Gloom: While Reporting in

Adventures of the 13th SET
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Pender Lumkiss
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Gloom: While Reporting in

Post by Pender Lumkiss »

Hi Folks,

Here is something specific that occurs while any of the 13th are reporting in. Right now I have Cantrell, Libertas and Markus reporting in, but posting here means that you attend the briefing here.
  • Note: Just going to the briefing and interacting in this thread while you eat lunch does not take time from other actions accomplished in gloom.
While eating in the mess hall...

A funny little creature approaches. He decidedly has a crisp uniform, bulbous nose, a goofy grin and a cob pipe in one hand.
Herr Klaus picture
Herr Klaus.jpg
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He wobbles up to the table and gives a goofy grin but a crisp salute to those present. "Berichtspflicht!" With a decidedly German accent the funny little, perhaps some kind of Fae folks, creature continues as he brushes off his well polished Tomorrow Legion medallion sown into the front of his uniform. " Herr Klaus reporting for duty, Sir... M'am!" He stands at attention until appropriately acknowledged. He has a well situated backpack, notably some kind of specialized well forged hammer takes up much of the space... The side of the hammer says Wera a German pre-rift manufacturer of tools... He also wears no shoes, but damned if those feet aren't shined. He holds out a form to Cantrell still maintaining his crisp attentive posture.
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Cantrell
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Re: Gloom: While Reporting in

Post by Cantrell »

Cantrell quickly chews and swallows her sandwich, using her napkin to cover the slight smile as Klaus introduces himself.

"Yes, Sgt. Cantrell here. Thank you for checking in so promptly, Herr Klaus. Captain Lumkiss said you would be arriving soon," Cantrell says, leaning down to shake the small man's knobby hand.

"Team, this is Herr Klaus, a not-so-new Legion recruit sent over from the Castle to observe. He's been with the Legion for awhile but hasn't had much field experience, although he comes highly recommended as a support specialist. His orders here says he's being attached to ... um ... Markus, it looks like."

"Ja! Das is vat that bumbling idiot with the charming frauline assistant has said. Where is this Markus? They said you vas from the Fatherland too, a good German boy?" the little man says, squinting his eyes and reaching under his hat to pull out a pouch of tobacco for his pipe. "Ich bin quite excited to talk to another German, even von too young to remember ze really good old days, when ze schnitzel and ze spatzle doesn't come in a can and ze bier would make your whiskers curl."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Pender Lumkiss
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Re: Gloom: While Reporting in

Post by Pender Lumkiss »

The little guy neatly and efficiently grabs a few slices of bread, lettuce, and a heap of tomatoes. Some how all the items he fits beneath the piece of bread line up perfectly to the corners. He grabs a chair from seemingly no where and sits down. After he takes a bite he dabs his mouth with a napkin neatly. "Vegan das good, no?" He eyes each of the members sitting at the table an equal 1.26 seconds taking them in. His German accent is heavy but his English is meticulous and his enunciation impeccable. " Is there anything you wish to know about me? I was just assigned no less than 26 minutes ago to your unit. If you would not mind catching me up I would appreciate it... Sometimes that dunder head Pender Lumpkiss drives me up the wall with his lack of courtesy and precise calculations. Do you know he has lost two teams in the last month?" He sets his pack down while waiting for a question or response neatly so that it stands in a perfect upright position. The pack seems to tremble ever so slightly...
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Maximilian
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Re: Gloom: While Reporting in

Post by Maximilian »

BIZARRO ALEX
Taking the opportunity to see Castle Refuge flying a flag that isn't the Coalition States, he tags along for a check-in and debrief. He takes some time to explain the status in the alternate world he came from to his new superiors. As this concludes, he takes the opportunity for lunch with the rest of the 13th, trying to force himself to get to know the new crew. "Cantrell...you've got rank of sergeant here, right? Max said you outrank General...uh, Jude Maverick here. If you knew how hard-line and career-dedicated he is on the other side, you might drop your jaw. You took the breakup pretty hard over there."
He stops short as the new recruit introduces himself. Despite having only one eye, it didn't take much to notice Cantrell stifling a laugh. He pauses as Klaus sets his pack on the table, then leans over to Cantrell, whispering into her ear. "When did Berger have his ears clipped, and why? He took such pride in his ears. It was all he had left."
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Libertas Magicum
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Re: Gloom: While Reporting in

Post by Libertas Magicum »

In the mess hall, Libertas has arrived for lunch, in the company of the poor, beleaguered Nurse Crenshaw. She deals with his frustration largely by ignoring his barbs and taunts. They're about to leave, when he overhears something... wonderful. Forcibly bringing his wheelchair to a dead halt by grabbing the wheel tightly, he causes Nurse Crenshaw to ram into the push-bar. "Leave me here, for my meal, Magdaline, I'm going to be eating here."

She fusses, but he is adamant, and she finally gives up, stalking off in a huff, muttering about going "to help the patients that want to get better". He pulls up the chair to the table, watching. Because there might actually not be enough money in the coffers of Castle Refuge to convince him to miss watching Markus meet his new... associate? Cohort? Whatever.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Jude Maverick
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Re: Gloom: While Reporting in

Post by Jude Maverick »

Notice 13 2 Raises
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]4[/dice]
Ace [dice]5[/dice]
Common Knowledge 3 Failure
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude was flirting a whole giant chocolate cheesecake out of the cafeteria line lady when the little German came up. “Here you go, guys. Courtesy of Helga the lunch lady.” It was definitely better than the normal cafeteria fare. Jude always did know how to get the good food, the stuff that had supposedly been for the ranking officers of the Legion.

Jude looked at the little man with a bit of surprise. “I didn’t know we were getting someone new. Support specialist and observer? So...we have a babysitter?” he asked. Or Markus does. Probably not a bad idea after what happened with Bane and the D-Bee hostages.

“Do you know he has lost two teams in the last month?" Klause said of their Commander Pender.

“Wait, lost? Please tell me that’s lost, as in he doesn’t know where they are. Not lost as in everyone is dead…”

Jude gave Klaus a quick summary of events in Gloom and the preparations for a final push against Scara and Geist.

"Cantrell...you've got rank of sergeant here, right? Max said you outrank General...uh, Jude Maverick here. If you knew how hard-line and career-dedicated he is on the other side, you might drop your jaw. You took the breakup pretty hard over there."

Jude looked at this sexy eyepatch Alex. Maybe I need an eyepatch. I would look cool with an eyepatch, he thought. “Did you say I’m a general?” he asked with a chuckle, preening a bit. “Here that, Cantrell? A general!” Jude paused and looked at Alex again. “Wait, did you say...breakup? As in me and Nadya?”

Jude gave Cantrell a long, slow grin and a wink.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • 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.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Pender Lumkiss
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Re: Gloom: While Reporting in

Post by Pender Lumkiss »

Herr Klaus neatly took another bite of his well manufactured sandwich. He can't help but to mutter, "Dummkopf" in regard to the current conversation of Pender Lumpkiss. He looks at Jude and the others and fills them in with the recent scuttlebut. While at times his thick german accent does nothing to hinder his pointedly well dictated English.
" Yes, two teams. He sent two cyber knights, a buster, one mechanic specialist whom was a mutant, and a striking beautiful woman, Vash was her name I believe." He takes a small bite of his meal and dabs his mouth neatly. " They relieved you from your mission to recover the arcane engineer. I have not seen the site of where their vehicle exploded, but I have heard there was a devastating battle. I suspect it will take black market salvages months to thoroughly pick it clean." He shakes his head in sadness for those lost. " I have also heard the team he sent into the vampire kingdoms has yet to report in. An Apok from a world of worms, two mystics, one of the most honorable cyberknights I have ever met, a undead slayer, and a Shifter. I heard the latter two were brother and sister, True Atlanteans. Lord Coake has taken a keen interest and he himself appears to be headed to Mexico." He keeps eating but those who were paying attention noticed his hidden excitement when sharing rumors and castle gossip. His pack tremors again slightly.

At Jude's last comment and grin Herr Klaus chimes in with some pointed advise, " I would recommend against Fraternization between members of field teams. You risk your lives over and over for each other. A romantic entanglement will make your choices clouded with an emotional bond that will jeopardize the greater goal." He stops talking after something from behind him, a small wad of paper, hits him in the head.
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Cantrell
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Re: Gloom: While Reporting in

Post by Cantrell »

Jude Maverick wrote: “Did you say I’m a general?” he asked with a chuckle, preening a bit. “Here that, Cantrell? A general!” Jude paused and looked at Alex again. “Wait, did you say...breakup? As in me and Nadya?”

Jude gave Cantrell a long, slow grin and a wink.
"Oh, you're a general here, Jude. A general pain in the ass. And it sounds like this alternate reality is a real hell on
earth kind of place. All the more reason to do what needs to be done to prevent it from spreading elsewhere."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Maximilian
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Re: Gloom: While Reporting in

Post by Maximilian »

Alex smiles a little bit. "Yeah. General Maverick. You and Craz...uh, Cantrell were together until you accepted command of the 13th SET. You took a vow of celibacy to focus on command. I even remember you said you had to keep emotions separate in case you had to order someone to their death. Once the Legion threw in with the CS, you defected with Geist and earned a field promotion to general. Cantrell kinda lost it after the breakup. A lot. Got the M.O.M., but we always thought it wasn't the implants that drove her there." He takes a bite of his sandwich. "It's just so strange the way things are, here. Everything is just so...backwards. I met my...uh, me. He's a kid."
He leans over to Jude and Cantrell. "Is Markus actually human, or is that another surgery?" He points to his own ears and gestures at Markus.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Jude Maverick
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Re: Gloom: While Reporting in

Post by Jude Maverick »

Notice 11 Raise
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]4[/dice]
Common Knowledge 7 Success
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

“Ah, yes. Vash,” Jude said, remembering fondly. “I wanted to get to know her better, but we didn’t have time,” he said. Then he frowned. “I really hope she and Lucretia are okay. Maybe we should look for them.”

“Ashlyn is on the team to Mexico,” Jude added. “They haven’t reported in yet, either?” he asked worriedly.

"I would recommend against fraternization between members of field teams. You risk your lives over and over for each other. A romantic entanglement will make your choices clouded with an emotional bond that will jeopardize the greater goal," Klauss said.

Jude shrugged. “Emotional bonds are what make life worth living. Trust me. I know how much they can screw things up, but I wouldn’t have traded them for anything.” He looked away for a moment, thinking of Michelle.

"Oh, you're a general here, Jude. A general pain in the ass. And it sounds like this alternate reality is a real hell on earth kind of place. All the more reason to do what needs to be done to prevent it from spreading elsewhere," Cantrell said.

“Except we seem to keep taking their best and brightest,” Jude commented, nodding to Bad Ass Alex.

Alex smiles a little bit. "Yeah. General Maverick. You and Craz...uh, Cantrell were together until you accepted command of the 13th SET. You took a vow of celibacy to focus on command. I even remember you said you had to keep emotions separate in case you had to order someone to their death. Once the Legion threw in with the CS, you defected with Geist and earned a field promotion to general. Cantrell kinda lost it after the breakup. A lot. Got the M.O.M., but we always thought it wasn't the implants that drove her there."

Jude was sipping a soda and turned his head, spitting it out all over a passing dwarf. “Sorry,” Jude apologized, then turned back to Alex. “I’m sorry, did you say...vow of celibacy?” He coughed, still choking a bit.

***
Conditions
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • 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.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Maximilian
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Re: Gloom: While Reporting in

Post by Maximilian »

Alex's eye goes wide. "I'm sorry, gener...gah." He shakes his head, trying to clear old habits from his brain. "Yeah. Vow of celibacy. Libertas said you confessed it to him to help keep him accountable. You were a one woman man anyway. Lib thought it was funny, because all it really meant was that you were cutting Cantrell off. I think he appreciated not having the competition. Not that anyone could compete with him for body count anyway. Even in a warzone, Lib was unstoppable. I remember this one time, we were huddled in a treeline taking fire from CS and Legion elements. General Maverick ordered Lib to force grow some of the plants to at least give us some visual concealment. Lib was unresponsive. The general ordered Markus to cast his tracking spell to find Lib. He was about 20 yards deeper in the forest, but he was inches deep in some blue-skinned two-headed d-bee from a town we had just freed. Maverick was PISSED! Ol' Libertine's unstoppable mojo nearly got us all whacked." He chuckles at the memory.
"Lib always said, 'The girls can't resist a nature boy'. I guess green magic gets 'em going."
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Libertas Magicum
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Re: Gloom: While Reporting in

Post by Libertas Magicum »

Nurse Crenshaw, almost to the door, has to dash back to assist Libertas, who nearly choked on his soup as he eavesdropped on Alt-Alex's description of his counterpart. After the coughing fit subsides, he again shoos her away. Green magic? And wait, did he say MARKUS cast the tracking spell? What in the name of Hephaestus' ballsack is wrong with that world?
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Maximilian
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Re: Gloom: While Reporting in

Post by Maximilian »

Alex gives the side-eye (just the one, though) as Libertas hacks and sputters in his wheelchair. "Hell's fire. I'm guessing that's not how it is here. Which part is off?"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Gloom: While Reporting in

Post by Libertas Magicum »

Lib, still a little red-faced, grins sheepishly from behind the goggles. "Well, apparently your Libertas and I are both male... I think that's about it." He tilts his head. "I mean, it sounds like I am still some sort of magical savant over there. But I take it I'm not from Stormspire? Or is the entire city different in your world?"
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Maximilian
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Re: Gloom: While Reporting in

Post by Maximilian »

Alex shrugs. "Stormspire? The tree city? Still there as far as I know."
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Gloom: While Reporting in

Post by Libertas Magicum »

Libertas puts his face in his hands. "We really gotta get you up to speed. Here, Stormspire is an industrial center and arguably the Techno-Wizardry capital of the continent, if not the world." He reaches to the back of his chair, and draws forth the eerie, very ominous staff with the dark aura around the amethyst tip. Copper wire circuitry is embedded in the staff's shaft, and a ring of silver and gold wires, intertwined, holds the amethyst in place. "And I, quite possibly, am the greatest Techno-Wizard ever to come out of Stormspire." It's said not so much as a boast as a statement of fact, as he sees it.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Jude Maverick
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Re: Gloom: While Reporting in

Post by Jude Maverick »

Notice 5 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 11 Raise
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude chuckled at Libertas’ predicament. “Goggles here getting some? That’s nice. I mean, I’ve offered to be his wingman, but he hasn’t taken me up on it yet. Good for you, Libertine!

“And Nadya, I want you to know that I would never cut you off like that,” Jude said with solemnity, giving Cantrell large, blue puppy dog eyes. “You mean too much to me.”

When Libertas went off about being the greatest techno-wizard, Jude chuckled. “Sounds like that dwarf has been giving you a run, Lib,” he said. “And I know a pretty young thing in the 18th that’s in the running. Not to mention the Clad’s upstairs,” he pointed out. “Not that we don’t appreciate your efforts, of course. Just don’t get too big for your britches.”

***
Conditions
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • 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.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Maximilian
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Re: Gloom: While Reporting in

Post by Maximilian »

Alex shrugs. "Lieutenant Banethro was quite the techno-wizard in his own right. I think he was borderline delusional, and he was definitely homicidal, but nobody I knew could compete with him when it came to gears and magic. And I'm no slouch on machines." He gives Libertas a wink. Or was he just blinking? "I'm sure you know what you're doing, though. Max spoke highly of you when he was going through the same readjustment and mind-screw that I'm experiencing right now."
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Markus Berger
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Re: Gloom: While Reporting in

Post by Markus Berger »

Cantrell wrote:"Team, this is Herr Klaus, a not-so-new Legion recruit sent over from the Castle to observe. He's been with the Legion for awhile but hasn't had much field experience, although he comes highly recommended as a support specialist."
So far Markus keeps eating, and drinks from his milk mug, ignoring the small DBee.
Cantrell wrote:"His orders here says he's being attached to ... um ... Markus, it looks like."
You swear a gallon of milk pours out from Markus' nose. He coughs and sputters, red and drowning. After a couple minutes, still red-faced, he manages to exclaim in German:
"Die Hölle!"
He looks at the DBee with wild bloodshot eyes.
"Why? No way! What are you? Why are you? Who gave those orders?"

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Pender Lumkiss
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Re: Gloom: While Reporting in

Post by Pender Lumkiss »

The small fae German Kobold looks up at Markus and dabs his mouth neatly and sets his sadwich down. So far he had eaten exactly half. In his perfect english he says, "Pender Lumpkiss assigned me after a breif meeting with Lord Coake. Lord Coake was very appologetic to me due to the last minute assignment, but he did seem to feel a debt of gratitude towards you my German brother. I beleive it was his intention to give you a peice of home so to speak... In general though you will all find me quiet useful I am sure..." The Kobold reaches into his tidy back retreiving a large 1 foot by 1 foot block of blonde wood. He sets it down in front of Markus, " The cyber knight leader bade me to give you this... A block of wood able to be shaped when you have need by thought alone. Hand crafted by the finest german engineers no doubt." His packback no longer stirrs. He lifts up his half of sandwich and goes back to eating it curtly noding to Markus.
Field Team Six Bennies
3/6
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Jude Maverick
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Re: Gloom: While Reporting in

Post by Jude Maverick »

Jude looked down at the milk sprayed all over his shirt after Markus’ outburst.

“Well, good thing that was my best shirt,” he said drolly. “Looks like everyone on the team is getting a pet.” He grinned at Alex. “No offense.”

Jude peeled off his shirt and tossed it to the side to drop at the Castle laundry later. There were audible giggles and whispers from the table of ladies behind them.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • 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.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Libertas Magicum
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Re: Gloom: While Reporting in

Post by Libertas Magicum »

Libertas keeps his expression carefully neutral as Markus comes to grasp his situation... The NGR propaganda-believing--and spewing--soldier assigned a D-Bee cohort by none other than Lord Coake himself? I wonder if that is reward, punishment, or both...

Then he raises a brow, interested in something other than personal drama. Wheeling over to the table, he peers at the wood. "So, how does that work?"
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Gloom: While Reporting in

Post by Markus Berger »

Pender Lumkiss wrote:The small fae German Kobold looks up at Markus and dabs his mouth neatly and sets his sadwich down. So far he had eaten exactly half. In his perfect english he says, "Pender Lumpkiss assigned me after a breif meeting with Lord Coake. Lord Coake was very appologetic to me due to the last minute assignment, but he did seem to feel a debt of gratitude towards you my German brother. I beleive it was his intention to give you a peice of home so to speak... In general though you will all find me quiet useful I am sure..." The Kobold reaches into his tidy back retreiving a large 1 foot by 1 foot block of blonde wood. He sets it down in front of Markus, " The cyber knight leader bade me to give you this... A block of wood able to be shaped when you have need by thought alone. Hand crafted by the finest german engineers no doubt." His packback no longer stirrs. He lifts up his half of sandwich and goes back to eating it curtly noding to Markus.
Markus says a little "Sorry" to Jude as he departs, and shakes his head at Libertas question, as he ignores how the "block of wood" works. He pokes the wood tentatively with a finger while answering the DBee.
"A piece of home? If you were from the NGR you would realize we don't see many of your... kind walking around. What are you supposed to come with us for? What are your orders? Your mission? You surely are not only a pet..."

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Gloom: While Reporting in

Post by Pender Lumkiss »

Ammused Herr Klaus smiles at Markus, " I was born on Earth, as was my father, and his too, and so forth and so forth... The NGR as you call it would not have its foundation without the Klaus'. Have you never heard an old wives tale about the Käthchen and the Kobold? Little Green ears was my grandfather 15 generations ago." Herr Klaus seems very proud to have such an esteemed lineage. He is about 1/4 of the way through his sandwich and peeps at Markus once again as he toys with the "block of Wood".
" My purpose? I am to be of support if you have need of me and silent invisible agent when you have none. I believe high command as it were figured the 13th needed people of intelligence." For the first time Herr Klaus gives a belly laugh at what apparently was a very funny joke. But as quick as a whip he is back to his no nonsense German attentiveness. He tilts his head pondering what Markus had said, " No not a pet, a valued ally no?" Matter-factually he rolls though some high lights of his abilities, " Should you have need of a mechanic, I have a hammer. Doth your ammo drum run dry or your rocket spent? I am your Kobold to assist with a timely reload. A scout unlooked for, or a cook unasked for, both I can do well." He saps his jowls over the last bit of sandwich and starts on a glass of milk taking slow measured sips.
Field Team Six Bennies
3/6
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Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Gloom: While Reporting in

Post by Markus Berger »

Markus remembers, fondly and involuntarily, the old maiden tales his mother told him when he was but a little kid. But of course he had heard of the Kobolds and Little Green Ears! His eyes sparkle and he smiles for a second before he can regain his "sour" face.
"Well, yes, what German little boy hasn't heard those fairie tales..."
He hears the rest of the fey words. He remembers what he promised Lord Coake about giving DBees a chance, and realizes than sending a German DBee is a great way to start. At least it will have good quality in his work, will be very professional and luckily will know something about NGR engineering, so he doesn't have to depend on substandard American parts and labor.
"Well, if you know something about Triax engineering, and have NGR level work ethics, I can accept your help. We will see if you measure up to be called German, Herr Klaus."
He extends a hand towards the DBee. The first time in his life he does that.
Later on, when they have a minute away from the others, will ask Herr Klaus, timidly.
"Really? Was Little Green Ears your ancestor?"

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Gloom: While Reporting in

Post by Pender Lumkiss »

Herr Klaus gives Markus an uncharacteristic wink and nod. He polishes a brass button abscently and softly says, " My kind and ancestors have lived in Germany behind the scenes, just at the perphery for a countless centuries. Yes Greeny was my ancestor, and like him I love germany, and I love my brothers that live there. You should know my methods may be odd but they are effective. I would give my life in a heart beat for any in the 13th, and for my German brother." He gathers his gear and pats Markus on the knee. "Einigkeit und Recht und Freiheit."
Field Team Six Bennies
3/6
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Libertas Magicum
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Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Gloom: While Reporting in

Post by Libertas Magicum »

Lib's jaw nearly bounces off the table when Markus gives the gnome a sincere welcome and handshake. I think this might be the most hopeful thing I've seen since we started this orangutan orgy. Good for Markus.

Rather than poking fun, he simply goes back to eating, then returns to the infirmary when the nurse finally comes back for him. He's even nice to her--well, for the rest of the afternoon, at least.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: Gloom: While Reporting in

Post by Markus Berger »

OOC Comments
Too bad all that "good start" just went to hell :´(

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
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