ROF 3, AP 3, semi-auto, 3RB
    • Range: 50/100/200
    • Shots: 60
      • 100 autorifle rounds
    • 11 lb
  • Trauma kit
  • 3 Encrypted communicators
  • Laser torch backpack
    • Damage: 3d6 MD, AP 8
    • Requires 2 hands, -2 Fighting and Parry if used as weapon
    • 15 lbs
  • Medi-Gel
    • +2 Healing rolls when applied to fresh wounds or to stop bleeding out
    • 10 uses
  • Dead communicator
  • Plastic explosives
    • 5d6 MD, AP 6, LBT
  • 3 glowsticks
  • Rebreather (Orrin)
    • +2 Vigor vs environmental hazards
  • Riot shield
    • +4 Armor vs ranged attacks
    • +2 Parry
  • Neural mace
    • Damage: Str+d6
    • Touch attack
    • Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
  • Grade II Field Computer (toasted by Silver)
    • +2 in opposed Computers or Lockpicking rolls
    • +2 Investigation
  • 12 Nutri-Bars (rations)
  • IRMSS unit (3 uses)
    • Healind d8+2
    • +2 to any following Healing check for one day
    • 2 lb
  • 2 10 mm Heavy Revolver
    • Damage: 2d6+1, AP 4, SA
    • Range: 12/24/48
    • Shots: 12
      • 200 10mm rounds
  • Riot helmet with integral nightvision and thermal vision
  • 6 Quick-Seal adhesive patches
  • 2 10mm autopistols (Severiana)
    • Damage: 2d6, ROF 3, AP 2, SA, 3RB
    • Range 12/24/48
    • Shots: 24
      • 200 10mm rounds
    • 5 lb
  • Anti-Material Sniper Rifle (Duncan)
    • Damage: 2d8+4, AP 6, MD, Snapfire
    • Range 50/100/200
    • Shots: 12
      • 60 sniper rifle rounds
    • Sound suppressor
    • 8 lb
  • 30 flechette shotgun shells
    • +4 damage, but target doubles armor bonus
  • 30 shocker shotgun shells
    • No damage, stuns like neural mace
  • Pistol laser sight (+1 Shooting, doesn’t stack with scope)(Orrin)
  • Rifle scope
  • 6 smoke grenades (LBT for 3r, -4 penalty in smoke)(Severiana)
  • 3 flashbang grenades (MBT, stuns as neural mace)(Severiana)
  • Riot armor (Urban Warrior armor)
  • 200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
  • Bolt cutters (Severiana)
  • Bio-Analysis Kit
  • Portable 3D Printer
  • Vibro-Fireaxe (Severiana)
    • 1H: as vibro-sword
    • 2H: as Giant-Sized vibro-sword, but -1 Parry
  • Lockpick Release Gun: +4 vs mechanical locks (Severiana)

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 15/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Tue Feb 27, 2018 5:44 am
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Notice 9 K-common 3
Notice: 1d6 (2)
WILD dye: 1d6 (6)
-ACE: 1d6 (3)

Common Knowledge: 1d8-2 = 3 (5)
WILD dye: 1d6-2 = 2 (4)


Bandit's Notice 15
Bandit's Notice (Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks):
Bandit's Notice: 1d8+2 = 10 (8)
-ACE: 1d8 (7)
WILD dye: 1d6+2 = 8 (6)


Rill wrote:
Rill draws on the power of the ley line, recharging himself a bit to replenish the energy he had expended to heal and rejuvenate the team.


Duncan rubs his forehead through his armor as the angry purple egg there continues to recede after Preacher Rill's kind ministrations. He remains saddled outside of the APC and the restaurant, the eerie lack of people kinda givin' him the creeps an' all. Over the group radio he says, "Reminds me of this time me and my brothers came upon some long abandoned ghost town. The ones that had sprouted up like a weed around a gold mine and were abandoned just as quick when the mine was finally played out. Except this place was just deserted recently, it looks to me. And there's a lot more blood here."

He has Bandit sidle up to the side of the APC when the stenciled N.E.M.A. logo catches his eye, so he can give it a closer look along with the now familiar silver eagle symbol. "'Northern Eagle Military Alliance'...huh. I ain't heard o' them before. That some new outfit round these parts? Maybe got sucked into that blue thinny with us? Or maybe we got issued forth to wherever they are or somethin'?" On a hunch, he pulls his authentic U.S. Silver Dollar out of its treasured spot within one of his saddle bags. It is one of the few things he still has left to remind him of where he came from and to him it had become a lucky talisman of sorts, at least in his head. He holds it up next to the silver eagle logo on the wrecked APC. Huh. I'll be damned. Almost the same. What're the odds on that? Ha!


Stella's gift
Duncan will take the Brave edge for Stella's gift. I forgot to choose when he ate it.

_________________
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees


Tue Feb 27, 2018 7:12 am
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Silver takes a moment when they get to the NEMA command base, to unwrap or defur the candy. Popping the Root Beer Barrel in his mouth, it is quickly lost and swallowed. Silver is not quite certain what he should be tasting or feeling with the candy, but it lacks the salt and iron taste of blood he generally prefers with all his foods.

Slightly disappointed and certainly expecting something more, Silver's hearing does pick up the mention of a locker needing to be opened. Squeezing his way into the APC he approaches the locked cabinet.

OOC Comments
    Strength 4
  • Strength 1d12 (5) (+1 Strength, -2 Situation Modifier)
  • Wild Strength 1d6 (4)


Silver struggles at first to find purchase for his massive paws to even grab the locker. With a little prying and wiggling, Silver is able to squeeze his right paw into the two-door locker and begin pulling the left door away from the right. Soon enough, the locking mechanism snaps and Silver is able to swing the doors open.

Loading the weapons as best as he can into one massive arm, Silver takes everything and relocates it to the Police Van. Returning to the NEMA vehicle once more, he squuezes back in and begins picking up other miscellaneous items, effectively cleaning out all the visible items remaining.

He then checks his scanners and the radar to keep the other members of the 18th up to speed on the approaching engagement.

_________________
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...

Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.

Adventure cards:
  • (7) Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • (20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |


Tue Feb 27, 2018 1:48 pm
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Mechanics
Notice 1d6 (5)
Wild 1d6 (4)

CK 1d10+2 = 8 (6)
Wild 1d6+2 = 7 (5)

Prep turn 1:
Spellcasting (boost trait Spellcasting) 1d10+2 = 3 (1)
Wild 1d6+2 = 3 (1)

Fright table (For crit failure) 1d20 (19)

Prep turn 2:
Spirit roll for shaken: 1d6 (4)
wild 1d6 (3)

Spellcasting (Boost trait, driving for Rill) 1d10+2 = 4 (2) (+2 from gear)
Wild 1d6+2 = 3 (1)
Benny to Reroll:
1d10+2 = 10 (8)
1d6+2 = 7 (5)

Prep Turn 3:
Spellcasting (Quickness, self) 1d10+1 = 5 (4) (Plus 1 from armor only, as staff is stored on his back)
Wild 1d6+1 = 5 (4)

PPE used:
-2 for armor
Draw from LL before escalation: Spellcasting 1d10-2 = 4 (6)(-4 + 2 for gear), wild 1d6-2 = 2 (4)
-3 for Boost Spellcasting
Draw from LL Prep turn 1: Spellcasting 1d10-2 = 8 (10)(-4 + 2 for gear), wild 1d6-2 = 1 (3)
Ace! 1d10+8 = 18 (10)
Ace again! 1d10+18 = 27 (9)
-3 for boost driving
Draw from LL Prep turn 2: Spellcasting 1d10-2 = 1 (3)(-4 + 2 for gear), wild 1d6-2 = 4 (6)
Ace! 1d6+4 = 10 (6)
Ace again 1d6+10 = 15 (5)
-4 for quickness
Draw from LL Prep turn 3: Spellcasting 1d10-2 = 5 (7)(-4 + 2 for gear), wild 1d6-2 = 0 (2)

Net Gain: 34 PPE


When they stumble in the command base where the distress signal was coming from, Orrin swings from giddy over the incredible archeological - if it could be called that - to grave concern for the safety of the team.

That's a NEMA APC!

Orrin runs into the open lot, oblivious to the signs of carnage around him.

550 amp twin lasers...optimized digital HMI that feeds into operative helmets and can be controlled by eyeblinks.....the treads are even made from that synthesized neo-rubber we've never been able to recreate since the golden age ended. But the damage is extensive...

And with that thought Orrin looks around, seeing the tell tale signs of struggle. Scorch marks from lasers on the nearby walls, rusty blood stains on the asphault, all point to a recent battle that didn't go well for the owners of the APC.

Brought back to reality by the signs of battle, Orrin starts to draw on the leyline for power and reaches into his pocket for the butterscotch candy that he is sure came from Stella.

She was the only one I shared my love for butterscotch with after all. He thinks as he examines the candy.

He evetually shrugs pops it into his mouth and feels a surge of warmth flow through his body.
OOC Comments
I will take battle hardened for the remainder of our session


Feeling invigorated and more focused, Orrin turns to the business at hand. He inspects the APC as a military commander rather than a historian.

Weapons systems are completely offline. Looks like Kim probably couldn't even repair it.

The HUD on the APC then comes alive showing a growing number of objects, until possibly hundreds fill the screen. It then clicks in Orrin's head why there aren't any bodies...

"We've got undead inbound. Lots of them!" Orrin shouts, activating his armor

After a hasty discussion to hear everyone's thoughts, Orrin makes the decision to get out of the area.

"Everyone load up. We are going to continue to head West. Organize for maximum fire power, and use it to keep the path of the Van clear"

As everyone readys for action, Orrin turns to Rill holding up the keys for the Van "Would you mind driving? I'd like to be able to help keep the road clear. Don't worry if you don't have much experience, I can help you with that"

Orrin mutters a quick spell to improve his concentration, but as he reaches out to the ley line he feels a powerful presence. Staring off into the distance, he sees a vision of a towering demon with a crown of horns. Tendrils of arcane energy stretch from it to the ley line, to the hordes of zombies closing in. Orrin thinks - no, he somehow knows that the demon has harnessed the ley line, molding it to create a blue dome around the town, with the demon at the center. The creature senses Orrin's presence and turns and looks straight into Orrin's eyes. Orrin can sense a deep and penetrating evil at the heart of the creature. It smiles a wicked grin and suddenly tentacles tipped with gnashing teeth lash out from the demon.

Orrin stumbles backward screaming bloody horror, trips and falls to the ground. When he looks up, he sees a concerned Rill standing over him.

"I'm...I'm fine..." Orrin says, accepting the preachers help to his feet. "I'll tell you and the rest of the team what happened when we are clear of the horde and have a second. Just know not to burn yourself out here. Something big lies ahead of us." Orrin says, though his he stares of in the distance for a second, clearly distracted by his the memory of his vision. He eventually shutters and turns back to Rill "For now, lets focus on the the problem at hand. You need to drive that truck"

Orrin lays a hand on Rills shoulder (though not technically necessary) and sends a wave of electricity through the preacher, stimulating the chakra points that improve his reaction time and responsiveness, key elements that will help him drive the van.

Continuing to drink from the leyline, Orrin hesitantly straps his staff to his back and mounts one of the weapon less hover cycles and takes to the air. He then let's loose a burst of magically induced adrenaline as the group speeds of to the west.

Rill gets a d6 in driving for the next 2 turns (or until Orrin drops the spell). Orrin is quickened, getting two turns per round for 3 rounds, or until he drops the spell.

_________________
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 45/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14+1(6)
Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 2/3
Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14(6)
Active Powers:
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 6/3
+1 at start for 2018 1st quarter performance
+1 for making it out of the Fade
+1 for Giving away the Police Truck
-1 for EE against blue hand infiltrator
+1 for raise in quick combat

Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

Update Signature


Last edited by Orrin Truthseeker on Thu Mar 01, 2018 11:25 am, edited 10 times in total.



Wed Feb 28, 2018 12:40 pm
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Silver hears Orrin over the Team's freq and stands facing east watching and listening. If we only had the means to ignite and sustain a large fire. Old places like this had natural gas lines, I think.

"Orrin, is this town old enough to have gas lines?"

Notice 8, 10 Sight, Scent, or Sound
    Notice 8, 10 Sight, Scent or Sound
  • Notice 1d8 (6) (+2; +4 Sight, Scent, or Sound)
  • Wild 1d6 (2)


K/Common 6
    K/Common 6
  • Common Knowledge 1d8 (6)
  • Wild 1d6 (1)

_________________
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...

Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.

Adventure cards:
  • (7) Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • (20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |


Wed Feb 28, 2018 9:19 pm
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Posts: 109
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Notice
Notice
1d6 (5)

WD Notice
1d6 (1)

Jack doesn't spend much time looking around. He follows Silver to help with loading up whatever he can from the locker. He acknowledges Orrin's commands and heads for the railgun turret of the van. "Ah reckon we oughta get ta moseyin' down the ol' dusty trail, y'all. Don't sound like what we got headin' our way's exactly a warm welcome." He stops at Comet and issues some commands to the horse, then mounts up into the turret.

_________________
Bullet Jones
Jack "Bullet" Jones
Bennies: 6 (+1 quarter bonus, +1 escape the fade, +1 donating van)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 19/40
Active Powers: None
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature


Wed Feb 28, 2018 10:22 pm
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Posts: 48
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When news of the horde approaching their position reaches him, Duncan secures his lucky Silver Dollar back in its pouch and draws out his L-20 and readies himself for outrider duty to help keep the path ahead as clear as possible, per Orrin's orders. He quickly double checks the position of his variously acquired guns, new and old, in case he needs to switch to something powerful than the L-20 at some point. The thought occurs to him that the sight of so many rifle butts and gun handles stickin' out of his saddle bags and holsters almost makes Bandit look like a beefy porcupine. Duncan chuckles involuntarily at this as a sorta weird but cozy warmth seems to pulse out from his belly and a sudden belch brings up a whiff of the lemon drop he accidentally swallowed from earlier. This all results in a release of the nervous tension that had threatened to creep up on him when he first heard that word, horde.

_________________
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees


Thu Mar 01, 2018 4:12 am
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You have just enough time to inspect the site and loot the NEMA APC before alarms start to sound and the magnitude of the approaching horde becomes clear. Throwing the weapons and armor in the police van, you mount up and prepare to push west, where you expect to encounter zombies and demons, but in marginally smaller numbers.

After Orrin's mental encounter with ... whatever it was ... the fear in the pits of your stomachs only grows. The fog becomes more oppressive, and you're sure you can hear moans and growls coming from all directions. Mounting up, you hit the accelerator and blast off through the blue. Within a few blocks, you encounter the first of the zombies, dead-eyed townspeople who move with jerking, frenzied motion to attack. Unarmored and unarmed, they fall easily, but there are so many ... and who knows which clump of revivified dead hides one of the black-scaled demons, ready to tear out your throat with it's razor-sharp claws?

Momentum carries you through the initial ranks, bodies falling beneath you, but soon those on the ground find themselves fighting for survival. Among the horde, here and there, stalk the corpses of police or NEMA first responders, their Golden Age armor making them far harder to put down. The howls grow in volume, and soon you can hear pursuers behind joining in the chorus raised by those in front.
Attachment:
zombies.jpg
zombies.jpg [ 45 KiB | Viewed 1917 times ]

We'll hand this as a variant Quick Combat, but a couple of important notes:
  • Anyone who is flying does not have to make a roll. You're safe above the horde. But if you do choose to roll (and put yourself at risk/use resources), you can donate one success to another player, like one of the poor schlubs hoofing it on the ground. Note, Kim had time to rig up a fly device for the van if she wants, just make the appropriate rolls and spend the PPE. In addition, everyone needs to make a Fear test as you come face-to-face with the zombie horde -- anyone on the ground takes a -2 penalty.


Break on Through - Quick Combat
Modified Savage Quick Combat

Steps: The following is the Order of Operations for a Quick Combat.
  1. Scene Modifier
  2. Player Character Options (Resources Spent)
  3. Quick Combat Roll
  4. Describe outcome (Narrative)

1. Scene Modifier : 0 from the air, -4 on the ground; There are hundreds of zombies, and two or three of the far more dangerous demons moving through the ranks.

2. Player Character Options: These allow you to have more control over the results of Quick Combat, Mass Combat or Quick Battle without having to use Bennies. You may use Bennies as normal.

Resources Spent: As a default your character spends 4 Power Points, uses 1/2 a clip of ammo or 2 grenades/missiles, etc. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them.
  • -2: Conserve your energy - Believing it may be an easy battle you accept -2 to your roll in exchange for spending 1/2 (rounded down) the resources. However, your character receives a free soak roll versus any wounds taken from failure.
  • +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
  • +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
  • +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.

3. Quick Combat Roll:
  • Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 2 wounds. In addition he accidentally inhibits another players efforts, reducing the number of successes for the group by 1. (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1 Wound (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Success (+1): The hero fights well and adds +1 success to his team’s efforts, though the dangers of the battle put him at risk of receiving a serious wound. Your hero must make a Vigor roll (no penalties); Failure means he suffers 1 wound.
  • Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s tally. Escaping the dangers of battle he finds himself uninjured. In addition you gain a Benny.
  • Two or More Raises (+3): The warrior covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 successes for his side and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you and your character was able to conserve resources, reducing the amount of PP or ammo used by half.

4. Narrative: You then do your best to narrate the result of your roll to make your character seem as awesome as possible.

_________________
GM Bennies: 8/8


Thu Mar 01, 2018 8:43 pm
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Spellcasting 15, Passed Fear Check
Fear Check Spirit 1d6 (1)
Wild 1d6 (6)

Spellcasting 1d10+3 = 13 (10) (+1 for amor, +2 for serious business)
Ace! 1d10+13 = 15 (2)
Wild 1d6+3 = 7 (4)

PPE Used: -6 (-4 x 2 for serious business, +2 for 2 raises and wizard edge)


As the horde of zombies comes into view, Orrin's determination is only strengthened. Compared to the horrible demon he encountered in the Ley Line, these decrepit creatures are pitiful. Whether it is the excess of power available on the line, or the concern for his team raised in him by the demonic encounter, Orrin puts a little extra effort into his spellwork, deftly weaving a firey death amongst the horde. He focuses his fire on the path in front of the Van, thinking the horde before the vehicle charges through like archers of ancient time before a calvary charge.

_________________
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 45/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14+1(6)
Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 2/3
Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14(6)
Active Powers:
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 6/3
+1 at start for 2018 1st quarter performance
+1 for making it out of the Fade
+1 for Giving away the Police Truck
-1 for EE against blue hand infiltrator
+1 for raise in quick combat

Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

Update Signature


Last edited by Orrin Truthseeker on Sun Mar 04, 2018 8:20 am, edited 5 times in total.



Thu Mar 01, 2018 10:36 pm
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Notice 9 Raise
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 9 (3)
Wild 1d6+6 = 8 (2)


***

Finding some time on her hands since she didn’t have to break into the NEMA weapons locker like she thought, Kim quickly cobbled together a device.

Arcane Machinist to create Fly device 11 Raise +5 PPE
-4 for Veteran power, +4 Machine Maestro
TW 1d10 (7)
Wild 1d6 (1)
Extra Effort 1d6 (4)


Once that was done, Kim slipped under the truck to wire it in. Then she took a moment to refresh herself from the ley line.

Draw PPE 3 points
Arcane Machinist was Prep Turn 1. Drawing on the Ley Line twice for 2 & 3
-4 difficulty
TW 1d10-4 = -3 (1)
Wild 1d6-4 = -1 (3)
Benny to Reroll
TW 1d10-4 = -1 (3)
Wild 1d6-4 = 1 (5)

TW 1d10-4 = 2 (6)
Wild 1d6-4 = 0 (4)


Kim was disappointed at how difficult it was to draw power, getting only a trickle. But she didn’t have time. She jumped up into the cab of the truck, finished setting up the controls for the anti-grav device, and then popped her plasma cannon out of her backpack, ready for what sounded like it was going to be quite a fight to get out of here.

There was no way Kim could have guessed this amount of undead. It was like the entire town had turned, including the rescue and NEMA workers. They were the tough ones. The truck could just roll over the normal townsfolk, though occasionally she needed to use the anti-grav device briefly when they got stuck on just the sheer number of bodies that piled about them. She fired her cannon, too, at harder targets, and frantically worked up little techno-wizard bombs to try and clear a path through the horde ahead of them. Sweat dripped in her eyes even in the climate controlled armor. At one point, one of the black demons reached through her open window, razor sharp, foot long claws piercing her armor. She gave a scream of pain and blasted its head off with her cannon.

Techno-wizard at War 19 4 Successes
-4 Difficulty; No Matter the Cost: 2 Wounds for +4 to the roll; Machine Maestro +2
TW 1d10+2 = 12 (10)
Ace 1d10 (7)
Wild 1d6+2 = 3 (1)


Soak 7 & 8 soak both Wounds
+2 Battle Hardened
Vigor 1d6+2 = 7 (5)
Wild 1d6+2 = 5 (3)

Vigor 1d6+2 = 8 (6)
Wild 1d6+2 = 7 (5)


***

Conditions
Fly device 12/12 PPE
Stella’s Candy: Battle Hardened: +2 Soak rolls until end of quarter
Arcane Machinist (5/6)
Backpack of Shooting Stars
  • 29/42 shots
  • PPE 10/10


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
  • Multitool: +1 Repair


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)
  • 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

Armored Response Van (Big Boss ATV stats)
  • Turret Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 23 (12 MDC)
  • Acc/TS 15/60
  • Size 4
  • Crew: 1+3
  • Remaining mods: 0
  • All-Terrain

Police Hovercycle (Speedster hovercycle)(Severiana)
  • 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


Loot
Loot
  • 2 L-20 Pulse rifles
    • Damage: 3d6+1
    • Range: 25/50/100
    • ROF 4
    • AP 2
    • Shots: 40
    • Weight: 7
  • 2 Wilk’s-Remi 136 pistols
    • Damage: 2d6+1, AP 4
    • Range: 15/30/60
    • ROF: 1
    • Shots: 16
    • Weight: 3
  • 3 Vibro-knives
  • 2 Stim-Sticks
    • 2 doses of Zen: get twice the benefit from sleep/rest, including PP recovery
    • 2 doses of Wayk: +2 Notice for 1 hour, ignore one level of penalties from Fatigue/Wounds
  • Autorifle (Jack)
    • Damage: 2d8+1, ROF 3, AP 3, semi-auto, 3RB
    • Range: 50/100/200
    • Shots: 60
      • 100 autorifle rounds
    • 11 lb
  • Trauma kit
  • 3 Encrypted communicators
  • Laser torch backpack
    • Damage: 3d6 MD, AP 8
    • Requires 2 hands, -2 Fighting and Parry if used as weapon
    • 15 lbs
  • Medi-Gel
    • +2 Healing rolls when applied to fresh wounds or to stop bleeding out
    • 10 uses
  • Dead communicator
  • Plastic explosives
    • 5d6 MD, AP 6, LBT
  • 3 glowsticks
  • Rebreather (Orrin)
    • +2 Vigor vs environmental hazards
  • Riot shield
    • +4 Armor vs ranged attacks
    • +2 Parry
  • Neural mace
    • Damage: Str+d6
    • Touch attack
    • Victim rolls Vigor; failure=Incapacitated, roll Vigor once/round to revive to Shaken
  • Grade II Field Computer (toasted by Silver)
    • +2 in opposed Computers or Lockpicking rolls
    • +2 Investigation
  • 12 Nutri-Bars (rations)
  • 2 IRMSS units (3 uses, 4 uses)
    • Healing d8+2
    • +2 to any following Healing check for one day
    • 2 lb
  • 2 10 mm Heavy Revolver
    • Damage: 2d6+1, AP 4, SA
    • Range: 12/24/48
    • Shots: 12
      • 200 10mm rounds
  • Riot helmet with integral nightvision and thermal vision
  • 6 Quick-Seal adhesive patches
  • 2 10mm autopistols (Severiana)
    • Damage: 2d6, ROF 3, AP 2, SA, 3RB
    • Range 12/24/48
    • Shots: 24
      • 200 10mm rounds
    • 5 lb
  • Anti-Material Sniper Rifle (Duncan)
    • Damage: 2d8+4, AP 6, MD, Snapfire
    • Range 50/100/200
    • Shots: 12
      • 60 sniper rifle rounds
    • Sound suppressor
    • 8 lb
  • 30 flechette shotgun shells
    • +4 damage, but target doubles armor bonus
  • 30 shocker shotgun shells
    • No damage, stuns like neural mace
  • Pistol laser sight (+1 Shooting, doesn’t stack with scope)(Orrin)
  • Rifle scope
  • 6 smoke grenades (LBT for 3r, -4 penalty in smoke)(Severiana)
  • 3 flashbang grenades (MBT, stuns as neural mace)(Severiana)
  • Riot armor (Urban Warrior armor)
  • 200’ composite fiber rope, with catalyst stick that can cause discrete sections of rope to become rigid or disintegrate
  • Bolt cutters (Severiana)
  • 2 Bio-Analysis Kits
  • 3 Portable 3D Printers
  • Vibro-Fireaxe (Severiana)
    • 1H: as vibro-sword
    • 2H: as Giant-Sized vibro-sword, but -1 Parry
  • Lockpick Release Gun: +4 vs mechanical locks (Severiana)
  • 6 PLP-20s (pistols)
    • Damage: 2d6+1, ROF 3, AP 2, 3RB
    • Range 12/24/48
    • Shots: 30
      • 3 extra e-clips 30 shots each
    • 4 lb
  • 4 LSR-250s (laser rifles)
    • Damage: 3d6+2, ROF 3, AP 2, Semi-Auto, 3RB
    • Range 30/60/120
    • Shots: 60
      • 3 extra e-clips, 60 shots each
    • Scope with nightvision and laser offsets 2 points of range/darkness penalties
  • 2 LGR-360s (rifles)
    • 3d6+2, ROF 3, AP2, Semi-Auto, 3RB
    • Range 30/60/120
    • Shots: 60
      • 3 extra e-clips, 60 shots each
    • Scope with nightvision and laser offsets 2 points of range/darkness penalties
    • Underbarrel grenade launcher
      • Range 20/40/80
      • Shots: 12
      • 48 smoke grenades
  • 2 Advanced NEMA Body Armor
    • +7 Armor
    • +2 Toughness
    • FEP
    • 10 mile comms
    • PA loudspeaker
    • Nightvision and thermal
    • 20 lb
  • 2 hypos: Emergency Trauma Application Nanite Colonies
    • Gives immediate Natural Healing roll at +2

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 15/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Fri Mar 02, 2018 3:31 am
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OOC Comments
Kept trying to figure out what the sensible approach was, mechanically. Then I re-read his sheet, and saw the word "Overconfident".

Let's go with Serious Business, as he buzzes the zombos and demons to strike with the whip. So -2 on the scene modifier (as discussed) and +2 from Serious Business: Straight Fighting roll. He'll take a Wound for his troubles, though, getting too close to the demon at one point.

Fighting 1d12 (1)
Wild Fighting 1d6 (6)
ACE Running Total 1d6+6 = 7 (1)
Benny Running Total 1d6+7 = 12 (5)
Success and Two Raises! +3 to the attack. Figure 4 ISP spent in the course of charging the weapon.
Gets one benny back

Crap. Forgot the Fear check:
Spirit 1d6 (3)
Wild Spirit 1d6 (1)
Extra Effort Benny 1d6 (2)

Net for QC: Down one Benny, at one wound


Sir Blurre initially just planned on playing it safe, using the plasma rifle to clear out trouble down below. But then he saw the size of the swarm, and the demons moving through the mob, and realized that his familiarity with battling supernatural evil was needed, here. Dipping the hovercycle down to just a bit above ground level, he begins making sweeping runs at groups of the fiends, using the momentum of the bike to stay clear. Even the demons were unable to cope with the speed and maneuverability afforded by the vehicle.

It almost works perfectly.

He didn't realize that being undead didn't mean the NEMA troopers could no longer use their weapons. Acting on instinct, two of the former protectors raised their weapons and fired multiple shots. Most, of course, went wide, fouled by the Cyber-Knight's ability to jam the weapons, but one manages to graze him, leaving a nasty burn on his left shoulder as he veers for a moment, nearly losing control before righting himself and getting back in the game, making another pass to take them out before they can remember how to reload.

_________________
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 6/4 (+1 for Interlude, +1 for Donations)
Wounds: 0
Agility d10, Smarts d6-1, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
    Adventure cards:
  • Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • 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.


Sat Mar 03, 2018 10:52 pm
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Notice 10 K-common 5
Notice: 1d6 (1)
WILD dye: 1d6 (6)
-ACE: 1d6 (4)

Common Knowledge: 1d8-2 = 5 (7)
WILD dye: 1d6-2 = 0 (2)


Bandit's Notice 16
Bandit's Notice (Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks):
Bandit's Notice: 1d8+2 = 10 (8)
-ACE: 1d8 (6)
WILD dye: 1d6+2 = 8 (6)
-ACE: 1d6 (1)


Shooting 10 for 2 successes
-4 scene mod; +4 No Matter The Cost; +2 shooting bonus from armor = +2 total mod
Shooting: 1d10+2 = 6 (4)
-Extra Effort -1 benny: 1d6 (4)
WILD dye: 1d6+2 = 4 (2)


As the convoy moves through the misty murk, Bandit's sensors start picking up contacts convergin' on their wagon train. Lots of contacts.

Daayum..he wasn't exaggerating when he said it was a horde, was he?

Fear check 5
-2 scene mod; +2 from Brave edge = 0 total mod
Spirit 1d6 (4)
WILD dye: 1d6 (5)


After pondering his next move for a second Duncan returns the L-20 to its holster and whips out the CS Firebreather he snagged from the skullfaces way back in Black Mesa, figurin' those grenades could help wipe out clumps of the enemy. As the van moves through the gathering swarm, Duncan uses Bandit's mobility and quickness to move around the van, keeping an eye out for any zombos or demons that get too close and dispatching them with pinpoint laser fire. Whenever the flanks and rear of the van are relatively clear, he rides up to the front to fire a grenade or 3 into any clusters of undead that try to block their path before falling back once again to make sure the flanks remain clear. He repeats this until the ammo in the Firebreather (both grenades and laser shots) runs dry, then he chucks the empty rifle into the fog and re-draws the L-20 and uses that until the group finally make their way clear and escape the horde.

summary
  • 2 successes
  • used all the remaining ammo (more than required) in Duncan's Firebreather and then threw it away rather than waste the time to try and re-holster it
  • used a benny for Extra Effort but regained it with 2 successes on his Shooting roll

_________________
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees


Sat Mar 03, 2018 10:57 pm
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Thrilling Heroics
Notice
1d6 (3)

WD Notice
1d6 (6)

Spirit vs. Fear, -2 for scene, +2 for Brave from Stella's gift; net zero
1d8 (8)

WD Spirit
1d6 (1)

Shooting, scene modifier -4, Serious Business +2, net -2
1d8-2 = 3 (5)

Benny for extra effort with prior result
1d6+3 = 6 (3)

WD Shooting
1d6-2 = 1 (3)

Vigor to soak wound
1d8 (6)

WD Vigor
1d6 (2)

Jack's stone face doesn't break, even at the realization that they're surrounded by a gaggle of ghouls. "Ah've been in tighter spots'n this, never stopped jumpin'. Let ol' Bullet Jones dish out a heapin' helpin' a' hot lead, maybe clear the way!" With that, he begins unleashing with the railgun, mowing down dozens and scores of zombies. Even the more heavily armored NEMA zombies aren't able to stand up to the barrage from the mounted railgun. Jack can be heard, even over the din of combat, laser fire, and railgun pops, laughing and scoffing at the meager efforts of the zombies to get close enough to do damage. He manages to peel a few sneaks off of Duncan's backside, shouting out to the outrider. "Hey, pardner, watch yer hindparts! You 'bout had yerself a backscratcher there!"

Unfortunately, he didn't heed his own advice.

One of the shadow demons manages to catch him unawares, otherwise occupied by a large cluster of zombies trying to hem the van in. It leaps onto the vehicle and reaches through the gunport, grasping at Jones' throat. Fortunately, it misses the more vital parts and grasps a clawed hand at Bullet Jones' chest. The duster absorbs the brunt of the attack, and Jack responds with a quick stab of a vibroknife on the reaching hand. "HEY! Back on up, there, cochise! Y'ain't welcome here!"

Crisis averted, Jack returns to the slaughter, putting down as many zombies as the gun has rounds.

_________________
Bullet Jones
Jack "Bullet" Jones
Bennies: 6 (+1 quarter bonus, +1 escape the fade, +1 donating van)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 19/40
Active Powers: None
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
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Sat Mar 03, 2018 11:55 pm
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Notice 14,16,16 CK 5 Fear Check 7,5
Notice (+2 Sight based rolls - cybernetics) (+2 rolls that only relate to traps and similar devices)
Notice roll 1d6 (6)
Wild Die roll 1d6 (1)
Notice ACE roll 1d6 (6)
Notice ACE roll 2 1d6 (2)

Common Knowledge (-2 Clueless Hinderence)
CK roll 1d8 (7)
Wild Die roll 1d6 (5)

Fear Check - Spirit
1d10 (7)
Wild 1d6 (2)

Driving roll
1d8+2 = 6 (4)
1d6 (4)

Throwing roll if needed
1d6 (4)
1d6 (2)


Flying the hovercycle, above the undead is the smart move, but (1) that doesn't help my friends get through that mess, and (2) that ain't no fun. Sev tries to get the attention of the zombies and leads them away from the Van so that it can get though the pile up, or at least mitigate the amount of zombies that get in the way of the van. She drops a flash bang grenade off to the side of the mob and diverts their attention to follow her down a side street. Once as many of the zombies are out of the way she heads back to the van to get away from here.

+0: In The Fight - Sve keeps it cool and just does her job.

_________________
Severianna
Quick Stats
[size=85]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:[list]
[*]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.

Image


Last edited by Severianna on Sun Mar 04, 2018 1:24 pm, edited 2 times in total.



Sun Mar 04, 2018 11:10 am
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No Fear
    Hindrance: Overconfident
  • Scene Modifier: From the Ground: -4
  • Player Options: No Matter the Cost: +4 (2 Wounds)
  • Nerves of Steel: Ignore 1 point of Wound Penalties


Silver leaps from the top of the van out into the middle of the horde maybe fifteen feet from the convoy. "Preacher, I will be your god's righteous vengenance." From his furry and heavily muscled fore arms spring forth the silvered vembraces.

Fear Check 6__
    Spirit 6
  • Spirit 1d10 (3)
  • Wild 1d6 (1)
  • Exra Effort 1d6 (3)



Rill's Avenging Angel
    Edges
  • Ambidextrous: Ignore penalty for attacking with off-hand
  • Two-Fisted: Ignore MAP when attacking with two weapons
    Fighting Left 6, success
  • Fighting 1d12 (5) (+2 Cyber, -1 Wound)
  • Wild 1d6 (3)
    • Damage Left (Str+d8) AP 4 --> DAM 11, AP 4
    • Strength 1d12 (7) (+1)
    • Left Vembrace 1d8 (3)
    Fighting Right 9, success, raise
  • Fighting 1d12 (5) (+2 Cyber, -1 Wound)
  • Wild 1d6 (6)
  • Ace Wild plus Previous 1d6+6 = 8 (2)
    • Damage Left (Str+d8) AP 4 --> DAM 11, AP 4
    • Strength 1d12 (1) (+1)
    • Right Vembrace 1d8 (6)
    • Bonus Damage 1d6 (3)


Silver makes a sweep left and as the bodies fall, ripped in half, the ranks are filled in near Silver by the ranks behind. Swinging again but this time from the right he connects with the rank and file of the horde and drops another cluster of bodies. Hopefully his efforts at delaying the horde have allowed the convoy to move on unhindered.

_________________
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...

Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.

Adventure cards:
  • (7) Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • (20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |


Sun Mar 04, 2018 1:03 pm
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Fear 7 and Mysticism 23
Spirit 1d8-1 = 0 (1) (+1 for bible, +2 for Courage from Stella's gift, -4 scene modifier)
1d6-1 = 4 (5)

Mysticism 1d10-2 = 8 (10)
Ace 1d10 (7)
Wild 1d6-2 = 0 (2)
EE 1d6+2 = 6 (4)

+2 to everything for serious business
-1 benny for ee
+1 benny for all the raises
-8 PPE


Faced with a horde of undead, Rift engages in some creative spellcasting and calls forth a series of barriers at strategic intervals, cutting the creatures off from each other and keeping most of the crowd from the van. When he sees the big wolfen drop into the crowd, he erects a series of small barriers to provide Silver with cover and points of retreat.

_________________
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d10, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d8, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
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Sun Mar 04, 2018 6:00 pm
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The zombified residents of Kenton, Oklahoma die by the hundreds as the 18th COT grinds through the horde like an industrial harvester through a field of wheat.

Like a boat cutting through calm water, the van leaves a bloody V-shaped wake as it passes. Orrin, Duncan and Jack thin the horde ahead with railgun, grenades and balls of arcane fire, the charred and mangled corpses easily plowed aside by the speeding van. Where the knots of bodies are too thick, the van takes to the air, never straying far from Duncan, who follows on his leaping cyberhorse while the hovercycles streak by overhead.

Blurre charges in selectively, while Severianna provides needed distractions, drawing the rotting townsfolk away with flash-bangs. Silver charges into the fray, seemingly lost in the horde before emerging, howling and bloody, his claws carving a tunnel through flesh and bone. Kim provides covering fire, as well, her starfire cannon blasting apart armored zombies and demons, alike. Throughout, Rill dictates the course of the battle with his masterful use of mystic barriers to channel the foe away from vulnerable allies or into the destructive reach of a railgun or rampaging Wolfen.

It takes a quarter of an hour to move half a mile, waging bloody battle step by step. Eventually, the horde thins and the blue mist ahead resolves into a sparking wall of ley line energy, just as Orrin saw in his vision. As the van rolls to a halt, you can reach out and feel the barrier, as solid as stone, though perhaps not impenetrable ... Behind you, the remains of the horde gather, twice, three times as many as you've already slaughtered implacably advancing. Behind them, at the very edge of the fog, a massive, horned shape looms, like a general commanding an army. It calls to you, imploring you to stay, to join the horde and be forever as one ...
Attachment:
Sourcebook1 Thornhead.gif
Sourcebook1 Thornhead.gif [ 393.28 KiB | Viewed 1817 times ]




Should you stay or should you go? I'll leave it to you what happens next:
  • With a successful arcane skill roll (not psionic) at -4, you can force a hole in the arcane wall keeping you inside the fade zone. For every two additional successes, you can increase the size of the hole by 1, so a total of three successes are needed to make a hole large enough for Silver (Size 1), and five successes to make room for the hovercycles and cyberhorses (Size 2). For the police van (Size 4) to make it out, you'll need a total of 9 successes. One PPE-using caster will need to take the lead using an appropriate power, like dispel, banish, burrow, etc., and up to two other characters can assist, making their own rolls and contributing successes toward the total.
  • Alternatively, you can stand and fight. We'll do it up as a normal combat, although without a map, you with your backs to the wall against an ancient (wild card) thornhead demon and a bunch of demon minions. I'm not a masochist, so we'll treat the zombies like an environmental hazard -- they create difficult ground for all non-flying movement, and impose a -2 to all of your actions as they block shots, grapple you and generally create a distraction.

What will it be, fearsome travelers?

_________________
GM Bennies: 8/8


Mon Mar 05, 2018 8:41 pm
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Mechanics
Spellcasting (Draw PPE) 1d10-2 = -1 (1) (+2 from armor and staff -4 from circumstance)
Wild 1d6-2 = -1 (1)
-1 bennie to unshake

Spellcasting (Exalted Detect Arcana) 1d10+2 = 7 (5)
Wild 1d6+2 = 5 (3)
-1 bennie
Extra effort 1d6+2 = 8 (6)(+2 from elan)
Ace! (Running Total) 1d6+15 = 21 (6)
Ace 2! 1d6+21 = 23 (2)
-1PPE (-1 for raises)

Spellcasting (Exalted Quickness) 1d10+2 = 9 (7)
wild 1d6+2 = 3 (1)
-8 PPE (-1 for raise)


Orrin brings his hover cycle down beside the barrier in shaky landing scratching the front end in the process. He jumps off the cycle, grabs his staff and begins focusing on the magical spectrum to inspect the barrier.

"Keep these things off me while I take a look at this" he says, then, trusting his team, focuses all his intention on studying the barrier.

After a minute or so, he thinks he has the magical composition figured out.

"I think we can create a hole in this with a little effort and squeeze...." Orrin starts as he turns to address the the team. Then his eyes land on the horned demon and his sentence trails off. His face momentary pales as he recalls his first meeting, but then quickly flushes red with anger. Rill had pointed out the effect his previous encounter had on his eyes, and despite multiple attempts at healing from the preacher the whites of Orrin's eyes, one of the few non-metallic surfaces left on his exterior, were still a deep, bloodshot red. Orrin had a hard enough time interacting with others without looking like a demon himself.

After taking a moment to push down his rage, Orrin looks to the group.

"Never mind." he says, his voice cold and emotionless. "Get ready to fight. We can't let this abomination have the chance to leave this realm. This place will be its grave, or ours..."

Payback
I'm using my "Payback" adventure card because it is just too thematically appropriate. It grants attacks and damage +2 against a specified wild card (the demon).

That said, Orrin reaches out and touches the barrier. As he had thought from his inspection, a skilled arcane user can draw energy from it.

"Rill, Kim. If you need to you can use the barrier a source of power, though it's just as difficult as it was on the line, probably due to that demon".

Drawing on that power, Orrin infuses his eyes with arcane energy, improving his ability to perceive the magical spectrum. He focuses on the horned demon, looking for weakness to exploit and magical affects the creature may already be weaving. He then magically removes all biological safeguards, flooding his system with adrenaline.

OOC Comments
Depending on the distance, Orrin also would remount the vehicle to close distance with the demons

_________________
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 45/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14+1(6)
Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 2/3
Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14(6)
Active Powers:
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 6/3
+1 at start for 2018 1st quarter performance
+1 for making it out of the Fade
+1 for Giving away the Police Truck
-1 for EE against blue hand infiltrator
+1 for raise in quick combat

Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

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Wed Mar 07, 2018 5:29 pm
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Notice 6, CK 6, Mysticism 4
Notice 1d8+4 = 6 (2) (includes Awareness and sight)
Wild 1d6+4 = 5 (1)

CK 1d8+2 = 8 (6) (includes HJ bonus)
Wild 1d6+2 = 3 (1)

Mysticism 1d10+3 = 6 (3) (includes staff and Healer)
Wild 1d6 (4)
-2 for mega version

2 wounds healed (HJ result gives raise effect on a success)


Rill steps out of the truck and grips his staff. He is not one to seek violent confrontation, even with the servants of the darkness, but he would not flee when lives were threatened by such a foe. Glancing to the left and right, he can plainly see that several of his teammates are worse for the wear after the battle just to get this far.

With a quiet prayer and an iron focus, Rill channels his power through the blessed wood of the enchanted Nymbu staff, and all that are within its focus can immediately feel the uncomfortable heat of holy light as it welds damaged muscle back together and sears wounds shut.
2 Wounds Healed, Free Roll to Unshake


”Stand fast, my friends” he says. ”Remember, the Lord has not given us the spirit of fear. Let us, perhaps, see to it that He gives it to them, though.”

Staring down the demon, Rill searches his mind for any information that would prove of use.
Knowledge Occult 4
K/occult 1d6 (1)
Wild 1d6 (4)

_________________
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d10, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d8, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature


Wed Mar 07, 2018 8:27 pm
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Notice 11 Raise
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 8 (2)
Wild 1d6+6 = 11 (5)


***

Kim felt the warmth of Rill’s healing flow through her, healing the wounds she had taken on the trip. She studied the monster, and then the barrier. “I didn’t have much luck drawing on the line. Not sure the barrier will be much different,” she mused. But it was good to have the fall back. “Anyone know what that thing can do? Could we use the truck as a platform and fly above the horde and rain death down on it? Or does it have ranged attacks? What do we know about that thing?”

K. Arcana 3 Fail
K. Arcana 1d8 (3)
Wild 1d6 (3)


Kim couldn’t recall such a creature, so she readied her starfire cannon and touched the amulet at her throat to activate its power to protect her.

Greater Deflection IGNORE
Machine Maestro +2
TW 1d10+28 = 35 (7)
Wild 1d6+2 = 5 (3)


Greater Deflection 9 Raise
Machine Maestro +2
TW 1d10+2 = 9 (7)
Wild 1d6+2 = 4 (2)


Darkness poured from the onyx amulet, shrouding Kim in shadow.

***

Conditions
Deflection, Shroud: -6 to hit, -7 to hit ranged, armor vs AOE
PPE: 6/15
Bennies: 3/3
Fly device 12/12 PPE
Stella’s Candy: Battle Hardened: +2 Soak rolls until end of quarter
Arcane Machinist (5/6)
Backpack of Shooting Stars
  • 29/42 shots
  • PPE 10/10


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
  • Multitool: +1 Repair


Vehicles
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

Armored Response Van (Big Boss ATV stats)
  • Turret Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 23 (12 MDC)
  • Acc/TS 15/60
  • Size 4
  • Crew: 1+3
  • Remaining mods: 0
  • All-Terrain

Police Hovercycle (Speedster hovercycle)(Severiana)
  • 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

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 15/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Thu Mar 08, 2018 12:57 am
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Notice 5 K-common 3
Notice: 1d6 (5)
WILD dye: 1d6 (1)

Common Knowledge: 1d8-2 = 2 (4)
WILD dye: 1d6-2 = 3 (5)


Bandit's Notice 7
Bandit's Notice (Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks):
Bandit's Notice: 1d8+2 = 7 (5)
WILD dye: 1d6+2 = 3 (1)


Rill wrote:
”Remember, the Lord has not given us the spirit of fear. Let us, perhaps, see to it that He gives it to them, though.”


"A-men, Padre," Duncan says, his eyes riveted on the massive longhorn demon. "Whoo! That's a big fucker, ain't it?" Rememberin' he was speakin' to a man of the cloth, Duncan offers a meek "Uh, pardon my French, sir." over his shoulder.

He may be a big fucker but that just means he'll be easier to hit. This calls for Big Iron. Duncan unwraps the spiffy new sniper rifle he picked up at the jailhouse. He takes a moment to admire the precision tooling and sleek craftsmanship of the weapon before slamming a clip in and taking a moment to let his armor's reticulous get accustomed to the new weapon the way it does.


OOC Comments
With a range of 50/100/200 I think I'll just have Duncan start firing headshots at the Thornhead ASAP unless someone else has a better idea.

_________________
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees


Thu Mar 08, 2018 8:15 am
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(Rolls held, Notice 6, CK , K/occult 4)

Recognizing the creature before them, Rill says "Be on your guard, friends. This unholy creature is a powerful magic user that can animate the corpses of the dead and toss many spells around at a time, targeting both the mind and body. Keep clear of its claws and tentacles, and stiffen your spines. Men have been known to flee for all they're worth in the face of a being such as this one."

Rill narrows his eyes, "Only, I don't recall them growing to be this large."

Rill rolls his shoulders and cracks his neck, limbering up for the coming confrontation. "Oh, and lest I forget, no non-arcane fire or plasma; it's useless against them. Remember, demons are cowards at heart. When the battle turns against it, this creature will flee, and he may turn into a bug when he does. Yes, Jack, an honest-to-goodness bug. Let us be prepared to squash it."

Rill gives his Nymbu staff a twirl and sets his feet, ready for what comes next.

_________________
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d10, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d8, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature


Thu Mar 08, 2018 1:51 pm
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OOC Comments
Notice 1d4 (2)
Wild Notice 1d6 (1)

Free: Manifest Psi-Blade, Single, Mega-Damage (2 ISP)

Free Psionics Deflection 1d6+2 = 5 (3)
Wild Psionics 1d6+2 = 4 (2)
2 ISP for Power, 2 ISP for +2 to roll
Success! -2 to be hit.

Total 6 ISP spent, 1 left


Sir Blurre, hearing the Fiend-army approach, brings his hovercycle to rest about 15' off the ground, next to the barrier, then touches it to draw upon the occluded Ley Line's power as he makes himself a harder target. Then he manifests the Psi-Whip in his left hand, as he keeps his right on the throttle, and turns the HC to face the oncoming nasties.

Combat Stats including Deflection and Champion Bonus
Round 1 of Deflection
1 ISP remaining
2 Bennies remaining
Healthy/Unfatigued
Parry: 9 (-2 Deflection bonus)
Toughness: 14 (4)
Psi-Whip Damage: 4d6+2 MD, AP 8 (This may change if Sev feels like sharing her card)

_________________
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 6/4 (+1 for Interlude, +1 for Donations)
Wounds: 0
Agility d10, Smarts d6-1, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
    Adventure cards:
  • Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • 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.


Thu Mar 08, 2018 4:54 pm
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Play It
Adventure Card:
(20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


Silver heard Rill's words about magical or mystical fire only and was rather upset that he would not be able to use his AP Grenade Bolo on Thornhead. But the rope is long enough (50' of it) that he looks at Blurre to see if he could help round up some of the zombies in it. "These AP Grenades would add a nice touch. Tied off on the back of the cluster, should melt the ranks back a bit."

_________________
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...

Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.

Adventure cards:
  • (7) Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • (20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |


Fri Mar 09, 2018 4:22 pm
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Preparation
Greater Boost Trait: Shooting
1d10 (2)

WD GBT
1d6 (5)

Jack attends to a reload of the railgun. "Ah reckon ah oughta get ol' Betsy here ready fer another dance. Let's see about what we can do ta turn this hellspawn into a sprinkler." As he locks and loads the railgun back up, he channels his spirit into his aim. He feels his vision narrow and his movements become more precise. His aim is greatly improved.
"Come on, big ugly. Come get a dose of some Texas hospitality."

_________________
Bullet Jones
Jack "Bullet" Jones
Bennies: 6 (+1 quarter bonus, +1 escape the fade, +1 donating van)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 19/40
Active Powers: None
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature


Sat Mar 10, 2018 12:22 am
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Sev prepares her hovercycle for an assault, but also waits for the setup. She moves away from the group and as much to the flank as she can without being to far from the group.

I'm not gonna hit that thing with a frontal assault. I'll leave that for the more metallic and augmented members of the group. Gonna have to play this one right and stick to my strengths. That's the biggest meanie I've ever seen.

Sev keeps her eyes on Silver and Blurre and looks for her opening and tries not to make herself a target.

Stealth roll if allowed...
This seems like an Urban Environment, +2
1d12+2 = 8 (6)
1d6 (6)
1d6 (4)

_________________
Severianna
Quick Stats
[size=85]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:[list]
[*]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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Mon Mar 12, 2018 10:39 am
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Various Bad Guy rolls
Horkathorr's Spellcasting 1d10 (9)
Wild 1d6 (2)
Black-scaled demons Stealth 1d8 (8)
Ouch, Ace! 1d8+8 = 12 (4)

Real heroes don't run, they slap in a fresh e-clip and turn to face the demonic zombie horde.

Being big damn heroes, that's what you do, putting the ley line barrier at your back as hundreds of the remaining undead close in from the front and flanks. Black-scaled demons move among them like terrible shadows, their scythe-like claws glittering and flashing in the blue light of the ley line.

Something even larger looms in the mist in the rear ranks, gnarled horns rising from its head as twisting tentacles writhe and screech blasphemous curses in the language of hell.

As you hash out a plan and make a few final preparations, Orrin places his hand on the ley line barrier, thinking to draw on its raw power. Unfortunately, doing so puts him in contact with the ancient demon that created the dome. For a moment, Orrin's eyes go blue and his face transforms into a snarl. Those of you closest to the mage feel a wave of despair roll over you as the demon forces Orrin to turn his Chakra Drought power against his friends! Seconds later, the undead surge forward and the fight is upon you!
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Due to Orrin's critical failure, the demon Horkathorr manages to take split-second control and force him to cast Greater Lower Trait (Spirit) on himself and other nearby members of the 18th!

Orrin, Duncan, Jack, Kim and Rill all must make a Spirit roll to resist; If your total is 5 or lower, your Spirit is reduced 4 die types, to a minimum of d4, and you suffer a -2 Parry until your next action; if you get a 6-9, Spirit drops 2 die types and you suffer -2 Parry until your next action; 10 or better and you fight off the spell altogether.



Initiative
Rill 1d54 (52) = Ace of Diamonds
Jack (Quick) 1d54 (44) = 6 Diamonds
Silver (Level-Headed) 1d54 (16) 1d54 (46) = 4 Hearts, 8 Diamonds
Blurre 1d54 (13) = Ace of Spades
Kim 1d54 (54) = Black Joker
Sev 1d54 (15) = 3 Hearts
Orrin 1d54 (29) = 4 Clubs Reroll for Quickness 1d54 (27) = 2 Clubs, Reroll 1d54 (35) 10 Clubs
Duncan (Quick) 1d54 (34) = 9 Clubs

Bad Guys (Level-Headed, Quick) 1d54 (38) 1d54 (37) = King Clubs, Ace Clubs

Kim drew a Joker, so everyone gets +1 Benny and she has a +2 on Trait rolls and Damage for the round. Kim and Blurre can act, then the bad guys, then everyone else.

  • The zombie horde stretches away on all sides, hundreds staggering toward toward you. Feel free to narrate killing them by the dozens. For combat purposes, we'll treat them like a hazard: They count as difficult ground for anyone on land, halving ground-based movement (but not flying). They also inflict a -2 penalty on Trait rolls as they block shots, grapple you and cause distractions. If you're on the ground, this generally will apply to all Trait rolls you make, although feel free to try creative ways of avoiding it (Area Effect attacks, for example, might ignore the penalty to hit, but treat it as extra Armor, just like cover). If you're in the air, you might be able to avoid this penalty in some cases (for instance, you could activate a power on yourself or make a Soak roll again injury with no penalty) but not others (the penalty would still apply to Shooting attacks or when targeting a demon with a power).

    • Note: If you want, you can use your action it to negate the penalty for 1 round for another character. Just narrate something appropriate -- perhaps you create a distraction to draw away a group of zombies or roast a clump of them with a plasma grenade, clearing a shot for someone else.

  • There are eight black-scaled demons scattered throughout the approaching horde. Assume four are 20 inches away and the other four are about 40 inches away. They are attempting to hide in the crowd and aced their Stealth roll: You need a 12 or better Notice check to be able to target them this round. The black-scaled demons are Parry 7, Toughness 15 (6). Attacks against them are at an additional -2 because of their Uncanny Reflexes.

  • The ancient Thornhead demon, Horkathorr, lurks toward the back of the zombie horde, about 50 inches away from your position. Everyone needs to make a Fear check as you first catch sight of him (if you're on the ground, don't forget the zombie penalty ...). He's Size 3, so I don't think there will be any "A Matter of Size" penalties/bonuses for shooting from either the hovercycles (Size 2) or the police van (Size 4). He is currently Parry 7; Toughness 19 (6).

_________________
GM Bennies: 8/8


Tue Mar 13, 2018 10:10 am
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WIP
Fear 1d6 (3)
Wild Fear 1d6 (2)
Extra Effort 1d6+3 = 7 (4)

Notice 1d4 (1)
Wild Notice 1d6 (4)

.

_________________
GM Bennies (7th SET, Joker's Jokers): 6/7
GMC Bennies: XWarrior1 1
XHunter1: 2
XWarrior2: 1
XPsiBug: 0
XSuperWar: 2
XQueen: 2





Tue Mar 13, 2018 9:30 pm
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Notice 12 2 Raises, notices shadow demons
Combat Mage Armor +2, Machine Maestro +4, +2 Joker
Notice 1d4+6 = 7 (1)
Wild 1d6+6 = 10 (4)


***

Fear 7 Success
+2 Joker
Spirit 1d6 (5)
Wild 1d6 (4)


Traitorous Orrin 10 Raise, no effect from spell
+2 Joker
Spirit 1d6 (3)
Wild 1d6 (6)
Ace 1d6 (2)


Kim stared out over the zombie horde at the gigantic form of the master demon. “Oh, damn…” she murmured. But she pushed aside her fear and scanned the mass again.

“We have those shadow demons lurking among the zombies,” she warned the others. They were closer than the large demon.

And then Orrin started to cast a spell. Kim glanced back at him and blinked. His eyes had gone all strange and wonky.

And then the spell hit her. She groaned, as she felt her will sapped. She fought against it, pushing against the spell, until she felt the magic break and fall away.

“Orrin! What the heck, man?” Kim shouted at him.

There wasn’t time for further debate. She aimed her backpack cannon at the nearest shadow demon, trying to get a good bead on it before she opened fire.

Shooting 8 Raise
+2 Machine Maestro, -2 Cover, Joker +2, -2 Uncanny Reflexes
Shooting 1d10 (3)
Wild 1d6 (2)
Benny to reroll
Shooting 1d10 (8)
Wild 1d6 (4)


Damage 28 2 Wounds
Raise damage, Joker +2
3d10+6 = 25 (9, 1, 9) + 1d6 (3)

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 15/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Tue Mar 13, 2018 11:28 pm
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Fear Original post: 1d6 (3)
Wild Fear Original post: 1d6 (2)
Extra Effort Original post: 1d6+3 = 7 (4)

Notice Original post: 1d4 (1)
Wild Notice Original post: 1d6 (4)

Spending 1 EP to get +4 Piloting Roll on Jackrabbit Start
Piloting 1d4 (3)
Wild Pilot 1d6 (6)
Ace Running Total 1d6+6 = 10 (4)
Raise: +10 ACC when going from cold start
Total ACC initially is 25", leaving him another 25" from the demon.
.


Sir Blurre looks sadly down at the approaching horde of defiled dead, and fights off the icy chill that washes over him as he sees the vile monstrosity in the back. Failing to even be aware of the shadowy demons hiding amongst the zombies, he does a maneuver he's seen otehrs perform, and guns the Speedster, gliding over the heads of the swarm directly towards the disgusting abomination responsible for all of this, clearing half the distance to the creature in a single, fast burst.

_________________
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 6/4 (+1 for Interlude, +1 for Donations)
Wounds: 0
Agility d10, Smarts d6-1, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
    Adventure cards:
  • Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • 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.


Wed Mar 14, 2018 5:25 am
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Rolls
Front rank demons running 1d10 (2)
Back rank demons running 1d10 (6)

Horkathorr casts greater armor on self
Spellcasting 1d10 (10)
Ace 1d10+10 = 19 (9) = Raise, +10 armor and -1 to hit (shroud)
Wild 1d6 (1)

Tentacle 1 casts greater blind on Blurre
Spellcasting 1d10 (6) -2 for medium range = Success
Wild 1d6 (4)

Tentacle 2 casts greater slumber on Blurre
Spellcasting 1d10 (3)
Wild 1d6 (2)
Benny for Extra Effort 1d6+3 = 9 (6)
Ace 1d6+9 = 10 (1) = Raise

As the mists part, the wave of rotting townsfolk surges forward, spurred on by unseen forces as the very air seems to tighten around you. The demons flicker between them, but Kim manages to pick one out of the crowd, blasting it apart with her starfire cannon. In the air above, Blurre leans into his hovercycle and takes off like a rocket, covering half the distance to the looming elder demon commanding the horde.

Then the tide of death is upon you, swirling around the looted battle wagon and others left on the ground. The zombies claw and bite, but their feeble attacks are insufficient to pierce the advanced alloyed plates of your armor, but the sheer weight of their numbers drags on you as more dangerous foes approach.

Abandoning their attempts at stealth, the black-scaled demon assassins race forward, clawing and leaping over the zombie horde. The front rank almost reach, their claws slashing the air just meters away. The back rank closes the gap -- soon, all seven remaining demons will be upon you.

Behind them, the ancient thornhead speaks blasphemous words of powers then exhales a cloud of buzzing flies, which form around it's body like a suit of armor. (Casts greater armor with a Shroud trapping, with a Raise.)

At the same time, the two fanged tentacles that sprout from its face writhe and sputter, casting spells of their own. In quick succession, one spits a blinding ray of darkness at Sir Blurre, before the other sends a swirling cloud of maddening spirits that attempt to rob the charging cyber-knight of consciousness. (Blurre gets hit with greater blind and greater slumber with a raise: Against the first, must succeed on an Agility roll at -4 or be shaken and -2 Parry until next action, rolling a 1 leaves him Shaken and fully blind; Against the sleep spell, he must succeed on a Spirit roll at -4 or fall asleep. Horkathorr used 1 Benny.)




Everyone who hasn't gone this round is up!

  • Remember, you all get a Benny because Kim drew a Joker.

  • Orrin, Duncan, Jack and Rill all still need to make a Spirit roll to resist Orrin's traitorous spell; If your total is 5 or lower, your Spirit is reduced 4 die types, to a minimum of d4, and you suffer a -2 Parry until your next action; if you get a 6-9, Spirit drops 2 die types and you suffer -2 Parry until your next action; 10 or better and you fight off the spell altogether.

  • The zombie horde stretches away on all sides, hundreds staggering toward toward you. Feel free to narrate killing them by the dozens. For combat purposes, we'll treat them like a hazard: They count as difficult ground for anyone on land, halving ground-based movement (but not flying). They also inflict a -2 penalty on Trait rolls as they block shots, grapple you and cause distractions. If you're on the ground, this generally will apply to all Trait rolls you make, although feel free to try creative ways of avoiding it (Area Effect attacks, for example, might ignore the penalty to hit, but treat it as extra Armor, just like cover). If you're in the air, you might be able to avoid this penalty in some cases (for instance, you could activate a power on yourself or make a Soak roll again injury with no penalty) but not others (the penalty would still apply to Shooting attacks or when targeting a demon with a power).

    • Note: If you want, you can use your action it to negate the penalty for 1 round for another character. Just narrate something appropriate -- perhaps you create a distraction to draw away a group of zombies or roast a clump of them with a plasma grenade, clearing a shot for someone else.

  • There are seven black-scaled demons left, scattered throughout the approaching horde. Three are now almost to you -- just 2 inches away -- and the other four are about 18 inches away. They are no longer hiding so you can target them freely. The black-scaled demons are Parry 7, Toughness 15 (6). Attacks against them are at an additional -2 because of their Uncanny Reflexes.

  • The ancient Thornhead demon, Horkathorr, lurks toward the back of the zombie horde, about 50 inches away from your position. Everyone needs to make a Fear check as you first catch sight of him (if you're on the ground surrounded by zombies, don't forget the zombie penalty ...). He's Size 3, so I don't think there will be any "A Matter of Size" penalties/bonuses for shooting from either the hovercycles (Size 2) or the police van (Size 4). He is currently Parry 7; Toughness 29 (16) and -1 to hit with greater armor [shroud] active.

_________________
GM Bennies: 8/8


Wed Mar 14, 2018 10:01 am
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Dis is gonna hoit....

Agility 1d10-4 = 4 (8)
Wild Agility 1d6-4 = -3 (1)

Spirit 1d6-4 = -3 (1)
Wild Spirit 1d6-4 = 0 (4)
Benny Extra Effort 1d6 (4)

Huh. Mebbe not.


Blurre easily tips the hovercycle to the right, letting the black bolt of blinding blackness sail off into the blue. As he does so, a wave of fatigue and exhaustion threatens to overwhelm him, which would surely lead to him being swarmed by the undead once he fell; only the thought of his sister, at the last moment, lets him fend off the intrusive magic and stay awake.

_________________
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 6/4 (+1 for Interlude, +1 for Donations)
Wounds: 0
Agility d10, Smarts d6-1, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
    Adventure cards:
  • Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • 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.


Wed Mar 14, 2018 7:47 pm
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Jack's Rolls
Notice to catch sight of Horkathorr before the spell cast
1d6 (3)

WD Notice
1d6 (3)

Spirit vs. Lower Trait
1d8 (7)

Benny for EE with prior
1d6+7 = 13 (6)

Ace EE with prior
1d6+13 = 19 (6)

WD Spirit
1d6 (5)

Spirit vs. Fear at -2 for zombies, +2 for Brave (thanks Stella!) for net zero bonus
1d8 (5)

WD Spirit vs. Fear
1d6 (3)

Psionics - Greater Smite (Holy Light trapping) on railgun
1d10-2 = 2 (4)

Benny for EE with prior
1d6+2 = 6 (4)

WD Psionics
1d6-2 = 2 (4)

Shooting railgun at Horkathorr, TN 5 with Armor shroud bonus
Shot 1
1d12-2 = -1 (1)

Shot 2
1d12-2 = 4 (6)

Shot 3 - hit with raise
1d12-2 = 9 (11)

Damage with Greater Smite - Holy Light
2d8+8 = 16 (7, 1)
1d6 (1)

Benny to reroll damage
2d8+8 = 18 (6, 4)
1d6 (1)

Shot 4 - hit
1d12-2 = 5 (7)

Damage with Greater Smite - Holy Light
2d8+8 = 24 (8, 8)

Ace damage with prior
2d8+24 = 35 (4, 7)

WD Shooting
1d6-2 = 4 (6)

Ace WD with prior - hit
1d6+4 = 8 (4)

Damage with Greater Smite - Holy Light
2d8+8 = 14 (4, 2)

Jack froze for only a moment as Orrin's spell rolled through him. He shuddered as an ugly essence tore at his spirit, but he sets his jaw and the spell passes. He hears Kim call Orrin out. "What in tarnation are you doin', pardner?! Ah'm yer friend! Point yer business end that'away!"

The zombie residents of Kenton close in and swarm the van. It's not much of a concern for Jack until they begin piling up and mounting the van. That unfortunate moment is when he sees the hulking demon. A wave of fear washes over him, but he shakes it off and glares down the sights of the railgun. "Yer bigger'n a Brahma bull and ugly to boot, but ah got somethin' uglier just fer you, ya born sorry sapsucker!" And with that, the barrel of the railgun begins glowing with a warm, reassuring, holy light. Jack's disciplined trigger finger waits until the weapon is charged, and then touches off a burst of holy light-infused railgun rounds. The insect hide is proof against most of the shots, but one blast catches the beast squarely. "Ah got the hot hand t'night! Ah'll snatch you bald headed, you and yer posse a' peckerheads!"

_________________
Bullet Jones
Jack "Bullet" Jones
Bennies: 6 (+1 quarter bonus, +1 escape the fade, +1 donating van)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 19/40
Active Powers: None
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
    Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature


Wed Mar 14, 2018 9:44 pm
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Notice 4 K-common 2
Notice: 1d6 (4)
WILD dye: 1d6 (3)

Common Knowledge: 1d8-2 = 2 (4)
WILD dye: 1d6-2 = -1 (1)


Bandit's Notice 5
Bandit's Notice (Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks):
Bandit's Notice: 1d8+2 = 5 (3)
WILD dye: 1d6+2 = 3 (1)


Evil Mirror Universe Orrin's spirit attack 6
Spirit: 1d6 (4)
-Extra Effort -1 benny: 1d6 (2)
WILD dye: 1d6 (2)
result = 6: Spirit drops 2 die types and you suffer -2 Parry until your next action


Duncan turns to Orrin for any last-second orders when a wave of withering despair hits him, seeming to emanate from Orrin's eyes. Aww shit...what the fuck am I doing here? I ain't no damn Texas Ranger or anything else. Just gonna get killed and zombified like everybody in that town...

Horkathorr Fear check 4
-2 zombie penalty
Fear check: Spirit 1d4 (1)
WILD dye: 1d6 (4)
-Extra Effort -1 benny: 1d6 (2)


Duncan spies the longhorn at the back of the horde. The demons eyes seem to flare up like Orrin's, tryin' to reach into his soul and grip it with terror. I should just run...Bandit can run through these zombies like a locomotive if I let her, might even be able to outrun that big fucker while he's occupied with the rest o' the posse... He starts looking for openings in the approaching horde..but then he remembers Preacher Rill's blessin', and how it filled his heart, even if Duncan kinda ruined the moment by cursin' in the Padre's presence.

He shakes his head back and forth, as if waking from a deep sleep fulla nightmares and darkness. What the hell...? The demons eyes dim, its fading power washing over Duncan harmlessly. Why you sumbitch..

"Naw! HELL naw! You listen here you sumbitch, Mama Duncan didn't raise no quitter! Ya hear ME? Ya god-damn bastard!" Duncan screams at the thornhead in the distance, his temper flarin' brighter than the demon's eyes just a second before.

With a kick of Duncan's spurs, Bandit launches into the horde on a course parallel to the thornhead, the robot horse's armored mass trampling zombies with ease like the quadrupedal tank it is. As Bandit thunders through the horde though, zombies attack from the horse's flanks and try to drag Duncan off. His armor is more than enough to keep him in the saddle but his shot can't help but be messed with, what with all the grabbin' and punchin', and even the occasional zombie body parts flyin' from the front, torn apart by Bandit's relentless gallop.

Fuck it, let's see what kinda range this thing's got. With a snarl, Duncan aims Big Iron square at the longhorn's head and pulls the trigger.

Shooting 9 raise
-1 to hit thornhead, zombie -2, head shot -4
Shooting: 1d10-3 = 2 (5)
WILD dye: 1d6-3 = 3 (6)
-ACE: 1d6 (4)
-Extra Effort -1 benny: 1d6 (3)


damage 23 AP6 - success - shaken
AP: 6, Head shot = +4
AM rifle dmg: 2d8+4 = 16 (6, 6)
raise bonus: 1d6 (3)


Duncan was sure he scored a hit on the demon, but it didn't seem to slow it down that much. He chambers another round.

summary
  • Orrin's spirit attack: (6) Spirit drops 2 die types and you suffer -2 Parry until your next action (used benny for EE)
  • Horkathorr Fear check 6 - 2(zombie penalty) = 4 (used benny for EE)
  • shooting at Hork's head = raise; damage 23 AP6 (barely hits, shaken result), (used benny for EE)
  • -3 bennies used, +1 for Kim's joker = -2 total
  • Robot horse: All-Terrain: Ignores penalties for rough terrain

_________________
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees


Thu Mar 15, 2018 3:11 am
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Horkathorr spends its second Benny to Soak vs. Jack's 3-Wound burst:
Vigor 1d12 (12)
Wild 1d6 (6)
Aced d12 1d12+12 = 14 (2)
Aced Wild 1d6+6 = 12 (6)
Second ace on Wild 1d6+12 = 15 (3) = Soaked all wounds. Sorry Jack!
EDIT: Horkathorr's Vigor is actually 1d12+2, so shoulda added +2 to those rolls.

Horkathorr is currently Shaken from Duncan's shot.

_________________
GM Bennies: 8/8


Thu Mar 15, 2018 9:05 am
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WIP

Notice 5,7,7 CK 4
Notice (+2 Sight based rolls - cybernetics) (+2 rolls that only relate to traps and similar devices)
Notice roll 1d6 (5)
Wild Die roll 1d6 (5)

Common Knowledge (-2 Clueless Hindrance)
CK roll 1d8 (6)
Wild Die roll 1d8 (2)





Bennies: 5

_________________
Severianna
Quick Stats
[size=85]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:[list]
[*]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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Thu Mar 15, 2018 10:04 am
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Rill is Rollin
Notice 1d8+4 = 10 (6) (awareness and sight)
Wild 1d6+4 = 5 (1)

CK 1d8+2 = 3 (1) (bonus for North America)
Wild 1d6+2 = 8 (6)

Spirit to resist Orrin 1d8+1 = 6 (5) (includes Bible bonus)
Wild 1d6+1 = 6 (5)
Extra Effort 1d6+2 = 6 (4)

Spirit to resist fear of giant, ugly demon 1d8+3 = 6 (3) (Bible and Stella's gift)
Wild 1d6+3 = 8 (5)
-2 for zombie penalty
EE 1d6 (3)


Seeing the clawed demons approach, Rill recites, “And when he was come to the other side into the country of the Gergesenes, there met him two possessed with devils, coming out of the tombs, exceeding fierce, so that no man might pass by that way.”

He shakes his head. ”A pity we don’t have a herd of swine handy.”

Rill spins his staff, knocking aside several zombies, and levels the end toward the demons. He utters a quick prayer and then commands, ”Begone!”

Banishment 5, Affects 2 Demons
Mysticism 1d10-1 = 1 (2) includes +1 (staff) -2 (zombies)
Wild 1d6-1 = 0 (1)

That’s awful. Benny!
Mysticism 1d10-1 = 3 (4) +2 elan
Wild 1d6-1 = 2 (3) +2 elan

-6 PPE
-1 Benny

All demons in LBT make a Spirit roll to resist or get banished.
How many demons? 1d6 (4)

_________________
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d10, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d8, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
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Thu Mar 15, 2018 12:35 pm
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Silver lays eyes on the demon and his other senses relay the presence of Wolfen. His mind races but then settles on a disturbing conclusion. This is it. The Curroptor of Souls.

Emitting a deep guttural growl, "Defiler of Worlds. Ravager of the Pack of Thunder Earth. I have found you at last."

No Fear__
    Fear Check 5, success
  • Spirit 1d10 (7) (-2 Zombie Interference)
  • Wild 1d6 (1)


Now Fear This__
    Intimidation 11, raise
  • Intimidation 1d10 (9) (-2 Zombie Interference)
  • Wild 1d6 (4)
  • Benny Extra Effort 1d6 (4)


Shouting loud enough for the 18th to hear him, "The Shadow Beasts come from my world. Of my tribe and others not. But they all were once and still are Wolfen. They must be returned to the ground from which they drew life."

Looking into the crowd of zombie, Silver howls, barks, and growls a few times. "Come to me, brothers and sisters of the earth. Our mother awaits your return."

_________________
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...

Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.

Adventure cards:
  • (7) Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • (20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |


Fri Mar 16, 2018 8:11 am
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Mechanics
Spirit to resist own spell
Spirit 1d6 (3)
Wild 1d6 (3)
EE 1d6 (4)
-1 bennie
Spirit to d4


Turn A

Spellcasting for lower vigor against all demon/wolfen/things in range (4)
1d10 (4) (+2 for Gear -2 for Zombies, assumed this is unaffected by uncanny reflexes)
Wild 1d6 (2)
-2PPE +1 for each enemy in range

Spellcasting for Inferno against Wolfen/demon/things (7)
1d10-2 = 7 (9) (+2 for Gear -2 for Unc. Refl. -2 for Zombies)
Wild 1d6-2 = 2 (4)
Damage 6d6 (1, 3, 6, 4, 4, 3)
Ace 1d6+21 = 27 (6)
Ace again 1d6+27 = 31 (4)
-4PPE


Turn B

Spellcasting for Greater Boost Spirit (9)
1d10+2 = 3 (1) (+2 for Gear assuming this is unaffected by zombies)
Wild 1d6+2 = 6 (4)
EE 1d6 (3)
-1 bennie
-4PPE +1 per character in range

Spellcasting for Inferno against Wolfen/demon/things (17)
1d10-2 = 8 (10) (+2 for Gear -2 for Unc. Refl. -2 for Zombies)
Ace 1d10+8 = 17 (9)
Wild 1d6-2 = 2 (4)
Damage 7d6 (2, 5, 2, 5, 1, 6, 2)
Ace! 1d6+23 = 28 (5)
-1PPE


Orrin's hand jerks away from the barrier as he regains control of his body and the arcane powers that flow through it. The terror at not being able to stop the spells he could see the creature weaving though him quickly fades as the previously icy anger gives way to a burning fury.

Orrin snarls wordlessly as he guns the Hover Cycle strait after the demon, only slightly behind Blurr. With a mental clarity enhanced both magically and by his hatred for this being, Orrin spits incantations so quickly he nearly cuts his tongue on his teeth.

First is spell that Orrin aims at the twisted wolfen, electrical impulses sent directly at their internal organs to weaken their constitution. Orrin then picks one that seems to have been affected and blows it way with a jet of blue flame.

So you wanted to use me to weaken our resolve? Orrin thinks, eyes locked on the thornhead, Well seems a good idea for me to do the opposite then!

With a surge of effort, a blinding flash of light burst from Orrin in a wave that hits all of his nearby allies, who feel their spirits embolden against the influence of the Thornhead. Eyes still locked with the Thornhead, Orrin smirks as he flings a hand out to the side, blasting yet another twisted wolfen with a jet of blue.

Amidst the spell slinging, Orrin barks a quick order to the team.

"Hit the Thornhead with everything you've got, that's our ticket home. I'll do my best to keep it's spells off us. Silver, watch our flank. You are the only one of us likely to last long toe-to-toe against these other creatures."

Orrin follows Blurr on his HC, traveling 15" closer to the demon. Up to 5 wolfen demon things within 10" of Orrin (first spell he casts) makes a spirit roll TN4 or lose a die of vigor. Orrin Does 31 Damage to one WDT, and 28 Damage against another WDT. Finally, all allies (up to 5, including Orrin and Blurr, increase their spirit die type 4 levels.

_________________
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 45/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14+1(6)
Active Powers: Adrenal Overload (Orrin, T0); Boost Spirit (Orrin, Blurr, T1) Lower Vigor (WDT, T1)
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells: Vigor +1DT, Parry +1, Pace +2 Spirit -1DT (T1) Spirit +4DT (T1)

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 2/3
Wounds: 0/4; Fatigue: 0/3; PPE: 45/15; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Toughness: 14(6)
Active Powers:
Active Effects Staff: Parry +1, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
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: 6/3
+1 at start for 2018 1st quarter performance
+1 for making it out of the Fade
+1 for Giving away the Police Truck
-1 for EE against blue hand infiltrator
+1 for raise in quick combat

Aventure Cards: Cut in Line - Draw 3 initiative cards and keep the highest

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Fri Mar 16, 2018 3:31 pm
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Various Resistance Rolls
Black-Scaled Demons resist banish
Spirit 1d6 (6)
Ace 1d6+6 = 9 (3) = Success
Spirit 1d6 (2) = Fail

BSD Spirit vs. Silver's Intimidate
Spirit 1d6 (4) = Silver got a success, no raise

BSD Spirit vs. Drain Vigor
Spirit 1d6 (6)
Ace 1d6+6 = 8 (2) = Success
Spirit 1d6 (3) = Fail
Spirit 1d6 (5) = Success

As Blurre fends off the demon Horkathorr's foul magics, Jack and Duncan concentrate fire on the ancient fiend. Though their aim is true, neither is able to penetrate the great demon's considerable defenses, though the shots strike hard enough to grab its attention and force it to duck and dodge.

Others in the 18th follow up with magic of their own. Rill's admonishment sends one of the demons screaming into the void, though the other resists his abjuration. Orrin, likewise, is able to weaken one of the closest demons, and obliterates two others in the back rank with inferno spells before speeding off on his hovercycle and strengthening his own Spirit and that of Sir Blurre.

Silver, meanwhile, stands in a throng of the undead and calls for his damned brethren to come closer. The nearest seems compelled to accept the challenge, though uncertain after his mechanized brother's show of strength. [Silver gets a +2 to his first Trait roll against this one next round.]



Initiative
Rill 1d54 (19) = 7 Hearts
Jack (Quick) 1d54 (37) = Queen of Clubs
Silver (Level-Headed) 1d54 (22) 1d54 (31) = 10 Hearts, 6 Clubs
Blurre 1d54 (18) = 6 Hearts
Kim 1d54 (53) = Red Joker !
Sev 1d54 (21) = 9 Hearts
Orrin 1d54 (42) = 4 Diamonds
EDIT: Quickness reroll 1d54 (17) = 5 Hearts = Reroll 1d54 (46) = 8 Diamonds
Duncan (Quick) 1d54 (35) = 10 Clubs

Bad Guys (Level-Headed and Quick) 1d54 (20) 1d54 (6) = 8 Hearts, 7 Spades

Another Joker for Kim! That means Kim is +2 to Trait rolls and damage this round and everyone gets a Benny!

Kim, Jack, Duncan, Silver and Sev get to go before the bad guys. Blurre, Rill and Orrin will go after the bad guys.

Horkathorr is using a GM Benny to unshake.

  • The zombie horde stretches away on all sides, hundreds staggering toward toward you. Feel free to narrate killing them by the dozens. For combat purposes, we'll treat them like a hazard: They count as difficult ground for anyone on land, halving ground-based movement (but not flying). They also inflict a -2 penalty on Trait rolls as they block shots, grapple you and cause distractions. If you're on the ground, this generally will apply to all Trait rolls you make, although feel free to try creative ways of avoiding it (Area Effect attacks, for example, might ignore the penalty to hit, but treat it as extra Armor, just like cover). If you're in the air, you might be able to avoid this penalty in some cases (for instance, you could activate a power on yourself or make a Soak roll again injury with no penalty) but not others (the penalty would still apply to Shooting attacks or when targeting a demon with a power).

    • Note: If you want, you can use your action it to negate the penalty for 1 round for another character. Just narrate something appropriate -- perhaps you create a distraction to draw away a group of zombies or roast a clump of them with a plasma grenade, clearing a shot for someone else.

  • There are four black-scaled demons left, scattered throughout the approaching horde. Two are very close, just 2 inches away, of those, one is at -1d Vigor and the other is Intimidated by Silver. The other two are about 18 inches away. They are no longer hiding so you can target them freely. The black-scaled demons are Parry 7, Toughness 15 (6). Attacks against them are at an additional -2 because of their Uncanny Reflexes.

  • The ancient Thornhead demon, Horkathorr, lurks toward the back of the zombie horde, about 50 inches away from your position. He's Size 3, so I don't think there will be any "A Matter of Size" penalties/bonuses for shooting from either the hovercycles (Size 2) or the police van (Size 4). He is currently Parry 7; Toughness 29 (16) and -1 to hit with greater armor [shroud] active.

_________________
GM Bennies: 8/8


Sun Mar 18, 2018 6:44 pm
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Silver stares at the Shadow Beast who responded to his "call". "Brother Stone Jaw, The Steel Wind Cairns await your return. Mother Gaia longs to embrace you and make you whole. You have been away for many turns of our world around the fire in the sky. Come I will send you home."

_________________
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...

Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.

Adventure cards:
  • (7) Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • (20) Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |


Mon Mar 19, 2018 9:23 am
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Notice 18 3 Raises
Combat Mage Armor +2, Machine Maestro +4, +2 Joker
Notice 1d4+8 = 12 (4)
Ace 1d4 (4)
Ace 1d4 (2)
Wild 1d6+8 = 9 (1)


***

“I’m going topside!” Kim called to the others, leveraging her way out of the truck. She triggered the jetpack on her backpack and took off above the zombie horde.

Fly 9 Raise
Machine Maestro +2, Joker +2, MAP -2
TW 1d10+2 = 9 (7)
Wild 1d6+6 = 7 (1)
Wild die was wrong.
Wild 1d6+2 = 4 (2)


Now above the fray, Kim considered. She could waste another shadow demon easily, but the big guy was more dangerous. Be he was farther away and harder to hit. “You guys have the big guy?” she asked. She needed to keep the shadow demons off of Jack on the rail gun.

Kim took aim and fired at the demon that seemed to have shriveled a bit when struck by Orrin’s spell.

Shooting 5 Success
Machine Maestro +2, Joker +2, MAP -2, -2 Zombie cover, -2 uncanny reflexes
TW 1d10+2 = 7 (5)
Wild 1d6+6 = 11 (5)
Extra Effort 1d6 (2)


Damage 25
+2 Joker 3d10+4 = 23 (9, 9, 1)


***

Actions
Cast Fly
Fly 6” closer to Horkadork
Shoot shadow demon that is at -1d Vigor


Conditions
Fly: 6” (3r)
Deflection, Shroud: -6 to hit, -7 to hit ranged, armor vs AOE (2r)
PPE: 6/15
Bennies: 3/3
Fly device 12/12 PPE
Stella’s Candy: Battle Hardened: +2 Soak rolls until end of quarter
Arcane Machinist (5/6)
Backpack of Shooting Stars
  • 28/42 shots
  • PPE 7/10


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
  • Multitool: +1 Repair


Vehicles
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

Armored Response Van (Big Boss ATV stats)
  • Turret Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 23 (12 MDC)
  • Acc/TS 15/60
  • Size 4
  • Crew: 1+3
  • Remaining mods: 0
  • All-Terrain

Police Hovercycle (Speedster hovercycle)(Severiana)
  • 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

_________________
Kim Black
Kim Black, Novice Human Techno-Wizard
Parry: 6, Toughness: 12 (7)
PPE: 15/15
Powers On:
Combat Edges:
Bennies: 6/3
Adventure Cards:
    Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
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All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Tue Mar 20, 2018 12:45 am
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Notice 2 K-common 4
Notice: 1d6 (1)
WILD dye: 1d6 (2)

Common Knowledge: 1d8-2 = 4 (6)
WILD dye: 1d6-2 = 1 (3)


Bandit's Notice 7
Bandit's Notice (Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks):
Bandit's Notice: 1d8+2 = 5 (3)
WILD dye: 1d6+2 = 7 (5)


Bandit comes to a skidding halt as Duncan wheels the horse around to charge back towards the truck, cleaving rotting zombies along the way like a plow through fresh snow. Into his armor's radio he announces: ">>I'll have Bandit try and keep this horde away from the truck as best I can. But there sure are a lot of 'em...<<"

With Bandit aimed to plow a furrow in between the truck and the horde, Duncan brings Big Iron to his shoulder and lines up the distant thornhead's demonic face in his sights. He again scores a hit, but is unsure how much damage he was able to do.

shooting 11 raise
-1 to hit thornhead, zombie -2, head shot -4, +2 to offset called shot penalties
Shooting: 1d10-2 = 0 (2)
WILD dye: 1d6-2 = 1 (3)
Re-Roll -1 benny:
Shooting: 1d10-2 = 6 (8)
WILD dye: 1d6-2 = 4 (6)
Play Adventure Card: Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace: -Extra Effort: 1d6 (5)


mega damage 25 AP6 success
AP: 6, Head shot = +4
AM rifle dmg: 2d8+4 = 17 (6, 7)
raise bonus: 1d6 (4)


summary
  • -1 benny for re-roll, +1 for Kim's joker
  • used Adventure Card: (Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace)
  • hit Horkathorr w/raise, 1 success on damage roll

_________________
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees


Tue Mar 20, 2018 2:40 am
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WIP

Notice 5,7,7 CK 4
Notice (+2 Sight based rolls - cybernetics) (+2 rolls that only relate to traps and similar devices)
Notice roll 1d6 (5)
Wild Die roll 1d6 (5)

Common Knowledge (-2 Clueless Hindrance)
CK roll 1d8 (6)
Wild Die roll 1d6 (4)


Ugh, Sev sighs. That big disaster of a demon needs to be taken care of but that's not my strength. Looks like I'll get rid of the babies, and let daddy grumble about the kids leaving the lights on a bit longer.

Sev flies down into the fray and tries to pick off the smaller demons for the time being. Holding on to the Hovercycle with one hand and using her offhand to attack with her implant & a pistol with her tail. She swoops in to attack the closest Demon to her and then moves on to the second closest wether she kills the first or not.

OOC Comments
Action A
Summary A
Hit w/ raise on flail 14 -2 MAP = 12; total Damage 1d10 (3), 1d8 (2), 1d6 (2)
Hit w/ 2 auto pistol shots (1 success, 1 raise) 4, 9, miss; Damage 2d6 (2, 2), 3d6 (1, 3, 4)
--------------------------------------------------
Whip Flail attack 1d12+3 = 14 (11)
Whip Flail attack 1d6 (6)
*ACE Whip Flail attack 1d6+6 = 8 (2)

ROF 3
Tail attack with Auto Pistol 1d4 (4)
*ACE Tail attack with Auto Pistol 1d4+4 = 6 (2)
Tail attack with Auto Pistol Wild 1d6 (5)
Tail attack with Auto Pistol 1d4 (4)
*ACE Tail attack with Auto Pistol 1d4+4 = 7 (3)
Tail attack with Auto Pistol Wild 1d6 (6)
*ACE Tail attack with Auto Pistol Wild 1d6+6 = 11 (5)
Tail attack with Auto Pistol 1d4 (1)
Tail attack with Auto Pistol Wild 1d6 (3)

Action B
Summary Action B
Hit w/ raise on flail 11 -2 MAP = 9; total Damage 1d10 (10), 1d8 (7), 1d6 (3) = Ace
Hit w/ 1 auto pistol shots (1 success) 7, miss, miss; Damage 2d6 (2, 4)
------------------------------------------------------
Whip Flail attack 1d12+3 = 11 (8)
Whip Flail attack 1d6 (1)
ROF 3
Tail attack with Auto Pistol 1d4 (1)
Tail attack with Auto Pistol Wild 1d6 (6)
*ACE Tail attack with Auto Pistol Wild 1d6+6 = 9 (3)
Tail attack with Auto Pistol 1d4 (2)
Tail attack with Auto Pistol Wild 1d6 (5)
Tail attack with Auto Pistol 1d4 (3)
Tail attack with Auto Pistol Wild 1d6 (3)

2 10mm autopistols (Severiana)
Damage: 2d6, ROF 3, AP 2, SA, 3RB
Range 12/24/48
Shots: 24
200 10mm rounds



Bennies: 6

_________________
Severianna
Quick Stats
[size=85]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:[list]
[*]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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Tue Mar 20, 2018 2:43 pm
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