This Sure as Shit Ain't Kansas

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: This Sure as Shit Ain't Kansas

Post by Jack 'Bullet' Jones »

Jack pauses, trying to get a bead on the thornhead. "That nasty fella's got himself bug gut armor. We gotta drop him right now! Orrin, you got any ideas?!"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature
User avatar
Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: WIP Posts

Post by Tribe of One »

Buncha Rolls
EDIT: Forgot, Horkathorr needed to roll Spirit vs. being Shaken from Duncan's attack:
Spirit [dice]22[/dice]
Wild [dice]23[/dice]
Benny used to Unshake

Horkathorr
Onslaught #1 vs. Blurre's hovercycle: -2 MAP, -2 Range; 4 PPE
Spellcasting [dice]0[/dice]
Wild [dice]1[/dice]
Ace Wild [dice]4[/dice]
Benny for Extra Effort + Elan [dice]6[/dice] = Success with a Raise
Damage [dice]7[/dice]
Ace+running total [dice]9[/dice] = 22 Mega damage = 2 wounds, and Driving roll required at -2 or Out of Control
Critical Hit [dice]12[/dice] = Chassis, no effect
Critical Hit [dice]37[/dice] = Chassis, no effect

Onslaught #2 vs. Orrin's hovercycle: -2 MAP, -2 Range; 4 PPE
Spellcasting [dice]2[/dice]
Wild [dice]3[/dice]
Ace Wild [dice]5[/dice] = Success
Damage [dice]8[/dice]
Aces+running total [dice]10[/dice]
Aces+running total [dice]11[/dice] = 5 Wounds, destroyed, Driving roll at -4 or crash (crash damage = [dice]36[/dice])
Critical Hit [dice]13[/dice]
Critical Hit [dice]14[/dice]
Critical Hit [dice]15[/dice]
Critical Hit [dice]16[/dice]
Critical Hit [dice]17[/dice] = None of these results make a difference

Greater Blind vs. Blurre: -2 Range; 4 PPE
Spellcasting [dice]18[/dice] = Success, Blurre makes Agility roll at -4 or Shaken and -2 Parry; on a 1 he's fully blind
Wild [dice]19[/dice]

Greater Blind vs. Orrin: -2 Range; 4 PPE
Spellcasting [dice]20[/dice] = Shaken, spends a Benny to unshake
Wild [dice]21[/dice]

3 GM Bennies used

BSDs
1 vs. Silver
Fighting [dice]24[/dice] = Failure
Fighting [dice]25[/dice] = Failure
Fighting [dice]26[/dice] = Failure


1 runs, then attacks Jack
Running Dice [dice]27[/dice]
Fighting at -2 MAP -2 Cover
Fighting [dice]28[/dice]
Fighting [dice]29[/dice]
Fighting [dice]30[/dice]
Ace [dice]31[/dice]
Ace [dice]32[/dice] = Success with a Raise
Damage [dice]33[/dice]+[dice]34[/dice]+[dice]35[/dice] = 12, AP 4 = Jack is Shaken
zombiehorde.jpg
The howling of the zombies reaches a crescendo as the horde reaches the police transport and the small group of defenders clustered near the ley line barrier.

Matching the undead throng's howls with one of his own, Silver tosses a pair of grenades back toward the van, clearing a perimeter around the vehicle and giving those nearby a little room to breath. [Anyone in or near the van, including Duncan, can ignore the zombie penalty for the rest of the round.]

Seizing the opportunity, Kim jumps out of the van and activates her backpack, rising above the crowd before blasting the weakened demon into pieces. Hovering just above the grasping hands of the zombies, Severianna kills another black-scaled demon with her energy whip, wrapping the electrified lash around its neck and pulling its head clean off.

Duncan, meanwhile, takes careful aim at the demon Horkathorr, blasting it again with the Golden Age rifle, but managing only to leave it off-balance, not seriously wounded. [Horkathorr was Shaken, but spent a Benny to unshake.]

The ancient fiend retaliates with a string of blasphemous incantations, then hurls beams of sparking green energy toward Sir Blurre and Orrin -- or rather, at the hovercycles they are riding. The smaller Desert Fox is jolted by the impact, its chassis dented and burned, while Blurre struggles to maintain control. The bolt of energy that strikes Orrins sturdier hovercycle is even more devastating, blowing through the intake vent on the front of the chassis and out the exhaust, disintegrating everything in between. Trailing smoke, the metal-skinned mage drops out of the sky ...

[Blurre's hovercycle suffers 2 wounds, forcing him to make a Driving roll with a -2 penalty or go Out of Control. Orrin's cycle takes 5 wounds and is destroyed. He needs to make a Driving roll at -4; on a success, he manages to coast the vehicle to the ground; if he fails, he crashes and takes 11 damage.]

As Horkathorr continues to scream, one of the demon's tentacles directs another blinding bolt at the cyber-knight. Something goes wrong as the other tentacle tries to do the same to Orrin, and mighty demon roars in frustration as it suffers the backlash.

[Blurre needs to make an Agility roll at -4 or be Shaken and -2 Parry; on a roll of 1 (regardless of Wild Die) he's also fully blind. Horkathorr suffered backlash casting on Orrin, but spent a GM Benny to unshake. Altogether, Horkathorr used 3 GM Bennies this round.]

Back near the van, one of the black-scaled demons attacks Silverclaws, slashing and stabbing with its razor-edged claws, but the creature appears uncertain and is unable to land a blow. Nearby, the only other remaining demon charges the van, leaping on top and attempting to decapitate Jack, who manages to duck and dodge all but a glancing blow. [Jack is Shaken.]

Orrin, Blurre, Rill and Jack are up, then I'll draw for initiative again. Down to 2 GM Bennies!
  • 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 two black-scaled demons left, one in melee with Silverclaws and the other on top of the police transport next to Jack. 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: 7/7
User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 201
Joined: Mon Sep 11, 2017 9:02 pm

Re: This Sure as Shit Ain't Kansas

Post by Sir Blurre »

OOC Comments
Penalties: -2 Wounds to Hovercycle, Unskilled
Piloting: [dice]0[/dice]
ACE Running Total [dice]2[/dice]
Extra Effort Benny Running Total (using the one we got this round) [dice]3[/dice]
Wild Piloting: [dice]1[/dice]

Vehicle is Out of Control. Per rules for aircraft, it's going down. Since it's an open vehicle, there's an Agility roll to take less damage.

Agility [dice]4[/dice]
Ace Running Total [dice]6[/dice]
Wild Agility [dice]5[/dice]

Leaping from the hovercycle moments before impact, suffering 1d6 x 1/5 speed in inches (22" = 4d6), divided by 2 for Agility Success:

Collision Damage: [dice]7[/dice]
3 Damage; no worries.

Resisting Blindness:

Agility [dice]8[/dice]
Wild Agility [dice]9[/dice]
ACE running total [dice]10[/dice]
Resist Blindness with a Raise. (Technically just a success, with the -4 penalty, but still, good enough.)

Spending 1 EP for 5 ISP, giving a total of 6.

Spending 1 ISP on Speed as a Free Action, and 2 more to gain +1 to the Psionics roll, leaving him with 3 more.

Psionics [dice]11[/dice]
Wild Psionics [dice]12[/dice]
Just barely a success. Fortunately, those weren't flipped....

So, he now has an effective Pace of 28, and running.....

Run Die [dice]13[/dice]
Total of 38"; at half-speed due to difficult terrain, that's 19". Not quite close enough to get to the demon, though he manages to get to a total distance of 44" (out of the starting 50").

Since he didn't get close enough to attack, he'll also draw the Shield.
.
Blurre hisses as the bike gets hit, badly. It starts to corkscrew down, sharply, and he leaps off to land 'safely' in the midst of the zombie horde, only halfway to his target. The fiend is out of reach for the moment, but he can at least continue to occupy its attention so the others can press their own attacks--calling upon reserves even he didn't know he had, he floods his body with energy, pumping his legs as fast as he can to glide through the milling zombies faster than they can react, and drawing his shield as he goes.
OOC Comments
Combat Stats:
Deflection (Round 3), Shield, Champion Bonus, Greater Boost Spirit from Orrin:

3 ISP remaining
2 Bennies remaining
Healthy/Unfatigued
Parry: 11 (-2 Deflection bonus)
Toughness: Close Combat: 16 (4), Ranged 20 (8)
Psi-Whip Damage: 3d12+1d6+5 MD, AP 8
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

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

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: This Sure as Shit Ain't Kansas

Post by Rill »

Notice 9, CK 7, Mysticism for Banish 9
Notice [dice]0[/dice] (includes Awareness and sight)
Wild [dice]1[/dice]

CK [dice]2[/dice] (includes HJ bonus)
Wild [dice]3[/dice]

Mysticism [dice]4[/dice]
Wild [dice]5[/dice]
Extra Effort [dice]6[/dice]
With Silver having cleared the undead from around the van, Rill is momentarily free from distraction and nods his thanks at his big, furry companion. Unbidden, an old pre-Rifts children’s program he had been fond of in his youth comes to mind and he says, with a grin and in his best “Shaggy” voice, ”Thanks, Scoob!” He chuckles at his own joke, and notes that the group even has a van now: a little psychedelic paint (he’s sure Kim could procure some, if she didn’t have it on hand already) and they’d have their very own Mystery Machine! I wonder what Silver would want us to use as Scooby-Snacks? Nothing pleasant, I’m sure.

As all of this is running through his mind, he levels his staff at the wolf-demon attacking Jack and says, quietly but firmly, ”I command thee, go!” A soft glow of light surrounds his Nymbu staff, and Rill watches expectantly for the same glow to surround his quarry and carry it back to wherever it came from.
Character Sheet
User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: This Sure as Shit Ain't Kansas

Post by Orrin Truthseeker »

Mechanics
Driving(This whould be at -4) 2
Driving [dice]0[/dice]
Ace! [dice]4[/dice]
Wild [dice]1[/dice]

Notice [dice]5[/dice]
Wild [dice]6[/dice]

Ck [dice]2[/dice]
Wild [dice]3[/dice]

Turn A

Running Die [dice]7[/dice]

Casting Greater Armor on self 18
Spellcasting[dice]8[/dice]
Ace! [dice]16[/dice]
wild [dice]9[/dice]
-5 PPE -1/raise

Turn B

Arcane Interdiction (Exalted Dispel) (-2 zombies, +2 gear, +2 Adventure card) 16
Spellcasting [dice]10[/dice]
Wild [dice]11[/dice]
EE [dice]14[/dice] (+2 Elan)
-6PPE -1 per Raise

Deadly Illusion (-2 zombies, +2 gear, +2 Adventure card) 11
Spellcasting [dice]12[/dice]
Wild [dice]13[/dice]
EE [dice]15[/dice] (+2 Elan)
-6PPE -1 per Raise
Orrin struggles with the flamming hovercycle as the ground rapidly approaches. He gets it most under control until the battery pack explodes at the last minute, flinging the hover cycle end over and smashing Orrin into the ground face first.

Unfazed by the crash thanks to the protection granted to him by his etched metal skin, Orrin's fury only burns brighter for the Thornhead as he sees Blurr's hovercycle go down in an only slightly less fiery display. Though not as quick as the cybernight, Orrin cuts his way through the horde of zombies with brutal efficiency, shooting metal balls from his hands to pick of any who stand in his way and bashing in heads with his staff when one gets too close.

Amidst the bloody work, Orrin manages to recite the incantation for the runes on his skin that take more magical energy than the power supply in his chest. They activate with a warm yellow light, giving his skin a hardness similar to the superalloys used in Glitterboys, whose secrets of manufacture were lost long ago.

Finally, Orrin reaches a point where the abomination is within range of his most powerful spells. Orrin Jumps onto a nearby vehicle, granting just enough respite from the horde to recite some longer, more complicated spells. Though only a master magician would be able to distinguish where the first spell ends and the second begins, halfway through Orrin's incantations, a translucent white dome seems to slam down over Horkathorr, cutting him and the area around him off from all sources of magical power for an instant before fading, leaving nothing but an after image behind.

Orrin's eyes then focus on Blurr as he moves through the crowd of zombies at blinding speed. He waits until a moment when the demon seems distracted then shouts the ending to his spell. To his eyes and hopefully Horkathorr's, a duplicate of Blurr appears moving slightly quicker along a slightly different path. This Blurr moves quickly enough to reach the Thornhead, and lashes out against the demon with a Psy-whip. The Illusion then moves to stay within a few yards of the real Blurr, never close enough to both be caught in a blast, but moving with the cyber knight in such a way as to make it difficult to track which is which.

"The armor should be down now" Orrin says into the radio as he swipes at a zombie climbing onto the hood of the car. "Blurr, keep to his blind spots as much as possible. I've got him seeing two of you, and that'll help make it hard from him to keep track of which of you is real."

Orrin Moves 10" closer to Horkathorr (20" distance) while casting Greater Armor on himself, gaining +10 MDC armor. Horkathorr must make a spellcasting roll TN17 or lose all active powers and a Spirit roll TN12 or he is shaken. On an 8 or lower for the latter, he receives a wound. If Tribe wills it, Blurr may also have to make a roll at TN 13 if he was caught in the LBT.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

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

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

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

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: This Sure as Shit Ain't Kansas

Post by Jack 'Bullet' Jones »

Bullet Jones
Spirit to Unshake
[dice]8[/dice]

WD Spirit
[dice]9[/dice]

Shooting at Horkathorr w/ mini-railgun
Round 1
[dice]0[/dice]

Round 2
[dice]1[/dice]

Benny EE Round 2 with prior -- this was supposed to go on the 2nd phase
[dice]19[/dice]

Damage Round 2 total result 13 w/ Greater Smite - Shaken
[dice]5[/dice]

Round 3
[dice]2[/dice]

Round 4
[dice]3[/dice]

Damage Round 4 total result 21 -- forgot to add Greater Smite +4 damage = Shaken w/ 2 wound
[dice]6[/dice]

WD
[dice]4[/dice]

Damage Wild die total result 20 -- forgot to add Greater Smite +4 damage = Shaken + 1 wound
[dice]7[/dice]
Jack's disciplined trigger finger and cool-under-fire demeanor doesn't flinch when the black scaled demon hits him. The gambler's hat absorbed the blow as he ducked below the swipe. Fortunately for Bullet Jones, Rill saw to it that the creature was banished into the...wherever such creatures go. "Thanks, preacher! Now ah got a little somethin' more fer ol' big ugly there." He pops off several rounds from the railgun, with several finding their mark. At least two made a real impact, giving Horkathorr something to think about.
Bullet Jones turn 2
Spending Adrenaline Surge card for immediate 2nd turn
Shooting Horkathorr w/ mini railgun
Round 1
[dice]10[/dice]

Round 2 -- add EE mistakenly placed on first set of actions - this is a hit
[dice]11[/dice]

Damage Round 2 with Greater Smite +4 factored in
[dice]20[/dice]

Round 3
[dice]12[/dice]

Damage Round 3 w/ raise
[dice]15[/dice]
[dice]16[/dice]

Benny to reroll Round 3 damage w/ raise, Greater Smite factored correctly -- Total Result = 22, Shaken + 2 wounds
[dice]21[/dice]
[dice]22[/dice]

Round 4
[dice]13[/dice]

Damage Round 4
[dice]17[/dice]

Wild Die -- disregard this roll, used wrong dice
[dice]14[/dice]

Wild Die
[dice]18[/dice]
Seeing Blurre and Orrin go down kicks Jack's protective instincts into overdrive, and he finds himself charged with a burst of energy. "BLURRE! ORRIN! Hold on, pardners! Ah've got y'all covered!" Jack lets off with another burst from the railgun, again making contact with the huge demon. Unfortunately, only one strike lands solidly enough to make it hurt.
Net result
1: Hit, damaged, shaken
2: Hit, damaged for 2 wounds
3: Hit, damaged for 1 wound
4: Hit, no damage
5: Hit, damaged for 2 wounds
6: Hit, no damage

Sorry for buggering up the works.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature
User avatar
Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: This Sure as Shit Ain't Kansas

Post by Tribe of One »

Horkathorr's rolls
Spellcasting vs. Mega Dispel:
[dice]0[/dice]
[dice]1[/dice]

GM Benny for Reroll +Elan
[dice]2[/dice] = 8
[dice]3[/dice]

Spirit vs. Illusion
[dice]4[/dice]
[dice]5[/dice] = 3
GM Bennies: 7/7
User avatar
Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: This Sure as Shit Ain't Kansas

Post by Tribe of One »

The impact of the sparking green bolts striking the two lead hovercycles echoes across the battlefield as first Orrin, then Blurre, ride their failing cycles to crash land in the horde of zombies below. Blurre is up in a second, however, running through the crush of bodies as he tries to reach the ancient demon.

Orrin surfaces, too, strengthening his own armored skin before raising his staff and unraveling the protective magics that have safeguarded Horkathorr. He continues chanting, and an illusory double of Blurre rushes forward to strike at the great demon.

Back at the edge of the barrier, Rill banishes the last of the corrupted Wolfen, giving Jack the breathing room he needs to line up a shot. Burst after burst of rail-gun fire lances out, striking Horkathorr and shredding the demon's abyssal flesh. Black flames erupt where the tungsten rounds tear through his hide and a moment later the elder fiend is consumed in a roaring pillar of heatless fire. As the demon's dying screams slash through your minds, the voices of the undead horde rise, too, then fall silent. As one, the dead of Kenton, Oklahoma collapse to the ground, the arcane threads that had given them unlife unraveling.

Behind you, the ley line barrier weakens, but doesn't disappear completely -- even with Horkathorr dead, the perimeter of the Fade effect has a physical aspect. Still, you feel like you could push through this one with little effort and push through to what you hope is your own world, now that the evil on this plane (or at least this small corner of it) is vanquished.


Nice work! With Horkathorr dead, leaving the Fade is much easier. With a successful arcane skill roll (not psionic) without penalty, 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.
GM Bennies: 7/7
User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: This Sure as Shit Ain't Kansas

Post by Rill »

Notice 11, CK 9
Notice [dice]0[/dice] (includes Awareness and sight)
Wild [dice]1[/dice]

CK [dice]2[/dice] (includes HJ bonus)
Wild [dice]3[/dice]
Rill watches with no small amount of satisfaction as the demon falls and the people are released from its hold, their bodies and spirits now both passed on. Cradling his Nymbu staff in the crook of his arm, he removes his bible from a pouch on his armor and flips through until he finds the verses he wants. In a solemn voice, he reads from the book of scripture and then prays over the dead, imploring the Lord to help them find the peace that has long been denied them.

Once that is complete, he turns to an examination of the PPE barrier preventing their escape home. After a moment, he calls to Orrin, ”What think you, Truthseeker? Can we push through this? It is no ley line, but it has the feel of one, and the lines are your area of expertise.”
Rill Ready to Support Orrin, Mysticism 8
Assuming Orrin takes the lead here, Rill will lend a hand and try to help dispel the barrier.
Mysticism [dice]4[/dice]
Wild [dice]5[/dice]
EE [dice]6[/dice]
Character Sheet
User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 201
Joined: Mon Sep 11, 2017 9:02 pm

Re: This Sure as Shit Ain't Kansas

Post by Sir Blurre »

Blurre stands down once the horde falls to the ground and the demons are dealt with. He gives a brief accolade to his companions, then, as they concentrate on the barrier, he tries to lay the dead out in a more dignified position. They lack the time needed for proper burial, of course, but he can at least try to pay them respect. He also lets Kim know that she may need to remove her plasma ejector from the Hovercycle, which is pretty much scrap after the crash.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

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

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: This Sure as Shit Ain't Kansas

Post by Rill »

Inspire 9, Plus 2 to Orrin
Spirit [dice]0[/dice]+1
Wild [dice]1[/dice]
EE [dice]2[/dice]+2
Timing
Please pretend this post is after Orrin's.
Orrin Truthseeker wrote:
"Hold tight, I'm on my way".

Orrin heads back to the barrier and spends a few minutes inspecting the barrier more thoroughly, now that there isn't a life threatening danger looming over their shoulder.

"It shouldnt be too difficult to open a breach in this. At least one we can get out in. Sustaining one big enough for that Van is going to be difficult though. I'll need to focus, and anything you can to help would be great. Just about anything meant to disrupt or damage magic should do the trick."

That said, Orrin grasps his staff with two hands, pushes the tip flat against the barrier and start reciting every incantation of opening and banishment he can recall.
Seeing Orrin return, Rill gives him a welcoming nod and says, "Thank you for coming back so quickly. Given all that has gone on, and is likely still going on back home, it is best that we return quickly."

When Orrin begins to recite incantations, Rill closes his eyes in concentration and begins praying quietly, channeling his will through the Nymbu staff in his hands and focusing his power on helping Orrin. It is a grueling task, and the barrier resists their combined efforts on a level Rill would not have expected. It seems as though every time his spell latches on to a piece of the barrier to whisk it away, the molecules of the barrier itself somehow slide away, snapping back into place and forcing them to refocus on the same area three or four times in a row.

Rill knows that if the process is difficult on him, it must be doubly hard on Orrin, who is doing most of the heavy lifting. Cradling his staff again (and continuing to push his will through it), he withdraws Reverend Thatcher's bible and flips through for just the right verse, and he perks up when he finds what he is looking for.

In his best preacher's voice, he recites the simple verse "And let us not be weary in well doing: for in due season we shall reap, if we faint not." The power of the enchanted bible, coupled with Rill's own faith, settle on Orrin's shoulder's like a mantle, helping sustain the man's efforts.

This wall will not last, Rill thinks. And once Kim gets here, we shall make quick work of it and get back home.
Character Sheet
User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: This Sure as Shit Ain't Kansas

Post by Orrin Truthseeker »

Mechanics
Spending 1 EP to add +4 to roll
Roll for Opening the barrier (+2 from gear, +2 from Rill's Spirit rolls +4 from EP, +2 to EE from Elan)
Spellcasting [dice]0[/dice]
Wild [dice]1[/dice]
EE [dice]2[/dice]

Vigor roll for end of "Adrenal Overload"
Vigor [dice]3[/dice]
Wild [dice]4[/dice]
EE [dice]5[/dice]
Even as Horkathorr goes up in flames, Orrin continues through the now lifeless bodies to the spot where the creature once stood. He examines the magical spectrum, just to confirm that the creature gone for good. Seeing nothing to be concerned about, he spits on the pile of ashes.

With all adrenaline of the moment now gone, Orrin is reminded of where it his that he is standing.

A pretty much unspoiled pre-rifts city.... The secrets lost to time that this place holds must be immense...

Orrin starts making his way to one of the more interesting looking buildings nearby, when a voice comes over the radio, explaining the issue with the barrier at the edge of town. Orrin hesitates for a moment, wanting nothing more to go uncover what secrets the surrounding city my hold. Orrin continues toward the building but stumbles over a half decomposed corpse, undoubtedly one the the recently re-dead zombies. He stares long at hard at the corpse, a reminder that there are responsibilities he has in the present, and that people will be harmed if he tries to live in the past.

"Hold tight, I'm on my way".

Orrin heads back to the barrier and spends a few minutes inspecting the barrier more thoroughly, now that there isn't a life threatening danger looming over their shoulder.

"It shouldnt be too difficult to open a breach in this. At least one we can get out in. Sustaining one big enough for that Van is going to be difficult though. I'll need to focus, and anything you can to help would be great. Just about anything meant to disrupt or damage magic should do the trick."

That said, Orrin grasps his staff with two hands, pushes the tip flat against the barrier and start reciting every incantation of opening and banishment he can recall.
Last edited by Orrin Truthseeker on Wed Mar 28, 2018 2:13 pm, edited 2 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

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

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

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

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: This Sure as Shit Ain't Kansas

Post by Jack 'Bullet' Jones »

Jack lets out a sigh of relief as the demon perishes in flame. The zombies, in unison, drop to the ground, lifeless and motionless. "Ah reckon it's high time we find ourselves a shot of whiskey and a warm smile. Ah've had 'bout as much of the walkin' dead as ah care for, if'n ya don't mind. Think we can hustle ourselves back home?" He watches as Rill, Orrin, and Kim go to work on the wall of the fade. He shrugs.

Jack digs out his canteen and takes a sip. "Ah tell ya, ah don't care fer havin' my back against the wall not one bit. Reckon, though, at least ya know where ya gotta go if yer backed up. Ah was in a fight this once. Couple nasty sons of...sorry, preacher. Ugly fellas. They were out fer a bounty, and ah carried a high price from one fella in particular. Well, they had me hemmed in like a bull in a stall 'cause this girl ah was courtin' had the last room down the hall, and there was only one way out. Well, these boys weren't exactly quiet as a mouse. They come stompin' down the hall shoutin'." he turns on his best imitation of the bounty hunter's voice "'Bullet Jones! You are wanted dead or alive, but we do not like feeding our bounties. Prepare to die.' Well, you corner a rattlesnake and tell him he ain't makin' it out alive, he ain't gonna hold back none. Ah dropped out the door and popped off at 'em. Winged the first one, sent the second divin' fer cover. We traded shots fer a bit, but ah reckon they knew ah didn't have much left." He takes another sip out of his canteen and continues.

"So these pug ugly bounty hunters come stompin' down the hall 'cause they know ah'm tapped out. They didn't count on the girl havin' a little piece in her nightstand. She tossed it over. Ain't but a pea-shooter, and it was 'bout empty. Reckon she didn't have occasion ta use it, so no reason ta keep it loaded. So they hit the door and come through. Ah drill the first one through the door right through the eyeball. Splattered whatever serves fer brains outta..well, whatever they were, right back into his buddy. 'fore the second knew what ta do, ah pelted him in the nose with the thing. It wasn't all that big, but you try seein' when ya got boxed in the nose with a little snub-nosed gun. Gave me enough of a break ta grab his buddy's gun and turn it around on 'em." He takes another glance at the trio working on their escape from Fade Kenton.

"Well, my luck wasn't too hot that day. Turns out, the second fella was the brother of the lady ah was seein'. She didn't take too kindly ta me fillin' her brother with a bunch'a holes. She starts hollerin' and carryin' on like ah wasn't fightin' fer my life just then. Chased me outta the hotel purt near naked, threatenin' ta cut off..." He glances at Kim, who appears to be otherwise occupied. "My bullet, you know what I'm sayin'. Anyhow, ah hopped the horse ah'd scored the night before and lit out. Left quick as ah could. Ran into some kinda convent a few hours down the road. Sisters took pity on me and clothed me. One of 'em, a purty d'norr girl...well, she kinda renounced her vows that night. She said it was a rite of passage, but come ta find out, she wasn't entirely truthful. Ah had ta hightail it outta there too fer deflowerin' a devotee of...ah can't remember who." Jack attends to Comet, patting the robot horse on the neck.

"Ah'll just be glad ta see real sunlight again."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature
User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: This Sure as Shit Ain't Kansas

Post by Kim Black »

Notice 13 2 Raises
Combat Mage Armor +2, Machine Maestro +4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]4[/dice]
***

Kim stared around her as the zombie horde just...collapsed. “Well, that wasn’t so hard,” she joked, pulling off her helmet and wiping sweat from her brow. She flew back to the truck and cut power to the jetpack to land. Then she turned off her protective amulet and retracted her gun.

Kim stopped when Orrin and Blurre returned without hovercycles. “Where are the bikes? You did what?!” Kim through her hands up in exasperation. “This is why we can’t have nice things!” She stomped off in the direction of the crashes, but paused about ten yards away and looked back. “Oh, yeah, and glad you’re okay,” she said with a sheepish smile.

Kim found Keegan’s bike a total loss, but as she looked over her own Desert Fox, she thought maybe she could salvage it.

“Hey, Silver! I need you to load this junk into the van with the horses and other gear. I <i>might</i> be able to fix it,” she said, giving Blurre a side eye.

Kim walked up to the barrier and examined it. “Hmmm…” She went back to the van and her gear and started futzing around, cobbling some devices together. Then she went back to the barrier. She stuck four small disks to the energy barrier, two at the ground, two up high, big enough for the truck to drive through.

“Those focus disks should help us channel the magic we need to get through,” Kim explained, pulling out a control pad. She charged them with energy and they lit up, humming and tracing a line of red energy between the disks.
Force a way out 31 7 Successes
Kim can Arcane Machinist a device for burrow, for example, if we need it.
Machine Maestro +4
TW [dice]2[/dice]
Wild [dice]3[/dice]
Extra Effort [dice]5[/dice]
Ace [dice]6[/dice]
Ace [dice]7[/dice]
Ace [dice]8[/dice]
As they worked on the barrier, Kim couldn’t help but think back to the last time she had faced such impossible odds. Granted, it hadn’t been hordes of zombies, but the circling of the cadre of 1st Apocalyptic Cavalry around her group of refugees from Tolkeen had certainly been impossible. They hadn’t had much in the way of defenders, mostly civilians who had managed to grab up a laser rifle or pistol. Mostly they had been relying on her dad, and he usually relied on stealth and assassination before the refugees even knew trouble was nearby.

With her father out scouting ahead, the rear guard missed the Cavalry coming up behind him, though with the roar of hovercycles and the pounding hooves of robot and actual horses, Kim wasn’t sure how that could be.

Kim was put in charge of a van carrying the children with one of the older boys riding shotgun with an old laser rifle. They made a break for it, but got surrounded by a patrol of Cavalry. Her companions rifle got off a few shots before completely overheating, and before Kim could repair it, they were dragged out of the van with the other kids. There were about twenty Cavalry, including a wicked-looking woman with a scar down one eye and cheek, though she was otherwise pretty, in a hard sort of way.

Kim was shoved to the ground and a laser pistol put at her head. She was going to meet her mother.

And then there was a blur of motion. Cavalry riders cried out, shooting off at something too quick for them to catch. They lost hands, legs, even heads as a psi-blade sliced through them as easy as butter. The Cavalry leader didn’t stick around long enough to find out what it was. She called a retreat.

And Kim found herself looking up at the outstretched hand of the fastest cyber-knight in the west, Sir Blurre.

Kim shook herself out of her reverie. “Should be ready now,” she announced.

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

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


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


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

Re: This Sure as Shit Ain't Kansas

Post by Silverclaws »

Silver looks over to the two heaps of metal that were the hovercycles, he sighs and walks over to both. Stacking any sizeable pieces together he attempts to activate the hover engines, so he can bring them back for Kim.
Juicing the Engines__
  • Repair 7, success
  • Repair [dice]0[/dice] (-2 unskilled, +4 jury-rigged)
  • Aced Repair [dice]2[/dice]
  • Wild Repiar [dice]1[/dice]
Walking back in long strides over the now lifeless zombie bodies, he opens the back of the van and maneuvers the the makeshift sled into an empty space. Once the temporary sled is in place, he deactivates the hover engines and turns back to the mass of bodies on the ground.

"Preacher. Sir Blurre. Does the scene before us seem right? Should we just leave these corpses here unattanded?"

Silver begins scanning the corpses, looting potential valuables and moving the bodies a safe space away from the van. Taking great care, he moves through the fallen corpses until he reaches the Emergency Response Tents, where the kitchen and mess hall were.

Looking at the metal tables inside the mess hall, Silver sticks his head out and begins looking for suitable wood and fuel to use a funeral pyre. Stacking wood on and below the tables he has pushed together, Silver begins the tiring task of moving every corpse he can to the tented area. Stacking the bodies on the tables with wood, he organizes as many as possible before the bodies have to be layed against the table instead of on the table.

Having stuffed, stacked, and placed as many as he could on the pyre in the mess tent, Silver looks over at the disabled transport and decides to strip out the interior and begins taking apart more of the town buildings. Stacking bodies inside on wood and ontop of the vehicle's roof, Silver makes preparations to light the fires, when he relizises that he might need more fuel.

Leaving the bodies, he starts moving through the town, stripping boards and panels from any building that has such items. Stacks and stacks of wood he piles up at the site of burning. Satisfied that he has what he needs to start, Silver tosses in a plasma grenade to each of the two locations. Taking the door of the transport from off the ground, where it had been left after it was ripped from the frame, Silver begins fanning the flames that the tinder may light and the bodies may burn quickly. Silver stands watch and fuels the fire and places the bodies on the pyres as space and time demand.

Time and resources.

Silver realizes that he has neither and that what he can get started and take care of now will be the only ones he can take care of. The rest of the bodies he attempts to lay out in some "I didn't have time to bury you." fashion with bodies in neat rows and columns. Again time will only permit that so many be taken care of in this fashion.
Last edited by Silverclaws on Wed Mar 28, 2018 3:34 pm, edited 1 time in total.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 201
Joined: Mon Sep 11, 2017 9:02 pm

Re: This Sure as Shit Ain't Kansas

Post by Sir Blurre »

Sir Blurre smiles at Silverclaws. "You are right. We cannot do this for the whole town, in the time we have allotted to us--but every bit helps. Perhaps this will help some of their souls rest easier." With that, he goes about assisting the Wolfen with the task of building the pyre and placing the bodies upon it. Separately, he drags the demonic corpses to whatever sort of pit he can find, and asks for a plasma grenade to drop inside it.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

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

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: This Sure as Shit Ain't Kansas

Post by Silverclaws »

Silver understands Blurre's intent, but waves him off and just points to where the nearest Wolfen corpse should have been,

"The Wolfen aren't from Rifts Earth."

Much like the Thornhead Demon 'evaporated', the Wolfen bodies 'evaporate' once the demon's power is removed from them.

What remains behind is like a greasy smudge something similar to the kind of oil stains that golden age gasoline engines used leave behind. The bodies of the Wolfen are gone, now if only the zombies would go that way as well.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: This Sure as Shit Ain't Kansas

Post by Orrin Truthseeker »

Kim Black wrote: “Those focus disks should help us channel the magic we need to get through,” Kim explained, pulling out a control pad. She charged them with energy and they lit up, humming and tracing a line of red energy between the disks.
After 40 minutes of sweat inducing spell work, Orrin, with the preachers much appreciated assistance, had managed to open a breach large enough to get the hover cycles through. At that however, he was stuck. It took all of his focus just to keep the breach from collapsing.

That was, at least, until Kim came along. As Kim powered up the amplifiers she had cobbled together, the breach in the barrier practically exploded open to a size large enough to fit one of the ancient pre-rifts 18 wheelers through....sideways....

More importantly, it was taking nearly no effort on Orrin's part to sustain the breach. He stumbles over to the van and half sits, half falls to the ground, his back against one of the large, bloodstained tires. Breathing heavily, Orrin says "Kim, you are a miracle worker... I'm getting you promotion when we get back to Castle refuge..."

He sees Jack in the background pull around the van and says "And nice shooting on that thornhead Jack. I knew if I could get that things armor down you would be able to wipe it out." He then cracks a smile and puts a sarcastic tone in his voice "With a rail gun that gets off 200 rounds a minute and even you can be dangerous..."

"Seriously though, nice shooting." Orrin says with nod to to the gambler. Then addressing everyone he says "Well done everyone, in fact. That was a very close call, and we only got through it because we worked together and covered each others... Orrin looks hesitantly at Rill... "rear-ends"

"I haven't had a call that close since the last time one of the federation bounty hunters nearly caught up with me in Africa." Orrin says, eyes growing distant. "I had hired some guides to take me to a rumored isolated village of D-bees that no-one had ever visited...I know... I know... 'where do the rumors come from then'.... but anyway, a big storm had hit and we had needed to hunker down for a few days, and so we were running very low on food. Then we stumbled across a small pride of lions, enjoying the fruits of a hunt. My two guides raised their rifles an pointed them at the lions, intent on killing the majestic animals and using them and their prey as food. I simultaneously threw myself between the rifles lions while weaving a spell to pacify the creatures so they wouldn't maul me from behind. It felt like a ten minute stare down before my guides cursed and holstered their rifles, walking back to the gear muttering to eachother in a language I didnt understand. What I didn't know was that the scene at tipped them over the edge, and they were agreeing that I was worth turning into the federation for the credits."

Orrin shakes his head, mentally kicking himself "I should have realized the change in attitude, but reading people...well... it was never really my thing. It was two nights later, with just a sliver of a moon in the sky that 6 stalkers, led by the bounty hunter Pakoran caught up to us. Pakoran is a mean SOB known for delivering his bounties dead rather than alive no matter the price. Not intentionally though, he just can't help but enjoy torturing his bounties on the return trips, and few survive more than a few days in his possession. The group of stalkers quickly drained most of my power - I didnt have quite the stores I do now - and Pakoran was standing over me gloating, a gleam that I knew wasn't good in his eyes....but his weren't the only eyes I saw gleaming. In the darkness behind him I saw a pair of eyes reflecting the yellow light of the campfire behind me. In desperation, I bowed my head to the ground - so that Pakoran wouldn't see me muttering the spell I was attempting. There was practically no chance of it working. The stalkers had only left me with an ounce of power, for fear I would die from wounds inflicted as they devoured my reserves. It wasn't enough for the spell, and I knew it. But it was the only chance I had. I reached out to the creature's mind, and barely stopped my head from jerking up in surprise when I was actually able to reach its mind. That's when I realized that it was one of the lion's from the days before. There must have been some remnant of a bridge between that allowed me to make the connection despite my weaken state. I could sense from its... well thoughts is a strong word, but let's say thoughts... that its pride was nearby, and that it was far larger than the few we had encountered the day before last. I hated to put them in danger, but the lions were my only chance at survival, and I could tell from the way they were setting up camp that this bounty team had no idea of the dangers the wild animals here posed. Suffice to say, the stalkers didn't last long when the dozen lions burst from the nearby brush. Pakoran was the only one to get away, and that he did only by shooting one of his own men off of a hovercycle so he could take it for himself..."

After a moment Orrin pushes himself back to his feet, feeling recovered from the initial effort of making the breach. "Take a few minutes to recover and make your preparations. There's no telling what's on the other side of that breach. There was some heavy fighting going down in Black Mesa when we left, and we might be dropping right back into it."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

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

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

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

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: This Sure as Shit Ain't Kansas

Post by Jack 'Bullet' Jones »

Jack grins at Orrin. "Aw, heckfire. Ah reckon ah had ta let ya clean a little bit of that egg offa yer face, throwin' spells at us like that. You just tryin' to test us a little or what?" He winks at Orrin, and checks the chamber on the railgun, ensuring it's ready to go in case the zombies get a third wind.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature
User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: This Sure as Shit Ain't Kansas

Post by Kim Black »

Notice 11
Combat Mage Armor +2, Machine Maestro +4
Notice [dice]0[/dice]
Ace [dice]2[/dice]
Wild [dice]1[/dice]
***

Kim blushed at Orrin’s praise. “It was just a bit of tinkering, sir,” she said. “I just kind of extrapolated how that demon was tapping into the field.”

There was a clatter, and Kim bent over to look under the truck. “Well, we’re going to have to drive it out of here, because we aren’t flying,” she said as she slid under the truck to collect what remains she could of the hover device she had made for the heavy truck. “I could whip up another, if we need it.”

***
Actions
Conditions
PPE: 6/15
Bennies: 3/3
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 28/42 shots
  • PPE 7/10
Adventure Cards
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
(2 Wounds) 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
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

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


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


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
User avatar
Severianna
Diamond Patron
Diamond Patron
Posts: 103
Joined: Fri Aug 04, 2017 10:45 am

Re: This Sure as Shit Ain't Kansas

Post by Severianna »

Severianna stares at the bright blue-white wall in front for her while the more magically inclined work their incantations, technological machinations and will their inner strength to pry open a whole the size of the demon they just faced. The demon was still in her mind. It was vanquished, it no longer had it's hold in the fade. Maybe the fade itself was going to fold in on itself. Fuck, I don't know anything about this mess I got myself into, she snapped inside at herself. Even further back in her mind was the SAMAS that hit her like a ton of bricks at the sidewinder. What the shit is going on here, How did we even get into this thing, that we're now getting out of? Ever since she stepped into this weird pocket dimension she has been quiet. Not sure of herself. Not sure of anything. That flying machine knocked something out of her that hasn't happened in a long time.

"Don't get cocky, kid." That one trainer said to her while she was younger, much younger. Years ago she was on a roll. Nothing could stop her. Inhibitor implants, larger foes, trickier foes. Nothing phased her. That lasted a while when she stopped training hard.

"You're not even trying anymore, you're mailing it in," he said as the echo of a time long ago rattled around in her mind.

"I'm not huh? What do you know? All you do is talk and do nothing, you're not a fighter. I am. And nothing has even touched me in months!" She smirked and gloated at him. It wasn't usual to be able to speak to the researchers and scientists like that. But this guy was different. He was trying a different approach with her, and she pushed back and tried to get as much out of it as she could. She was a teenager after all, pushing boundaries was her job and maybe someone high up thought this was the best way to program her, who knows. This was the first contact she had that she really liked.

"Don't rest on your laurels, kid." he said.

"I don't even know what a Laurel is, and I don't care. Bring it in here and I'll rip its face off. I've beaten every game, outplayed every opponent I've seen for months!" she gloated again.

"You're getting sloppy. You're gonna slip up. You're over confident. Don't be that girl. It's not you."

She huffed and half-assed another endurance workout thinking she didn't care about it.

This went on for a few more days until the incident. It was bigger, it was loud and nasty. So what, she thought. This thing is too slow, to fat, to stupid to beat me.

Her strengths were being quick, staying out of the kill zone, using distractions and the environment to beat her opponents. She didn't need any of that this time. She was unstoppable. As it turned out i wasn't slow, or stupid. It toyed with her and learned her movements. Once it was ready she didn't see what hit her. Over and over she came in and out of consciousness over the coming weeks, recovering from that beating.

The SAMAS rockets and rail-guns hitting her rattled her consciousness. She didn't realize it till now. She felt like that once and here she was feeling that again.

"Let's leave this in the fade. Leave that feeling here, but remember it. That shouldn't happen again. Or we should make sure it doesn't happen for longer this time. Stay on target." she whispered to herself as they walked out of the fade town.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

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

Image
Post Reply

Return to “Adventure Archive”