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 Day 4: Home again, but Marron's thataway 
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Flames are beginning to spread through the recently re-dead of Kenton, Oklahoma when Kim and Orrin's manipulation of the ley line barrier seems to "click" all at once. Everything seems to tip a couple dozen degrees sideways, and you find yourselves stumbling toward the barrier in a jumble, then squeezing through as blue haze clouds your eyes and your feet stagger from one to plane to another with step. When the fog clears, you find yourselves kneeling in the red dirt outside Black Mesa, the faint stink of smoke and roasting electronics marring the dry perfume of the morning wind.

Turning toward the town, you see that the Fade is already receding here, the ghostly streets of Kenton disappearing like a mirage when you get too close. Instead, the golden dome of Stella's barrier rises over the town with the sun rising behind it. Much larger now, the dome encompasses all of the new town and most of the old ruins. The ley line runs right into the dome, feeding it. Smoke from inside clouds your view of the dome's interior, but intermittent flashes indicate a battle still rages. A few townspeople wander the perimeter, having been left outside the confines of the dome when it expanded, but others appear to have fled to the surrounding farms. Some are set to leave the area entirely, fighting over vehicles and scattered supplies before heading on to greener pastures.

As you trace the path of one group to the north, you're reminded of the supplies and the hover-transport you stashed in the old server vault on the Killian ranch. There ought to be enough supplies already loaded to get you to Marron, if Keegan's directions were accurate, and the hover vehicle will handle the wasteland dunes and mesas a lot better than the police transport. That's if you decide to take on the old cyber-knight's quest, whose fate -- along with that of Stella and Baz and the others at the Sidewinder -- remains unknown.

Home sweet home! Everyone take a Benny for making it back in one piece and for great roleplay in the Fade. Now, choices: Want to investigate Stella's barrier? Talk to people? Trade the police wagon to one of the groups of survivors? Head back to the vault at Shaft 13 to get the hover-transport? Head west to Marron? The world is your Rocky Mountain oyster.

Also, here's the link to the map again.

_________________
GM Bennies: 8/8


Mon Apr 02, 2018 7:58 pm
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Blurre considers the situation, then turns to Orrin. "Sir, I think we, and the goals of the Legion, would be best served by helping one of the more needful groups by giving them the police transport, while we take this hovercycle and swap it for the hovercar, since it's so badly damaged. Between the car and the two horses, I believe we have enough room for everyone to ride. And I would urge that we continue from there to Marron. It seems to me that Miss Stella has things well in hand here, and I'm sure that Keegan will be able to assist her and those inside the dome as needed."

_________________
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 Apr 02, 2018 8:34 pm
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Silver staggers through the fade following behind everyone else. While he catches his breathe he is leaning on the police-van and actually causing it to tilt at an awkward 30 degree angle.

"That is the most uncomfortable feeling. Fades. Rifts. Ley Lines. How in the world does one ever get used to them."

Having regained his composure and his wits, Silver extends his vembraces. With his left claws anchored into the police-van, Silver begins vigoursly combing down his fur with his right claws. Large arcs of static and ley line energy can be seen flowing under his skin and out towards the anchored claws in the police-van. Several solid scomb throughs and his dark fur lays close against his muscled Wolfen frame.

Satisfied that he no longer looks like an electric porcupine, Silver carefully retracts his blades and stands to his full height.

Looking up at Mesa and the Golden Dome, Silver shakes his head. "If anyone decides to go up there, you can go without me. I have had enough magic and barriers for a while."

Listening to Blurre's recommendations, Silver nods. "I could take the spare parts and miscellaneous equipment back to the shaft myself and return with hovercar."

_________________
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 Apr 02, 2018 9:18 pm
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Duncan looks to the distance at Stella's golden barrier and the signs of a battle still raging, then back at Silver and Blurre. "I dunno, fellas. Maybe we should go see if the town needs our help?" In his mind's eye, Duncan is imagining a rematch with more o' those skullface Sammies as he tops off the clip in Big Iron. "Hell, fightin' skullfaces would be a welcome change from them damn zombies and demons and such." A shiver of disgust rolls down Duncan's spine as he recalls the horror.

_________________
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 Apr 03, 2018 4:42 am
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Silver shakes his head, "I ain't walking back through another one of those fields."

"Maybe we could call Stella and tell her to bring the field down. Then we can go help the town. I wouldn't mind getting a couple of those light railguns from those SAMAS units."

_________________
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 Apr 03, 2018 8:16 am
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Mechanics
Notice 1d6 (3)
Wild 1d6 (5)

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


Orrin surveys the landscape around the point where they have dropped out of the Fade town, looking for some sort of clue on what is happening in the town. Torn between the need to fulfill their orders and help the D-bee Village, and stay to defend the Black Mesa from the Coalition attack Orrin curses repeated under his breath.

You can't protect everyone... Orrin tries to remind himself, but it doesnt bring any comfort.

He recalls Stella, and the immense light and power that radiated from her during their last few moments at the Sidewinder.

What was it she said...?

Then it comes back to him.

Stella wrote:
"I'd just hate for my doings to delay you, so best move on out if you're gonna. I'm sure we'll all see each other again before too very long."


Orrin straightens, firm in his decision now that he has come to it.

"Alright. Lets load up and make for the bunker. We'll move as much of the valuable or useful gear as we can to the hover cycles and horses. If we get the opportunity we can trade or give the van to any set of...well refugees I guess... who look like their make good use of it. Once we get the transport, we make for Marron. Something tells me the Coalition got more than they bargained for with Stella ", Orrin smirks. Its always a good thing when the Coalition faces disappointment. "She all but blessed us leaving the fight and heading for Marron, so that's what we are gonna do."

Thinking on it a bit more, Orrin raises the question to the group, "Doesn't mean we can't do some good on the way out though...We might be able to offer refuge to anyone we come across at the bunker. Its off the maps, and the Coalition might not know about it. It would be a good place for civilians to lay low until this is over. I'm not sure I want to broadcast that particular secret of our yet though. What does everyone think?"

While they debate, Orrin make sure to drink in as much power as he can hold from the nearby, now stabilized, ley-line, just in case they run into more Coalition thugs.

_________________
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 60/20; 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


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

Update Signature


Last edited by Orrin Truthseeker on Mon Apr 09, 2018 3:08 pm, edited 1 time in total.



Tue Apr 03, 2018 7:38 pm
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Notice 13
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 10 (4)
Ace 1d4+10 = 13 (3)
Wild 1d6+6 = 7 (1)


***

“I don’t think we would be able to get back through the barrier to Stella anyway,” Kim told the others. “Not without a lot of effort. And I’m not sure we should expose our bunker to the public. At least not without us there. We haven’t catalogued everything down there yet, or what other security measures there might be. We don’t want another nanite colony released.” She looked over at Orrin with his strange, metallic gold skin. “We have a lot of salvage and things I need to fix, but not the time, I guess, since we need to head to Marron. Let’s drop everything off. Then you can do what you like with the truck, I guess.”

Kim took a small rod out of her belt and held it up toward the ley line. She needed to replenish her magic.

PPE draw 12
TW 1d12 (5)
Wild 1d6 (3)

TW 1d12 (7)
Wild 1d6 (1)


***

Actions
Draw on ley line twice


Conditions
PPE: 18/15
Bennies: 5/3
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 28/42 shots
  • PPE 7/10

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.


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

_________________
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 Apr 04, 2018 5:37 am
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Notice 11, CK 9
Notice 1d8+4 = 11 (7) (includes awareness and sight)
Wild 1d6+4 = 8 (4)

CK 1d8+2 = 9 (7) (includes HJ bonus)
1d6+2 = 4 (2)

IGNORE: Mysticism 1d10+1 = 9 (8) (includes Nymbu staff)
Wild 1d6+1 = 4 (3)


Rill sees the people wandering (and in some cases fighting), and shakes his head. "Well, whatever the team does, I am not going to leave these people like this. A moment, if you would."

He walks over to the nearest group and begins speaking with them. The party cannot hear exactly what is said, but they see a soft glow emanate from Rill's staff as he channels a miracle, and the discord among the people seems to calm. He does this for a bit, going from group to group and soothing tensions, healing wounds, wiping away fatigue, and generally trying to help however he can. From time to time, he draws on the power of the nearby ley line to refresh himself before going right back to work.

_________________
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
Wounds: 0/4 | Fatigue: 0/3 | ISP: 9/10 | PPE: 20/20
Staff PPE: 10/10
Bennies: 5/4
    +1 for Q1 post rate
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
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Wed Apr 04, 2018 6:14 am
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Sir Blurre nods. "Kim raises a good point. We don't want to deposit refugees in a place of unknown danger levels. There's also the danger of another radiation leak, until the machinery is fully repaired. That said, if we give some of the refugees the police vehicle, we can also let them have the nutri-bars, and perhaps the first aid gear and some of the vibro-knives, for self-defense."

_________________
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 Apr 04, 2018 7:27 am
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Sev listens to everyone and their ideas on what to do next. She shifts patiently while keeping any eye on the surroundings, not wanting to get hit by anything or surprised by anything.

"Whatever you guys thinks is fine with me. I ain't got no feeling neither way right now." She finishes with a puzzle look on her face as she wonders where that western speak came from, and questioned whether it came out of her mouth, or Duncan or Jones. This place is starting to creep into my skin...

"We should do something about all this stuff though. Give it away, sell it. We're accumulating a lot of stuff. Let's just make sure if we do give it away, it goes to the right people. How do we tell if the people are right?" she says to no body in particular.

_________________
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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Wed Apr 04, 2018 9:01 am
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Sir Blurre nods to Severina. "A fair point. I'd be more leery about passing out ranged weapons, especially. Those can probably wait until we return--maybe we can see about getting the townsfolk to establish something of a more regular militia after this; they'd probably appreciate the occasional influx of gear. That's why I mostly suggested distributing rations and medical supplies--at worst, if we pick the 'wrong' people, they end up getting sold off to someone else in need."

_________________
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 Apr 04, 2018 10:02 am
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Silver heads to the van. Opening the rear doors, he pulls out the hovercycles, parts and all. Activating the hover engines, Silver begins loading the heavy weapons and salvaged parts onto the make shift sled. He avoids the nutri-bars and the med kits. Blurre makes a good point.

"This should move along fairly well. If and when the engines give out, I can carry it the rest of the way. Anything else that needs to go to storage?"

_________________
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 Apr 04, 2018 1:25 pm
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Jack is glad to leave the fade town behind. "Place's creepier'n an underground snake." He listens to the rest of the crew debate the next steps. "Ah ain't throwin' in with leavin' strangers in that bunker. Kim's right. Ain't no tellin' what they'd find down there, good or bad. Best let 'em make their way up here."
He offers a little bit of pushback on donations of gear. "Ah reckon first aid kits'n a bit of food ain't a bad idea, but ah don't believe ah'm in favor of tossin' out perfectly good armament. Heard a fella say once, 'no good deed goes unpunished.' No tellin' who's got a bone to pick with who. Handin' weaponry to somebody what might be in a killin' mood ain't my first thought. But ah ain't gonna argue with Orrin, if'n that's his call." He nods to Orrin to punctuate his thoughts on the matter.

He turns towards the golden barrier. "Ah s'pose Stella...ah reckon she'll be fine." His poker face cracks a little bit, and the astute observer might notice a twinge of concern in the gambler's look. "We gotta get ridin' towards Marron. Them folks are in a worse bind. They ain't got Stella watchin' after 'em." He loads up his new rifle into a sling on Comet and prepares to ride out.

_________________
Bullet Jones
Jack "Bullet" Jones
Bennies: 6 (+1 quarter bonus, +1 escape the fade, +1 donating van)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 13 (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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Wed Apr 04, 2018 7:54 pm
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You head north toward Shaft 13 after clearing the weapons and other valuables from the armored van, leaving only rations and medical supplies (and the pintle-mounted railgun, which is about out of ammo, anyway, after the battle with Horkathorr). It doesn't take long for you to find a group of Black Mesa survivors in need of transport -- as well as a few familiar faces.

"Heroes! I'd have figured you'd be in the middle of that firefight, or holding down the bar at the Sidewinder," rumbles Slade, the battered mining 'Borg from the Killian ranch. He and a couple of the other ranch hands are assisting a group of survivors who appear to have been victims of some earlier opportunists or ruffians. One man's been shot in the leg, though the wound cauterized, and several others look like they've been on the wrong end of a beating.

"Couple of shitbird 'slingers," Slade says, gesturing toward a plume of dust leading south into the desert at high speed. "We chased 'em off, winged one or two, but decided looking after the wounded was more important than chasing the vermin just so's to lynch 'em."

He offers a hand, and seems to take note of your weary expressions and battle-stained clothing.

"Miss Ella-Reese sent us out to check on the survivors. Glad to see you among them," he says. His cybernetic eyes whir and shiver as lenses click into place as he focuses on the dome over Black Mesa. "Not sure what's going on over there, but I figure more are gonna be needing help by the time it's done. The lady's said anyone who needs to is welcome out at the ranch, we're just trying to round 'em up and get 'em there. You're welcome to come along, too, if you like."

The stoic 'Borg and his men are happy to take the police transport if offered, and will begin loading the wounded into the back and directing the able-bodied to the roof and sides.

He once again extends an invitation to the group to follow along, but nods understandingly if they say they have other tasks to tend.

"Anything you need, just drop by, we'll do what we can. Oh, and Jones -- ran into a fella couple hours ago who said he was looking for you. Something about a package come this way for you from out east. Name of the sender was something like Liberty Magic Corn or somethin' real ignorant. Anyway, not sure where the courier got off to, but he give me this tracker to pass on if I seen you. Said you just have to trigger it and he'll find you to pass on the goods."

With that, the big 'Borg hands over a small electronic fob to Jack, then tips his hat by way of farewell.

"Watch your six, heroes. There's devil rattlers and worse out there."

Everybody take a Benny for donating the truck and assisting the survivors. Roleplay as you'd like, and feel free to question Slade or the others, after which you can head to the underground vault at Shaft 13 to retrieve the Sky Siren. If you'd like, you can also rest there before heading west.

_________________
GM Bennies: 8/8


Thu Apr 05, 2018 7:40 pm
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Jack tips his hat and smiles. "Well, ah'll be. Slade, out here helpin' the needy. Good ta see you, pardner. Reckon yer aim were better, you might'a bagged a couple." He grins, and extends a hand to shake. "Recognize any a' them slingers you nipped? Any idea where they came from?"

Jack takes the fob from Slade with a nod. "Much obliged. Magic Corn, eh? Don't know nobody...aw, that fella. Ah was just startin' to wonder if'n they were gonna make it. Just in time, looks like." He chuckles as he glances at the town under siege. "Gonna have to shake ol' Magic Corn's hand, if'n ah ever meet him. This little baby's gonna give me a little extra juke, get me over the edge on them real tight deals."

Jack gestures to the wounded. "Get them folks loaded in. Got some medical equipment might could help out a bit. We got our own mission a' mercy, but ah reckon we'll be back around 'fore too long. Keep yer head down, Slade. No tellin' what them CS were after." With that, he tips his hat and proceeds to finish the ride to the shaft.
As the 18th finishes the ride, Jack offers an opinion. "Ah don't know how long we plan to spend down here, but if we got enough punch in the bowl to get a move on tonight, might be worth gettin' down the trail a little bit. Ah don't wanna stay too close to the Mesa 'til them CS hogs're gone or put down. 'course, long as them silver bugs stay in their holes and there ain't no radio...whatever done made us all sick last time, this ain't a bad place to hole up either. Reckon it all depends on how quick we get loaded up."

Once within sight of the shaft, Jack clicks the fob to signal the courier.

_________________
Bullet Jones
Jack "Bullet" Jones
Bennies: 6 (+1 quarter bonus, +1 escape the fade, +1 donating van)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 13 (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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Sun Apr 08, 2018 10:54 pm
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Posts: 112
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Silver laughs. "It wasn't the Nanites that made us sick."

"If you and the others would have left some, I might have had me an upgrade." Silver thumps his chest hard.

"Nuclear Power Cores in the hands of unstable individuals become a near instant death to anyone. Let me enter the Shaft first and I can tell if anything else has been tampered with."






Silver helps load the wounded. As he passes Slade, "Best rely on your own weapons." Pointing to the railgun topside of the van, "She is nearly empty."

Having help load the wounded, Silver takes a moment to filter through scents of the ranch hands and those in the van.

Wolves or Coyotes among the Sheep__
    Notice 5, 7 Sight, Scent or Sound
  • Notice 1d8 (3) (+2; +4 Sight, Scent, or Sound)
  • Wild 1d6 (1)
    K/Common 10
  • Common Knowledge 1d8 (7)
  • Wild 1d6 (6)
  • Aced Wild 1d6+6 = 10 (4)


Tapping Slade, "Keep an eye on that one." Silver points to a dusty looking trailrider with a worn duster and faded out clothes. He waves his hands at a few others as well. "Give me a couple of minutes before you roll out."






Strolling over to the 18th, Silver motions for Jack and Orrin specifically.

"I ain't much for conspiracy and all that, but I think that we may have some Blue Hand members amongst at least the wounded."

"The Blue Hand got me to thinking. What if they upped their game, by siding with or at least tipping off the Deadheads. The Deadheads level Black Mesa and the Blue Hand comes in and claims the town and the hidden cache of goods. New base of operations. More recruits. Greater pressure on the surrounding community."


"Jack you know the locals of Black Mesa better than anyone other than the Preacher. Orrin, I believe there is more to the name name Truthseeker than just your name. Come take a look at least at this trailrider in the van."

"Wonder if these Blue Hands have tracking devices implanted or maybe cyber radios on them for communications."

_________________
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 Apr 09, 2018 3:26 am
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Blurre listens to the man, then turns to Orrin. "I will be honest, sir. It will be at least several hours before I'm up to combat strength. A night's sleep before we hit the road would mean I'd at least have something in the tank. Of course, if you feel speed is of the essence, I'll do whatever I can."

_________________
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 Apr 09, 2018 4:09 pm
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Rill tries his best to follow along, but ultimately ends up shaking his head. He is clearly a bit lost, and distracted by the destruction still raging in his home.

”I’m sorry, gentlemen,” he says, excusing himself. ”I believe I will need a moment or two to sort through all this.”

He finds himself a quiet place to sit and breathe, and to pray.
Mysticism 9, and Vigor 4 for Divination
Mysticism 1d10+1 = 10 (9)
Wild 1d6+1 = 4 (3)

Vigor 1d6 (4)
Wild 1d6 (4)

Cast with a raise, so an angel or other vision may occur. Any who see the angel will be at +1 to their next Spirit roll within 24 hours.


Rill prays fervently to know if the people of Black Mesa will survive and if Stella is truly on their side.

_________________
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
Wounds: 0/4 | Fatigue: 0/3 | ISP: 9/10 | PPE: 20/20
Staff PPE: 10/10
Bennies: 5/4
    +1 for Q1 post rate
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
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Mon Apr 09, 2018 8:21 pm
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"I can provide security for those who need the rest." Tapping his chest, "Only need a couple of hours myself."

Silver heads back to the ambulance/converted police van and stares down over the trailrider. Looking at each of the conscious and the alert injured, "Any of you know this dusty fellow?"

Pushing and sliding the hidden dermal plate on his left fore arm, Silver makes sure his personal computer is connected to his sensors. Making a completely novice roll, he checks to see if there is a radio freqs or transmissions outside the norm.

Only Know so Much__
    K/Electronics 8 success, raise
  • K/Electronics 1d4-2 = 1 (3)
  • Wild K/Elec 1d6-2 = 1 (3)
    Benny for Extra Effort
  • Extra Effort 1d6 (6)
  • Aced EE 1d6+6 = 7 (1)


"18th. I found something."

Silver scans the faces of the transport injured and riders, looking for anyone that may have begun reacting to his investigations. Possibly sniff testing for common fellows of the trailrider. His hearing is acutely attuned for excellerated heart rates and rushed breathing.

He places one massive back leg on the back of the van. This vehicle will not going anywhere yet.

_________________
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 Apr 10, 2018 10:04 am
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Notice 11
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 10 (4)
Ace 1d4+10 = 11 (1)
Wild 1d6+6 = 8 (2)


***

Kim winced at the wreckage of the hovercycles. That was going to require some work. Best to use Keegan’s hovercycle for salvage parts to fix the Desert Fox. Kim started fiddling a little bit, dividing up what would be useful for the trip ahead, while Rill went off to do his praying and Silver started sniffing around the refugees.

“I’ve topped up from the ley line, so if we need to push on, I can. I guess we can leave the Desert Fox behind if we can all fit in Severiana’s Skycar. Who’s this Liberty Magic Corn?” she asked Jack. “That’s a really strange name.”

***

Actions


Conditions
PPE: 15/15
Bennies: 6/3
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10

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.


To Do
Fix Desert Fox


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

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 Apr 10, 2018 10:38 pm
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With one last look over his shoulder at Black Mesa and the Sidewinder, Duncan follows the rest of the 18th to their bunker. He has half a mind to turn around and charge ol' Bandit back to aid the besieged town but knows it isn't his place to buck orders, him bein' the new guy and all.

As they mosey on to the bunker Duncan hands out what little bit o' jerky he has left from his last hunt to the refugees.
"Looks like you folks need this more than me," he says to one of the groups. "I might be able to rustle up some more on our way Marron, anyway," he adds without thinking.

Silverclaw wrote:
"18th. I found something."


Duncan guides Bandit to where the wolfen cyborg is and asks, "What's goin' on?"

_________________
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


Wed Apr 11, 2018 1:55 am
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When they stumble across Slade and his refugee group, Orrin stays to the background, letting Jack do most of the conversation with Slade. The Cyborg had warmed up to Orrin since they had returned from their encounter in the bunker. He seemed to think that he and Orrin "shared something in common" now that Orrin had metal skin. While Orrin knew the cyborg had a good heart, their first interaction with Slade as a hostage-taker had still soured Orrin's thinking of the man.

Orrin does step into the conversation for a minute to ask a few questions of the Borg though. "Did any of your run in's with the CS give you any intel on what they may be doing here? Have you seen anyone other than Mesa folk and Coalition? We had some... intel that there may have been a third group that showed up just as the battle started. They supposedly came from a rift in the ley line."

After Slade responds, Orrin goes to help tend the wounded and tries to provide some encouragement to many of the now homeless residents. He mentions the Legion's willingness to help rebuild, and take in any who wishes to seek shelter at Castle Refuge. Most shrug it off as a sales pitch, but a few listen intently.

Silverclaws wrote:

"I ain't much for conspiracy and all that, but I think that we may have some Blue Hand members amongst at least the wounded."

"The Blue Hand got me to thinking. What if they upped their game, by siding with or at least tipping off the Deadheads. The Deadheads level Black Mesa and the Blue Hand comes in and claims the town and the hidden cache of goods. New base of operations. More recruits. Greater pressure on the surrounding community."


"Jack you know the locals of Black Mesa better than anyone other than the Preacher. Orrin, I believe there is more to the name name Truthseeker than just your name. Come take a look at least at this trailrider in the van."

"Wonder if these Blue Hands have tracking devices implanted or maybe cyber radios on them for communications."


Having always found a Silverclaws to be a little.... eccentric... Orrin rolls his eyes before turning to address the Wolfen

"I'll keep my eyes out for anything suspicious", he says, hoping this will placate Silver, "But don't go starting any interrogations. These people have been through a lot. Many have lost their homes, their livelihoods."

Orrin had continued moving about the wounded as a Silver continued his "investigation". He was halfway through his third explanation of why he wasn't technically a D-bee when he is surprised by what he hears over his radio.
Silverclaws wrote:
"18th. I found something."


Orrin drops the conversation and rushes over to where he sees Silver, expecting to have to rescue some poor soul that had been intimidated enough by the huge Wolfen than he was acting suspiciously enough to raise Silvers hackles.

_________________
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 60/20; 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


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

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Wed Apr 11, 2018 3:36 am
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Notice, CK
Notice
1d6 (4)

WD Notice
1d6 (6)

Ace WD Notice
1d6+6 = 12 (6)

2nd Ace WD Notice
1d6+12 = 17 (5)

CK
1d10 (6)

WD CK
1d6 (3)

Jack begins looking through the wounded for any familiar faces.

_________________
Bullet Jones
Jack "Bullet" Jones
Bennies: 6 (+1 quarter bonus, +1 escape the fade, +1 donating van)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 13 (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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Thu Apr 12, 2018 10:57 pm
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As the survivors load into the emptied police transport, the COT is still debating whether or not to spend a night recuperating at Shaft 13 before heading west. Everything is proceeding in an orderly fashion when Silverclaws gets his hackles up and starts scanning for radio transmissions.

It doesn't take more than a few seconds for the radar in his implanted CPU to start pinging, then to zero in on one of the cowboys with Slade -- a big fella wearing a long black coat. Combined with the bandanna around his neck and a hat pulled low, just about every inch of skin is covered, except for a thick moustache. But as Silver watches, every cyber-enhanced sense on edge, the man reaches down and his sleeve pulls back just enough to reveal a tattoo on the pale skin of his wrist -- a tattoo of a blue hand.

Silver is on him in the blink of an eye, hauling the man up off the ground.

In that moment, Jack catches a glimpse of something he never thought he'd see again -- a pearl-handled revolver, the cylinder and barrel a contrasting matte black steel. Last time Jack saw it, he'd lost it in a poker game. But now here it was -- in the hands of a second Blue Hand Raider who was pointing it at Silver's head!
Attachment:
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Silver hears the sound of the man's finger on the trigger, can almost feel a burning in the back of his skull, but he's distracted by something the else -- the faint scent of cordite, encased in metal and flesh, accompanied by the almost inaudible clicking of electrical circuits tripping a trigger -- a cortex bomb, implanted in the skull of the raider he's hoisted in the air!

The pale raider smiles, dead eyes glistening over his handlebar moustache as he spits out a farewell: Do svidanya.




We'll do this is a modified Quick Combat/Skill Challenge, with two primary tasks, and the opportunity for others:

  • Unless somehow neutralized or blunted, the first raider's cortex bomb explodes, killing eight survivors in the nearby area. Each success with an appropriate skill or trait reduces the number of casualties by one. At range, the Scene Modifier is -6; If the player's action requires them to be in proximity to the bomber and survivors, the Scene Modifier is only -2, but they take a hit as if struck by an armor-piercing grenade (3d8 damage, AP 8).
  • Unless stopped, the second raider will shoot Silver, then start firing into the crowd. A total of four successes are needed to stop him. He's quick on the draw, so the Scene Modifier is -4.
  • Other tasks are possible: Want to try to intercept a final transmission, or snatch something useful from one of the men before it's destroyed? The sky's the limit, with the level of success determined by the number of successes rolled and the Scene Modifier you choose to apply.

Each player can select one task to contribute toward; full rules in the spoiler.

Quick Combat Rules
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. Pick a Task and note the Scene Modifier
  2. Player Character Options (Resources Spent)
  3. Quick Combat Roll
  4. Describe outcome (Narrative)

1. Scene Modifier : Varies by task
[/color]
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


Fri Apr 13, 2018 9:34 pm
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"I knew I smelt you right."

Extending the claws in his left hand, which holds Yosemite Sam in the air. Silver yanks old Sam to the ground and then heaves Sam's head off his body while letting Sam's weight do the separating. Silver stands with the severed ticking head in his right hand/paw/palm and Sam's body crumpled at his feet.

Heave Ho!__
    Edges/Hindrances
  • Overconfidant
  • Brawny
  • Trademark Weapon (Vembraces)

    Fighting 7
  • Fighting 1d12+3 = 7 (4)
  • Wild Die 1d6+3 = 4 (1)

    Damage (Str+ d8) 13 MDC, AP 4
  • Damage 1d8 (2)
  • Strength 1d12+1 = 11 (10)


Silver with the exploding head in hand turns just enough to be staring the gun weilding goon right down the barrel of the revolver into his eyes.

_________________
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 Sat Apr 14, 2018 3:32 pm, edited 1 time in total.



Fri Apr 13, 2018 10:02 pm
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OOC Comments
Task 1: Save the crowd. Scene Modifier -2, because of course he runs up to the bomb.
No Matter the Cost: 2 levels of Fatigue, +4 to roll

Agility 1d10+2 = 3 (1)
Wild Agility 1d6+2 = 7 (5)
Extra Effort Running Total 1d6+5 = 6 (1)
Actual total: 8, +2 to success total. Benny restored.



Seeing the head get ripped off, and understanding the danger, Blurre doesn't even hesitate. He moves like quicksilver, snatching up the head and running all-out, zig-zagging between refugees, at one point doing a hairpin turn--he'd been about to chuck the bomb into a cart, only to find it was full of young children--and then, unable to find any other way to be sure it's secure, head spinning from the exertion, he leaps forward away from everyone else, landing ON the head, interposing his own body against the blast, entrusting his cyber-armor to help him survive.

_________________
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 Apr 14, 2018 12:54 pm
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Mechanics
Notice 1d6 (4)
Wild 1d6 (6)
Ace! 1d6+6 = 12 (6)
Ace Ace! 1d6+12 = 13 (1)

Spellcasting on Mustached Marauder (-4 Scene Penalty) 10
Spellcasting 1d10+1 = 8 (7)
Wild 1d6+1 = 2 (1)
EE 1d6+2 = 6 (4)


Orrin rounds the Van in time to see Silver cut the head off of one of Slade's riders, and another rider start to raise a pistol at the large Wolfen. For a split second Orrin freezes, unsure of who is in the right. The wolfen is known to be aggressive, but while Orrin had heard the relative stranger wkisper threats, he had never seen him act on them without cause. On the other hand, what could have happened to escalate the situation so quickly?

Orrin's uncertainty is cast away as the rider's sleeve falls back as he raises the pistol, revealing the lower half of a blue tattoo. Without hesitation he raises his staff and shouts "ac vertetur in serpens!"

To Orrin's eyes, and hopefully the ganger's, the pistol in his hand elongates and writhes, turning into a desert rattler that winds up the ganger's arm. As the man shakes his arm wildly, the rattler sinks inch long fangs into his biceps.

Orrin winces as the sight, though he knows it isnt real. It is always easier to control the illusions if he can see them himself, so he always cast his illusions on himself as well as his target. That said, while he can appreciate their beauty, Orrin has never been overly fond of snakes...

_________________
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 60/20; 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


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

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Last edited by Orrin Truthseeker on Mon Apr 16, 2018 3:38 am, edited 2 times in total.



Sat Apr 14, 2018 5:56 pm
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By the time Duncan understands Silverclaw's warnin', all hell seems to break loose. Silver rips some guy's head clean off and then Sir Blurre grabs the head and tears off like a bat outta hell. Before Duncan can ask what the hell is goin' on some mustachioed fella whips out a pearl handled pistol and ponts it Silver, but then Orrin points his staff at the guy and suddenly he starts wavin' that pearl handled gun around all wild-like while hollerin' about snakes or some such. Duncan finally realizes Mr. Mustache has nefarious plans and this is as good a time as any to stop 'em so he draws his ion pistol and fires.

Shooting=17 , 4 successes
Unless stopped, the second raider will shoot Silver, then start firing into the crowd. A total of four successes are needed to stop him. He's quick on the draw, so the Scene Modifier is -4.
-4 scene; +2 armor HUD; + 2 ion bonus = 0 total mod
used only a quarter of the clip (3 out of 10 shots) in his ion pistol due to having at least 3 successes

Shooting: 1d10 (10)
-ACE: 1d10 (7)
WILD dye: 1d6 (2)

Duncan's aim is true as the ion pistol spits three quick bolts into Mr. Mustache before he has time to recover from his strange snake delusions and threaten anybody else.

_________________
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 Apr 16, 2018 3:22 am
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Telekinesis 3 successes
TK at scene -6, +4 for NMTC, net -2
1d10-2 = 8 (10)

Ace TK with prior
1d10+8 = 14 (6)

WD TK
1d6-2 = -1 (1)

Half resources used - 6 ISP total

Being first to the draw isn't always best. Sure, leading big with pocket Aces seems like a good move almost any day. But even the big guns have to know when to slow play and let a hand develop. Jack watches as his old pearl-handled Colt points first at his wolfen friend's head. Then it does a crazy dance, like the shooter's got ants under his skin. Duncan Montana doesn't miss, though, and the cheat who stole Jack's Colt gets riddled with an ion blast. "Heckfire, there, Wilson. Ah told ya you didn't want that hogleg. Brought nothin' but bad luck fer anyone ain't a Jones what held it. Ah'll bet you regret cheatin' me, but y'ain't got long ta live with it." Jones grins as the thief expires.

The hand has played out. He realizes exactly what Blurre hoped to accomplish by running off with the head. He grabs three survivors in a telekinetic grip and whips them around the side of the van, hoping to provide some extra cover by putting the bulk of the vehicle between them and the blast. "Keep yer heads down! That sapsucker's bound to make a big ol' ruckus!" Instinctively, he jams his fingers into his ears, hoping to mitigate the volume of the impending blast. God Almighty, if yer up there, protect ol' Blurre from them damn fool heroics.

_________________
Bullet Jones
Jack "Bullet" Jones
Bennies: 6 (+1 quarter bonus, +1 escape the fade, +1 donating van)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 13 (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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Mon Apr 16, 2018 9:45 pm
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Notice 10
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 10 (4)
Wild 1d6+6 = 8 (2)


***

Everything happened so fast. Silver ripped the head off a man, Blurre grabbed the head and ran, a man drew a gun, Orrin cast a spell, Duncan blasted the gunman apart, Jack yanked refugees behind the van

But Kim’s sharp eyes had caught something. A glint of bloody metal at the base of the skull, some bio-cybernetic circuitry, and she started putting things together.

“Blurre! No!” Kim raced after the cyber-knight. She still had the remains of that fly device she had used on the APC. It was breaking down, maybe had one more charge. “Get off, you idiot!”

Kim roughly shoved Blurre aside. She yanked out a roll of duct tape and tore a strip with her teeth, strapping the anti-grav disk to the head. She probably pumped a bit too much power into it. Then she turned it on and threw it into the air.

Techno-Wizardry 22 4 Raises, 3 Successes
Scene penalty -2, Machine Maestro +4, No Matter the Cost triple PPE +4
TW 1d12+6 = 18 (12)
Ace 1d12+18 = 22 (4)
Wild 1d6+6 = 9 (3)


OOC Comments
Taking back 6 PPE as reward for high success


The anti-grav device flew the head high in the air, well away from the innocent refugees. But it still exploded, and the shockwave slammed Kim t the ground, knocking the wind out of her.

Damage 12 Shaken
3d8 (6, 1, 5) AP 8


Unshake 10 Raise
Spirit 1d6 (6)
Ace 1d6+6 = 10 (4)
Wild 1d6 (4)


***

Actions


Conditions
PPE: 9/15
Bennies: 6/3
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10

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.


To Do
Fix Desert Fox


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

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


Wed Apr 18, 2018 1:23 am
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Rolls for Rill
Notice 1d8+4 = 9 (5)
Wild 1d6+4 = 6 (2)

CK 1d8+2 = 3 (1)
Wild 1d6+2 = 4 (2)

Mysticism 1d10+1 = 3 (2) +2 (Healer) -4 (scene modifier)
Wild 1d6+1 = 6 (5) +2 (healer) -4 (scene modifier)


WIP- Rill to try and keep the shot bandit alive long enough to get information out of him.

_________________
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
Wounds: 0/4 | Fatigue: 0/3 | ISP: 9/10 | PPE: 20/20
Staff PPE: 10/10
Bennies: 5/4
    +1 for Q1 post rate
Adventure Cards:
    Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
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Wed Apr 18, 2018 10:52 am
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Notice 5,7,7 CK 2
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 (1)
Wild Die roll 1d6 (4)

Agility roll/Acrobatic Manuver to save any bystanders
CK roll 1d12+3 = 13 (10)
Wild Die roll 1d6 (6)


Acrobatic Roll
13 (-2 melee sceen mod) 11. 2 successes
(3d8 damage, AP 8)
Damage 3d8 (6, 3, 2) v. Toughness 16 (6)


"Damn, what is goin on here?" We have to be on the lookout for anything all the time for Damn sake.

Sev jumps to help any survivors within range get out of the way of anything harmful. She attempts to pull an acrobatic maneuver to get some distance between any bystanders or anyone who might be in harms way.

_________________
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 Apr 19, 2018 10:13 am
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Snicker-snack. Silver's claws leap out, separating the Blue Hand Raider's booby-trapped head from his body. Blood spurts into the wolfen's eye, momentarily blinding him, and he fumbles the head like a receiver in the Old American Empire trying to catch a wobbly pass in the rain.

Faster than an eye-blink, Blurre snatches the head and the kink-bomb it conceals and takes off running into the scrub, where he leaps on the explosive, intending to block the blast with his own flesh, if need be. Kim saves him from making that sacrifice, slapping an anti-grav disc on the skull and sending it into the sky. As both Jack and Severianna help to shield survivors, the head explodes like a ripe melon stuffed with fireworks, the red mist left behind blowing away in the wind.

On the ground, the Raider's compadre slumps to the ground, still screaming about snakes despite the four neat holes burned in his chest. Little wisps of smoke rise as his screams fade into a weak whisper. Rill goes to the man's side and does what he can to ease his slide into darkness -- even the sinful deserve a respite from pain at the end.

The man struggles to focus, but seems to catch sight of Blurre as the cyber-knight passes nearby.

" ... he ... huh ... tell the ... slim one ... Ronin says ... 'See ya ... when I ... lap ... ya ... Turtle ...'"

As the man's voice fades away into nothing, Rill again feels the presence of the entity he'd contacted just moments before, when he asked for a sign of Stella's good intentions.

As it had then, the presence feels like a soft hand on his cheek, accompanied by the faint scent of incense and the gurgling sound of a river.

You do well to shepherd them into the hereafter, preacher, even if they didn't follow the teachings of your God. I am not He, but our paths overlap more than they diverge ... I'll look after Black Mesa, best I can, while you tend to you and yours, and those lambs Sir Keegan sent you to find. I reckon when you get back, there will be some of that good whiskey waiting for you ..."

With that, the presence fades.

"Well what in the good God da ... Oh, sorry preacher," Slade says, standing up from where he had crouched to shield another survivor from the blast. He turns to Silver. "I was about to have words about you decapitatin' ol' Misha there, but I reckon any fella with a bomb hidden in his head may not be the pal he made himself out to be. Him and the other one, Wilson, hired on at the ranch a couple of months ago. Never figured 'em for raiders, although it was obvious they'd both done some fightin' in the past."

The big 'Borg scratches at the side of his head, an old habit he must have picked up when he still had a scalp to scratch. "I reckon you can swing by the ranch if you want to check their bunks. Maybe something you can use."

Slade and the rest of the hands finish loading up the remaining survivors, then lead the way back to the ranch. In the bunkhouse, Slade points out the lockers where Misha and Wilson had kept their gear. In addition to the sorts of unremarkable belongings one would expect a ranch hand to own, you find an old audio recorder that's been rigged with some sort of transmitting device.

Success with a raise using Kn: Electronics or Repair
The transmitter is rather simple, but powerful, capable of sending recorded messages but not receiving, and only on a specific frequency. Range was probably 100 miles or so at most. You're able to extract the frequency information for use with another radio, if it should prove useful.

Both men had credsticks with sizeable balances on them -- about 80,000 cr., total -- and of course there's Jack's old pistol, a fancy-looking piece that fires overcharged laser blasts. [Stats as an NG-45 Long pistol, but with a +3 bonus to damage and +2 AP.]

_________________
GM Bennies: 8/8


Thu Apr 19, 2018 7:43 pm
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Notice 8
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 7 (1)
Wild 1d6+6 = 8 (2)


***

Kim handed Jack the silver pistol. “You going to keep hold of it this time?” the teenager teased him playfully, perhaps standing a bit close, gazing up into his handsome face. Her blood was pumping, adrenaline making her body sing. Her kissable lips parted slightly, and she rested a hand on his chest for a moment.

At the ranch, Kim took up the audio recorder to check it out.

Repair 10
Repair 1d8+5 = 9 (4)
Wild 1d6+5 = 10 (5)


Electronics 7
Repair 1d6+2 = 7 (5)
Wild 1d6+2 = 4 (2)


“This is a radio transmitter,” she said. “You can record something, and then send it. But it’s only one way, and about a hundred mile range. The frequency is locked in, too.” She put the thing in her work bag. “Might be useful.”

Kim dug around in the locker a few more times and came up with credsticks. “Jackpot! These guys were loaded, for ranch hands,” she noted. She handed the cred sticks to Orrin. “We divying those up, boss, or what?”

***

Actions


Conditions
PPE: 9/15
Bennies: 6/3
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10

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.


To Do
Fix Desert Fox


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
  • One way recording radio transmitter (Blue Hands)


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

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


Fri Apr 20, 2018 4:38 am
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OOC Comments
Notice 1d4 (2)
Wild Notice 1d6 (5)


Sir Blurre is still staring at the spot in the sky where the head detonated, wondering if he would've survived that blast, when he catches a few of the dying man's words. His expression immediately grows grave, his normally bright and cheerful eyes clouded over.

Squaring his shoulders, he walks over to Orrin, pulling the preacher aside from the refugees (if other members of the 18th are nearby, that's fine, but he wants to keep outsiders from learning about this. "Sir, I think I need to tell you something.... This "Ronin" they keep talking about. I'm... I'm pretty sure she's my sister. There can't be that many Fallen Quickflex Cyberknights out there, after all. I should warn you--I've vowed to do whatever it takes to save her from the path she's ensnared herself in. If we meet her, you should all either leave her to me, or fight to restrain her. I wouldn't.. I wouldn't want...." He takes a moment to compose himself. "I wouldn't want to have to fight any of you to protect her."

_________________
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 Apr 20, 2018 9:06 am
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