Gloom: the Red Robin Table

Adventures of the 13th SET
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Pender Lumkiss
Diamond Patron
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Gloom: the Red Robin Table

Post by Pender Lumkiss »

Restaurant pic
IMG_0265.JPG
Shortly after returning to Gloom the two halves of the 13th rejoin at one of the more popular establishments in Gloom, The Red Robin. The chef cooked up some particular delights and it would seem that even Diamond Clad himself and Jackshot Marshall( leader of the gloom defense force) are attending. Notably abscent is Zeija. A new face named Flint is at the table. Ben, the squid surgeon and Herr Klaus the german kobold newly assigned to the 13th are also no where to be seen. Diamond Clad takes a bite of the sandwhich placed before him. It seems like a perfect sandwhich, just the right meat to bread ratio. Pepperchinis, tomato, and pickle adorn it.
Burger/Sandwhich
IMG_0264.JPG
Despite the well tasting sandwhich diamond starts with something that gives his voice a bitter taste, Ben is dead... Cade, couldn't protect him after all." He sighs with a heavy heart.

Jackshot Marshall chimes in, " Not all is sour, Ben was my friend too, but it would seem we have allies in every corner. We were notified that a vampire horde was using the old lava tunnels that stretch beneath the city. We rallied what allies we could and went underground to contront them. We found ourselves at a precipice with hot lava between us and the horde. It was then I knew we would be giving our lives... The horde was immense, over 10,000 strong. They were lead by Soldad, who from what I hear one of the first vampire lords to count earth home." Jackshot takes a drink, " Thats when we saw them, stepping from the shadows, weilding sunlight, strength unknown, and commanding lava golems that dwelt in the below river. Such luck, skill, and fury I had never seen. For a moment I thought Soldad and his commanders had them beaten, but its was if the Resolute had just lulled them into a sense of false security. They held a crumbling bridge against insurmountable odds. The horde, all thousands of them, never made it accross the gap, our silvered weapons did not even get drawn. Soldad, I think will no longer be troubling anyone." Jackshot raises his own eyes at the incredable story he just related, "They were steadfast, they were the resolute!"

Diamond Clad seems to draw strength from the tale, and nods his head aggreeing, " Yes quite a large army is gathering outside Gloom, from all walks of life and all parts of North America. Groups that would normally be at each other throats, are now allied in this struggle against Geist. Ironic, that in her madness she may make the world a better place." . Diamond leans in and asks, " Tell me, of those of you on the Assult team how did you fair, my... daughter did she make it? Those that vanished I saw the hell pillars in the Pinnacle, what happened with Cade and where were you taken?"
GM Note
The massive battle will be starting on the 9th or 10th, as you resolve the last posts in your current adventure feel free to RP here and let the leaders of Gloom and more importantly each other know how it all went. Every player who posts here gets a benny!
Field Team Six Bennies
3/6
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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Gloom: the Red Robin Table

Post by Jackal »


  • Flint drops into a seat and orders whatever he's having (Diamond). Tired and sore he nods to each of the other members of the 13th. He's mentioned already, Lord Coake asked him to assist the SET. With Zieja missing and the SET on the smaller size, Flint has elected to interpret Coake's words as, stay with the 13th until told otherwise.

    Briefly flint shakes hands with Diamond and Jackshot. Then he leans back in his seat and listens to the other longer term members of the 13th SET.

    Flint looks both bored and interested. Maybe that's a special trick old people have. To be tired and alert. Milking a sour mash whiskey, made here in Gloom, called Giest's Skirt Whiskey, he sits quietly, wearing a navy blue T Shirt, blue jeans and black combat boots, no weapons other than a old CS Vibro Knife attacked to one boot.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Libertas Magicum
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Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Gloom: the Red Robin Table

Post by Libertas Magicum »

Libertas looks at Diamond. "Do we know where Ben's body is? I'd need some help, but I'm fairly certain that I can bring him back, but the clock is ticking."

As he sits there, eating his burger, the tail he now has periodically filches small objects from the table--condiment containers, eating utensils, etc.

"Well, first, we got abducted to Hell. Cade... helped us." He points to the tattoos he bears, as new, if not as remarkable, as the tail--a band of barbed wire around his throat, and a black vortex on the palm of his left hand. "Gave us an edge when we got into the thick of things. Took the pillars, ran into the 1st SET when we got out--just in time to get a hellbeast to the face. I got a magical bone spear, but it's... complicated."

He keeps eating for a bit. "And then, just as we got back, and were trying to figure things out, more folks got into the line to kill Cade, because he failed to stop Ben's death. So just as that was going to south, t'Fethic showed up with his goon squad. One of the Black Company--Gargamel, I think?--took him down, but got wasted in the process. And then Cade became a frost giant named Benfik or something like that. He's outside, now, with all the other frost giants. After we took down the Edda Intelligence, he managed to convince some of them to hook up with us for this fight. I helped with that."

He finishes his burger. "So. Ben's corpse? Do we have it, or can we get 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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Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Gloom: the Red Robin Table

Post by Jude Maverick »

Notice 5 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

Jude toyed with his glass of bourbon as he sat around the table with the others. He’d definitely had more than one or two of those. The Hawaiian burger he had ordered -- teriyaki marinated burger topped with a slice of pineapple -- sat with just a few bites. Jude had been quiet since they rejoined the rest of the 13th, unusually so. He hadn’t even flirted with Cantrell. In fact, he seemed to be avoiding the leader of the team.

Jude listened to Jackshot’s account of the battle below in the lava caverns. Who were those heroes? “Wait, did you say Soldad?” he asked Marshall. He looked at the others, confused. “Didn’t...what’s his name...send Soldad into the heart of a fiery sun? He’s a vampire. How did he survive that?” Jude waved his glass and drained it. For some reason the name wasn’t coming to him. He waved to the waitress for a refill.

Jude gave Diamond a reassuring smile. “Crystal is fine,” he said. “She and Tesse are resting in the infirmary as the doctors look them over. We managed to save them both.” That thought brought back the thought of Zieja, whom he had managed to lose again, and he fell silent again, looking down at his empty glass. “Where’s that damn waitress with my drink? Quickflex my ass...” he grumbled. He wasn’t being his usual flirtatious self with the cute D-Bee waitress.

Jude barely listened to Libertas, but he looked up and blinked. “Is that a tail?” he asked in surprise. He shook his head. “Ben rests beside the love of his life, Scara,” Jude said, “under the rubble of her tower.”

The waitress brought Jude’s drink. “Finally.” He almost tossed it back in one go, but stopped himself and just sipped it before forcing himself to put it down again and eat more of his burger.

Jude slipped into listlessness again. He had come closer to death than he had ever been. He had failed his team repeatedly, shown his ineptitude in front of the Black Company. He had failed Zieja, losing her again, and he had lost Herr Klaus, as well. He had saved Crystal and Tesse, though, but for some reason his inability to save Scara also haunted him. She hadn’t seemed at all like what everyone had said she was, some evil necro-witch, not with the way she mourned Ben’s life. Had they been wrong? But she did have those Gloom citizens locked up in her tower. And something else ate at him, something he couldn’t remember. He fiddled with the heart shaped purple gem he now wore at his throat, turning a rune-engraved smooth black stone over and over in his other hand.

“I need a vacation.”

***
Conditions
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Mission Objectives
Last edited by Jude Maverick on Mon Mar 05, 2018 5:44 am, edited 1 time in total.
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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Z'Anomandir
Posts: 30
Joined: Thu Mar 01, 2018 11:26 pm

Re: Gloom: the Red Robin Table

Post by Z'Anomandir »

Earlier:
Z'Anomandir flew south as Lucretia and Merihk bade him. They insisted he activate the invisibility necklace to keep him safe, though he secretly believed he had nothing to fear because he was a mighty dragon and could simply eat anything that threatened him. But he did as he was told because Lucretia and Merihk were nice to him even though they weren't his parents, as he first believed.

Just as he neared an area that had more beings shaped like Lucretia and Merihk, the amulet's power to keep him hidden sputtered and faded, making his immense blue and white bulk visible for all to see. But every time he tried to land and ask for directions the creatures would scream and run away from him. This was very frustrating until Z'Anomandir suddenly remembered that he could turn into one of those peculiar creatures for a time, though he wasn't sure where exactly he 'remembered' that from.

Maybe if I look more like them they will talk to me?

So he landed and veered into his human form for the very first time. After checking his human body over to see what it looked like and to make sure everything was in its place he again tried to engage the other creatures in conversation. However, for some reason he couldn't fathom, all the females still insisted on keeping their distance, along with more than a few of the males. Eventually he was able to find a couple of males who didn't run away from him, though one had an openly confused look on his face and remained speechless the entire time Z'Anomandir talked to the one who couldn't stop laughing. The laughing man was nice enough to direct him to a nearby building called a 'restaurant' that apparently contained this Tomorrow Legion the cyber knights told him to find.

Now:
Image

A naked male albino walks into the Red Robin wearing nothing but an ornate amulet around his neck and what appears to be a sword hilt dangling casually in his hand. He stops inside the door and gives the interior an openly curious look with a slow sweep of his head.

He walks over to the nearest booth and looks down at the elderly couple sitting there. "Are you Tomorrow Legion?" he asks the man. "Or maybe you?" he says to the lady.

Alas, the man simply shrinks back into his booth in fear, speaking once only to scold his wife with a "Sara! That's enough of that! you're 82 years old, for Pete's sake!" when he sees her blush and hide a smile behind her hand as she looks the naked man over. "I'm sorry, young man. I'm not who you're looking for, but you might have better luck with that table over there," she says, pointing to another table.

The man starts to walk over to the indicated table but suddenly remembers something Merihk and Lucretia told him. He turns back to the lady and with a smile says, "Thank-you."

He then moves to stand next to the table where Jude, Diamond, Libertas, Flint and Jackshot are seated. He gazes intently into each of their eyes in turn before he puffs out his chest and announces loudly, "I am Z'Anomandir and I am a mighty dragon. Who among you is called 'Tomorrow Legion'? I was bade by my friends Merihk the Oathbreaker and Lucretia No-Eyes to find him for safety. A laughing male outside said he might be in here and that kind aging female over there said you might know of him."
Z'Anomandir
Z'Anomandir
Ice Dragon
Legendary Table reward: Badass Family: gain 2 attribute points for the character and his descendants (+1 dye type each to Agility, Smarts)
Bennies: 6/3
  • +1 for following directions during debriefing
  • +1 for including Shalla in interlude
  • -1 to unshake from brainburn due to crit fail psionic roll
  • +1 for Lucky O'Malley post
  • +1 for post-battle breakfast talk

Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d8
Charisma: -2; Pace: 6 (Fly 12, Climb 0); Parry: 6; Toughness: 34 (16 MDC); In human form w/ armor on = 13 (6); PPE: 20; ISP: 20
Notice d6, Common Knowledge d6, K-Arcana d4
Hindrances:
  • TBD
  • TBD
  • TBD
  • Outsider(-2 CHA)
  • Large (+2 to be hit)
  • Enemies (CS)
  • Territorial

Edges and Abilities of Note:
  • AB (Psionic), Major Psionic, AB (Magic)
  • Power Surge: gain 2d6 PP or ISP when dealt a Joker for initiative
  • Icy Breath: 12/24/48 for 4d6 MD or Cone for 2d10 MD
  • Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
  • Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage)
  • Impervious to Cold: Ice and cold do not affect an Ice dragon at all. Non-variable frequency lasers do only half damage due to the reflecting nature of their icy hide.
  • Infravision (Iconic): halve the penalties for dark lighting against living targets
  • Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.


WOUNDS:

Adventure Cards
-Villanious Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
-Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

PPE: 20/20
Powers: Freeze entangle ; Battle Shards deflection ; Fortify/Sap boost/lower trait
ISP: 20/20
Powers: Hibernation slumber ; Cold Snap dispel ; Blizzard Spirit intangibility

TW Medium Cyberknight Armor: healing
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Gloom: the Red Robin Table

Post by Jude Maverick »

Jude turned his head as a man approached and blinked as he found himself staring at…

“Um, okay, no shoes, no shirt, no service, dragon man. That goes doubly so for pants. Unless you’re female.” He flashed a smile Cantrell’s way, but it didn’t stay long. “And yes, I’m Tomorrow Legion. Wait, you said Lucretia? She’s alive?”

That was very good news!
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.
User avatar
Libertas Magicum
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Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Gloom: the Red Robin Table

Post by Libertas Magicum »

"Yeah, I have a tail now. Tails are cool," Libertas says to Jude. "Okay, so no bringing Ben back, then. Sad, doomed relationship, it sounds like." His gaze pauses on Jude. "You... you okay, man? You been hitting the sauce hard, which is a tell, and not been hitting on the waitress, which I'm pretty sure is a sign of the Apocalypse."

Of course, before he can press Jude on the issue, they're interrupted by a naked albino. Just another day in the Thirteenth....

He lets Jude do the talky-thing, not really paying attention, right up until Jude repeats, "Lucretia is alive?" That gets his attention. "Aw, damn, son... That's the best news we've had in weeks." He turns to the waitress. "Miss, do you have any work uniforms here that our new associate could wear? He was in such a rush this morning he forgot his clothing."
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
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Gloom: the Red Robin Table

Post by Jackal »


Rubbing his temples and sighing softly Flint absently connects to the buildings electric power. The lights dim a little.

The old Psychic points at an empty table.

”Table cloth? You could wear it?”

The old man sounds gruff but he’s not upset, infact he reaching to his right, grabs, then tosses his leather jacket to the new comer.

”You can borrow that for now son.”

Smiling he thinks, This will be fun.... The Oathbreaker is Legion? Wow. Things have changed.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Gloom: the Red Robin Table

Post by Cantrell »

Cantrell walks into the Red Robin for the meet to find everyone at the table staring at a naked albino man.

"Glad to find nothing much changed while we were gone," she says, as the alarmed Quick-Flex server starts pulling mismatched clothes from a Lost & Found box at a rapid pace.

Before she sits, she grabs another server and puts in an order for a cheeseburger -- ketchup and mayo, no fancy shit -- and fries. And a bucket of beer.

She's all ears when she hears that the naked newcomer brings news about Merikh and Lucretia, but decides to slip in a quick update of her own while the frazzled server tries to find a pair of pants to go with the bright green cardigan that is failing to provide adequate coverage when worn on its own.

"Sounds like Lib covered the basics: Kidnapped, woke up in Hell with new tattoos in the dark with a bunch of naked guys, including an ogre, talking cat and Jitters -- basically the storyline they use to scare teenage girls into not drinking alcohol. Broke free, then Cade showed up with our gear ... I'm not sure I'd call it helping, but I guess he assisted, although that assistance put him closer and closer to becoming this t'Fethic fucker who did a lot of damage to our timeline. Apparently we died several times and he brought us back, but got more twisted each time."

Popping the top off a beer, she takes a deep swig before continuing.

"Eventually, we got the Black Company marching in the right direction, killed a couple of Hell Lords and stole those enchanted pillars. Hopped through a portal, met the 1st SET as they were finishing off some giant hell-beast, jumped in another portal to come back here to Gloom. Sammy -- that's the talking cat -- found out Cade got Ben killed and was going to put a well-deserved beam of sunlight through his brain, when this t'Felcher asshole shows up. Cade referred to the guy as his master but it turns out he's just Cade from the future, fucking around with timelines."

"Bane warned me about him, and the rest of these temporal d-bags," she continues. Misinterpreting the looks of confusion when she mentions Bane (who know one else seems to remember as clearly as she does), she adds: "Oh, yeah, Bane's not dead, he's just trapped in some other dimension trying not to get sucked into a void of nothingness or something. We've talked a few times now."

"Anyway, this future-Cade asshole pops in with his posse of Cade-clones, bending time and cackling about how powerful he is. But Gargamel -- the Black Company shapeshifter -- sticks a sword in him and they both disintegrate. The Cade-clones go down pretty easy after that, but before anyone can put a hole in the real Cade's head, he transforms into a frost giant and we all get sucked into some winter wonderland dimension, where we kill giants and space Vikings, some bitch named Cira who claims to be Geist's mother, and shut down an alien intelligence that claimed to be pulling all of their strings. Long story short, if you see anyone using temporal magic, blow their head off and I'll sort out the report to the Legion afterwards."

All in all, Cantrell seems more confident, but also a bit punch-drunk, the stress of the past several days leaving her dazed and distracted.

"Anyway, that's the short version," she says, cracking another beer. "How about you guys? I haven't seen Z -- new Z -- or the little German guy assigned to Markus. Everything okay with them?"
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:
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Gloom: the Red Robin Table

Post by sammy »

Sammy comes out of the kitchen with a plate of burgers stacked head high. He passes by the table and nods careful to not drop the plate and precious food. He seems to have a happy bounce to his step, " Meow, now ain't this a sight for sore eyes. Some goddam heroes to boot in this Red Robin Diner. Cantrell, lovely as ever, its nice to see you in your armor. Goggles, looking sharp like a card with one edge. Is that Flint? Since when did you start sucking air again? " Sammy stops for second looking at the floor near Flint. " Meow, Jude, looks like a realy nice gold ring under Flint's seat, maybe its time you settle down. I hear you brought two nice young ladies back to the infirmary. I spent the night there myself, and they would not stop going on and on about you. I think you might be able to make an honest woman out of one of them, heck maybe even both you silver tounged devil." Sammy laughs and purrs and will banter a bit, and then make his way out the door which get a load of his muscles and just open without him even needing to touch them.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Gloom: the Red Robin Table

Post by Jackal »

Flint stops breathing at the sight of Sammy.

Holy Fucking Fur Balls!

Finally remembering to breath Flint looks uncomfortable with the D-Bee Cat.

Damn rumors were true! And, how does it know about....

At the mention of the ring, Flint grunts and stays quiet. Relieved when the cat leaves.

Wonder if the rumors about how powerful a Psi that cat is ... are true. Don't really want to find out.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Gloom: the Red Robin Table

Post by Jude Maverick »

Notice 4 Success
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

"You... you okay, man? You been hitting the sauce hard, which is a tell, and not been hitting on the waitress, which I'm pretty sure is a sign of the Apocalypse," Libertas commented.

“Peachy,” Jude said, a trace of sarcasm in his voice. “I’m playing hard to get. Don’t worry. She’ll come around.”

“Bane...that’s the name,” Jude said right after Cantrell. “Wait, he’s not dead? And why can’t I really remember him?”

And then she had to go and ask about Z and Klaus. He swallowed. “I… I got them killed, Nadya,” he forced out quietly. “I couldn’t save them.” He tossed back his glass and got up from the table.

Jude nearly tripped over Sammy as he tried to leave.

“Damn cat!” he cursed, but he refrained from kicking the beast. “Wait, ring?” Jude looked, picking up the ring from under the seat. “Please tell me you still have Scara’s ring?” he asked the old man. He wasn’t about to have Klaus’ sacrifice be for nothing!

***
Conditions
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Mission Objectives
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.
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Gloom: the Red Robin Table

Post by Jackal »

Looking at Jude the old man nods.

”It’s safe. We can talk about my, sorry, the ring later.”

Looking annoyed momentarily Flint points back at the seat Jude just vacated.

“Sit down a second Mr. Jude. Listen son, you didn’t kill them. You didn’t get them killed. They died under your command. It’s not the same. Your feelings are valid. It’s what you do those feelings now that matters and makes the man, Maverick. From what I saw. You have a good head for Tactics just like your father. Your command was not faulty, you went into a situation where your team was out numbered and out gunned. You succeed in your mission and did so intelligently. Klaus chose his death. A noble sacrifice to allow us to live. That’s a shitty end for him, I for one will be thankful to the D-Bee...for being the man he was, so that I could live. As far as Zieja... we don’t really know what happened to her. Maybe she’ll pop up... maybe not. Mourn and don’t forget. But let them rest and carry on. Nothing was wrong with your command. You did well. What you are feeling is normal. Every man or woman, that died under my command... I can list their names. It’s a long list. Every one of them, heroes of humanity. It hurts. However, I didn’t kill them. The enemy killed them. They, just like your Z and Klaus, died for what they believed in. Take three deep breaths Mr. Jude. You did well as a commander.”

After taking his own big breath Flint looks at Nadya.

”Ms. Cantrell. Your troops preformed admirably. The young man was an excellent commander. I took the orders from Lord Coake, which truthfully were vague, and interpreted them as following the 13th to Scara’s. I helped as I could.”

A few tendrils of electricity ripple across his hand and forearm, seemingly unnoticed by Flint, who has an almost angry look for a moment. Slowly shaking his head his face softens and he smiles.

”Your team did well. I commend you on building them into a force of strength and compassion. Coake said to assist the 13th. He left the orders open ended. I’d like to stay on with you. If you’ll let me.”

Lifting his drink, as a salute to the 13th, Flint downs the shot.

”Might be time for coffee.”
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Gloom: the Red Robin Table

Post by Libertas Magicum »

Lib goes quiet for a moment, then just nods. "Sorry, man, didn't know about Zee. Or Klaus, for that matter. But..." He takes a moment to put the words together. "Flint's right. If you were in command, you didn't get anyone killed; you kept more from dying that would've, otherwise. You didn't have a slowly deforming time-wizard who kept hitting the reset button every time someone got killed--you got one shot, and, well, I know you would've taken the bullet for Zee if you could've. Just... thanks for bringing the others back alive."
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
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Gloom: the Red Robin Table

Post by Cantrell »

Flint wrote:”Your team did well. I commend you on building them into a force of strength and compassion. Coake said to assist the 13th. He left the orders open ended. I’d like to stay on with you. If you’ll let me.”
"If Coake sent you, you're more than welcome to stay. It sounds like you've been lending a hand already, and it's appreciated," Cantrell says, raising her beer when Flint takes his shot.

She gives Jude a long look, more serious now than she had been.

"The hardest thing you can do is accept command, Maverick. And while I know you didn't have much say in the matter, I'm glad you did. Someone else might not have brought back so much of the team. Z and Klaus made their decisions, and you made sure their sacrifices were part of a larger success. Drink to their memories, but don't be haunted by their ghosts."
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:
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Gloom: the Red Robin Table

Post by Jude Maverick »

Notice 3
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

Jude blinked in surprise at Flint’s forceful words. Flint hadn’t seen Jude lying on his face, paralyzed, unable to contribute to the tactical assessment of how to approach the tower, carried along by the others, locked in his own head.

Or had he?

“You...know my father?” Jude asked, surprised. He returned to his chair again.

Jude swallowed, nodding to Libertas and Cantrell. “Thanks,” he said, swallowing. But they hadn’t been there. “Definitely drink to them.” He picked up his brandy and gave a sad smile. “I may have loved her. Z, that is.” Jude gave a bitter laugh. “But then that’s me, falling in love with the first pretty face that walks by.”

Jude flashed a handsome smile at the Quick-Flex waitress as she stopped by with refills, and the female D-Bee blushed.

***
Conditions
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Mission Objectives
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.
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Gloom: the Red Robin Table

Post by Freemage »

Lib gives Jude a small nod after the toast, a bit more relieved--obviously, he's not fully recovered yet, but hopefully he's turned a corner, there. There's a bit of confusion when it comes time to pay the bill; the waitress' pad has gone missing, so she has to re-tally everything.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Z'Anomandir
Posts: 30
Joined: Thu Mar 01, 2018 11:26 pm

Re: Gloom: the Red Robin Table

Post by Z'Anomandir »

Jude wrote: “And yes, I’m Tomorrow Legion. Wait, you said Lucretia? She’s alive?”
Z'Anomandir looks Jude over with keen interest and more than a little bit of concern. This little human is Tomorrow Legion? How can such a scrawny creature protect someone as mighty as I? He doesn't even have claws or fangs.

"Why, yes Mr. Legion, she is alive. How else could I have seen her?" Seems a bit dim, too. For the first time in his short existence Z'Anomandir starts to question the judgement of Merihk and Lucretia. No, those thoughts are unworthy. They were kind to me when I was at my weakest. And they were clearly mighty warriors like myself despite being human-shaped, like this wee man here.
Flint wrote:”Table cloth? You could wear it?......You can borrow that for now son.”
Zan catches the jacket with one hand and examines it. More gifts! He must recognize my impressive power even in this human form and thus offers tribute. He beams a smile at Flint and awkwardly dons the jacket and uses the tablecloth as a makeshift headscarf as he says, "Thank-you. But I am afraid you are mistaken, for as I said, I am a mighty dragon and you are merely a human. So you cannot be my father." Then Zan's face lights up at a sudden thought. Unless he is also a dragon in a human form, as I am now! "Wait - are you a dragon?"

Zan then wanders over to where the waitress is frantically digging through a box marked with the words Lost&Found that Lib had motioned to. She squeaks and scurries away as he approaches, making him wonder again What is wrong with this world's females? Shrugging away that mystery for now he digs into the box and pulls out a set of lower body coverings in an appealing blue color, and grabs an extra Red Robin uniform off a hook nearby that has a conveniently located pouch in front where he can keep his TW sword. It took a few minutes for him to realize Flint's jacket would fit better over the uniform as opposed to under it, but when he looks himself over he concludes he can now pass as a human.
wardrobe
Image Image Image plus Flint's leather jacket
This armor seems too flimsy to be of much use in combat. I don't know why they insist on wearing it, but I am new to this world so I will play along. When he emerges from behind the counter in his fully clothed form he grabs a hamburger from the floating plate above the strange kitty and tries to fit it all in his mouth in one bite until he sees the others nibble small chunks off of their burgers, and eat them one at a time. Hrm. These human jaws are much too small. A full meal must take forever to eat and they are useless in combat.

He soon realizes the one they call Cantrell - a woman - is not running away from him like all the other females he has encountered.
Cantrell wrote:"Sounds like Lib covered the basics: Kidnapped, woke up in Hell with new tattoos in the dark with a bunch of naked guys, including an ogre, talking cat and Jitters -- "
He says to her, "Ah! That explains it. You are used to being with many naked males. That is why you do not run like the others. Fascinating!" Zan smiles broadly and nods, clearly pleased with his powers of deduction. He then motions for her to continue her story as he grabs a seat next to her and nibbles on his burger and listens, riveted by her tale.
Last edited by Z'Anomandir on Tue Mar 20, 2018 4:17 am, edited 1 time in total.
Z'Anomandir
Z'Anomandir
Ice Dragon
Legendary Table reward: Badass Family: gain 2 attribute points for the character and his descendants (+1 dye type each to Agility, Smarts)
Bennies: 6/3
  • +1 for following directions during debriefing
  • +1 for including Shalla in interlude
  • -1 to unshake from brainburn due to crit fail psionic roll
  • +1 for Lucky O'Malley post
  • +1 for post-battle breakfast talk

Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d8
Charisma: -2; Pace: 6 (Fly 12, Climb 0); Parry: 6; Toughness: 34 (16 MDC); In human form w/ armor on = 13 (6); PPE: 20; ISP: 20
Notice d6, Common Knowledge d6, K-Arcana d4
Hindrances:
  • TBD
  • TBD
  • TBD
  • Outsider(-2 CHA)
  • Large (+2 to be hit)
  • Enemies (CS)
  • Territorial

Edges and Abilities of Note:
  • AB (Psionic), Major Psionic, AB (Magic)
  • Power Surge: gain 2d6 PP or ISP when dealt a Joker for initiative
  • Icy Breath: 12/24/48 for 4d6 MD or Cone for 2d10 MD
  • Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
  • Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage)
  • Impervious to Cold: Ice and cold do not affect an Ice dragon at all. Non-variable frequency lasers do only half damage due to the reflecting nature of their icy hide.
  • Infravision (Iconic): halve the penalties for dark lighting against living targets
  • Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.


WOUNDS:

Adventure Cards
-Villanious Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
-Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

PPE: 20/20
Powers: Freeze entangle ; Battle Shards deflection ; Fortify/Sap boost/lower trait
ISP: 20/20
Powers: Hibernation slumber ; Cold Snap dispel ; Blizzard Spirit intangibility

TW Medium Cyberknight Armor: healing
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Gloom: the Red Robin Table

Post by Jackal »


  • Flint sets the shot down and smiles at Cantrell. For a moment he silently reflects on his security breach he performed just before leaving the CS city state of Chi Town.

    Acquiring the files of all suspected missing CS soldiers that may have defected to the Legion was a good ideal. I like Cantrell, a genuinely good person and great commander, caught up in a bad situation. I am glad I can work with her, her record was sharp until her morals got in the way, which makes me like her more. Reminds me of my daughter... I miss her and you too son.

    There were a few others, a ex-CS ranger named Soto. Still not seen ex-CS Sergeant Carlos Caravello, but I think he was only loosely affiliated with the Legion. Lt. Zieja Kashbrook I missed, she was there in that realm, but I never saw her, she sounded like a tornado and a bad ass, hope she found peace. Surprisingly not a lot of us ol' CS have joined the Legion. Maverick you should be glad you don't show up as a traitor in that list of former CS personnel, ha I imagine the list was updated to add me.


    Looking at Jude, the old man smiles, "Yes I met your father. A few times in stuffy boring meetings when he came to Chi Town. I liked his sensibility and his sound tactics. I also met Governor-General Alphonse Beauregard, imperial naval advisor, and all around retard. The idiot gave me more money at the table than he liked. Old Beauregard could be counted on for two things, loosing his credits gambling and telling the same old stupid story about some whipper snapper that had tried to steal his lovely wife. He tells the story as capturing the young bed marauder and having him put to death. I know that is a load of bull, I worked in ISS both as a beat Peacekeeper in the burbs, within the lower levels of the city, worked in Free Quebec, Chi Town and mostly in Iron Heart where I eventually ran a provost marshals office and oversaw state security. A few guys that were sent to round you up, got transferred to Iron Heart, since the General was pissed at them for not capturing you. You know Jude, I was standing in the ranks for her graduation, the 6th, Nicole, who was chosen for an elite Chi-Town unit...I was one of two officers that signed a nomination letter to get her that unit. Your father asked, so I happily obliged. So, to answer your question, yes I know your father, we were in Officer Training School together at one point, I was born in Iron Heart but went to Quebec for OTS."
Flints Gift to Zan
Image
  • Looking at the albino, Flint nearly drops his shot class, and the entire establishment has a brown out, the power fades then amp's back up a moment later when the man asks him if Flint is a Dragon also. Coughing Flint pushes the shot glass away and decides, yup, coffee time.

    Prosek's icy balls, its going to take time getting used to working with non humans! No more hunting D-Bee's and magic users and ... dragon slaying. Not that I ever went after a dragon...I wonder if I can bullshit a dragon into thinking I am a dragon? Better not...ha.

    "Son you keep that jacket if you like, its got some great memories for me, had it for decades. I think I need a new one, one to represent my new path in life, with the 13th. You hold onto it, its a lucky leather coat for sure, more than one bar brawl its seen, and to date I haven't lost a fist fight while wearing it. I am not a dragon, and in 62 years of living, you are the first dragon I have talked to. That I know of anyway. Um, nice to meet you son. Unless you are older than me, I get to call you sonny or son and lord my elder wizened age over ya, privilege of age. I imagine dragons to be super powerful and such, much like an old man who has seen it all and lived. Welcome to the party."

    Snapping his finger a spark of electric current crackles and twists around his hand before fading and across the room the radio changes mid song, suddenly, to a new song. The new song is more upbeat and lively.

    "That's better, that last one was way to slow and dreary." Raising a cup of coffee Flint says, "To the 13th and her new dragon friend."
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Gloom: the Red Robin Table

Post by Jitters »

Notice 13
[dice]0[/dice] Ace!
Notice Ace [dice]6[/dice]
Wild Die [dice]1[/dice]
Common Knowledge 0
[dice]2[/dice]
Wild Die [dice]3[/dice]
Smarts 3
[dice]4[/dice]
Wild Die [dice]5[/dice]
Persuasion
[dice]7[/dice] Ace!
Persuasion Ace [dice]9[/dice]
Wild Die [dice]8[/dice]
Jitters bounds into the restaurant, using his tail like a spring. He sees the Quick Flex Alien waitress and hearts practically pop out of his head where his eyes were, sliding to a stop and falling on his rear end. Using his tail he stands himself back up and as he walks over to talk to the waitress, his tail filches a hand mirror out of someone's NG Survival Pack, allowing him to check his hair and teeth before talking to the pretty thing. Using his tail now like a third leg, Jitters confidently strides up to her and says as smoothly as he can "ExcusememissbutcanIshowyoumythirdleg?", extending his tail from between his legs to shake the woman's hand, if she accepts. All seems to be going well and he continues saying "MaybewecangettogetherlaterandIcanshowyoumyabilitytospeakintongues?Noreally.Igotthistattooinhellthatallowsmetospeakandunderstandalllanguages.See?" Jitters drops his pants to expose his Hello Kitty Tattoo on the meat of his right butt cheek.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Gloom: the Red Robin Table

Post by Maximilian »

Max and Alex sit down, giving the only newly-dressed albino man a wide berth. Max rolls his eyes a little bit. "I didn't realize this joint was clothing optional. I would've worn...exactly what I'm wearing. Criminy. Ah, nuts. I'm sorry, guy. I'm just a little bitter right now. It's been a long day, and that damned cat is shedding everywhere. Name's Maximilian. I'm the happy one in the group."

Alex, on the other hand, is, surprisingly, in a more jovial mood. "You know, right now, I'm glad Cade took my eye. I don't need to get a double dose of naked white boy!" He laughs, uncharacteristically, and slaps Max on the back. "Cheer up, buddy! We're gonna whip some Geist tail and then I'm gonna hunt Cade until the end of time and back again. Should be fun!"

They both chuckle a bit as Jitters tries his best "third leg" line on the Quick Flex waitress.
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
Edit Signature
EP Ledger
User avatar
Jude Maverick
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Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Gloom: the Red Robin Table

Post by Jude Maverick »

Notice 2
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

"Why, yes, Mr. Legion, she is alive. How else could I have seen her?" the dragon-man said.

Jude blinked. “Where?” he asked. “Why hasn’t she tried to contact us, let us know?” He shook his head. “Just call me Jude,” he told the dragon.

The man-dragon took the jacket and tablecloth and wrapped the cloth around his head. “I don’t think they meant for it to be worn like that…” Jude commented, but the ADD dragon-boy had rushed off to the Lost and Found, scaring the waitress.

“It’s all right, luv,” Jude assured the Quick-Flex, catching her and flashing her a handsome, reassuring smile. “He’s just a bit strange, but won’t hurt you.”

And then the new team member walked out wearing jeans under a pink waitress uniform with the tablecloth on his head. Jude almost choked as he tried not to laugh!

And then Z’an spoke to Cantrell, "Ah! That explains it. You are used to being with many naked males. That is why you do not run like the others. Fascinating!"

And Jude lost it, falling back into his chair and laughing uproariously. “Friend, you don’t know how true that is!” he said, grinning at Cantrell.

Jude looked back to Flint when he talked about his father and Governor-General Beauregard. “That does sound like Alfie,” Jude said. “Um, don’t call him that, by the way,” Jude said with a grin. “I hadn’t known my notoriety had gotten around so much,”Jude said, wryly amused and worried at the same time. “And...how is the Governor-General’s wife?” he asked with trepidation.

Jude’s father wasn’t a traditional military officer. While he had a sound tactical mind, he didn’t usually lead units. He was in charge of military logistics, getting equipment and gear where it needed to be, more paper pusher than leader of men. But nobody did the job better.

“I am...glad my indiscretions haven’t harmed my family too much,” Jude said with relief. It was something that had always worried him. “Thank you for helping Nikki. She always wanted to fly SAMAS. I’m glad she’s doing so well.”

And then Jitters arrived. Jude frowned. “He didn’t have a tail when he left, did he?” And then he proceeded to hit on the waitress...badly. Jude palmed his face, but was also a bit miffed. He’d been working up the waitress.

“Crude. Poach much?” Jude asked, raising an eyebrow at the other quick-flex.

***
Conditions
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Mission Objectives
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.
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Gloom: the Red Robin Table

Post by Jitters »

(Rolls carried over)
Jude Maverick wrote:And then Jitters arrived. Jude frowned. “He didn’t have a tail when he left, did he?” And then he proceeded to hit on the waitress...badly. Jude palmed his face, but was also a bit miffed. He’d been working up the waitress.

“Crude. Poach much?” Jude asked, raising an eyebrow at the other quick-flex.
Jitters looked over to Jude and gleefully said "I would love some poached eggs! Would you let the chef know? Carla here has her hands full enough as it is on our expense, especially with 'dragon' boy over there." Then Jitters leans in close to Jude and loudly says "I think he's nuttier than me, and that says something!"
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Gloom: the Red Robin Table

Post by Libertas Magicum »

Lib grins at Jude. "Didn't you know, man? Tails are the new thing. Gonna be taking the walkways in Chi-Town by storm--well, at least until the execution order." As he talks, behind him, his own tail snags the napkin holder and shoves it into his gear-bag. "As for Lucretia, I think you sometimes forget you're not in the Cee-Ess anymore. If she's in the field, still, telling Z'an to tell us is probably about as close to direct communication as we can get. Hell, there's probably also a message waiting for us back at Castle Refuge, too. Maybe even a separate one at whatever the current bar is. That's how you do it without regular radio relay stations."

Then Z'an comes out in motley, and he and Jude get territorial, and Lib can't keep it back any longer--he just starts laughing, loud and long.
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
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Gloom: the Red Robin Table

Post by Cantrell »

Z'Anomandir wrote:"Ah! That explains it. You are used to being with many naked males. That is why you do not run like the others. Fascinating!"
Cantrell starts to sputter after the naked-albino-maybe-dragon-toddler indirectly calls her a whore. Then Jitters shows up, showing his ass and doing inappropriate things with his tail. When she turns back to the dragon, he's wearing a cast-off pink dress and shorts and she decides to just get drunk instead.

"Jitters, help the nice waitress bring another couple of buckets of beer. But use your hands to carry them -- I don't know everywhere that tail's been, but I do know where it came from."
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:
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Gloom: the Red Robin Table

Post by Jitters »

Cantrell wrote:
Z'Anomandir wrote:"Ah! That explains it. You are used to being with many naked males. That is why you do not run like the others. Fascinating!"
Cantrell starts to sputter after the naked-albino-maybe-dragon-toddler indirectly calls her a whore. Then Jitters shows up, showing his ass and doing inappropriate things with his tail. When she turns back to the dragon, he's wearing a cast-off pink dress and shorts and she decides to just get drunk instead.

"Jitters, help the nice waitress bring another couple of buckets of beer. But use your hands to carry them -- I don't know everywhere that tail's been, but I do know where it came from."
"Absolutely, sergeant! Carla, if you will show me where the buckets and beer are?" Jitters gleefully says as he strips down to put on a waitress' dress from lost and found that is two sizes too small before he skips after Carla to fetch the beer.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Gloom: the Red Robin Table

Post by Maximilian »

Max's eyes go wide. "Uh, Top Dog, did the pasty white guy just call you a whore or a doctor?"

Alex blinks (winks?) his one eye. "Max, I thought you said this Cantrell was into women. She been holding out on you?"

Max snickers a little bit, then stifles himself. "Sorry, Top Dog. I just...I think I like this new guy. He's fun!"
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
Edit Signature
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User avatar
Z'Anomandir
Posts: 30
Joined: Thu Mar 01, 2018 11:26 pm

Re: Gloom: the Red Robin Table

Post by Z'Anomandir »

Image
Flint wrote:"Son you keep that jacket if you like, its got some great memories for me, had it for decades. I think I need a new one, one to represent my new path in life, with the 13th. You hold onto it, its a lucky leather coat for sure, more than one bar brawl its seen, and to date I haven't lost a fist fight while wearing it. I am not a dragon, and in 62 years of living, you are the first dragon I have talked to. That I know of anyway. Um, nice to meet you son. Unless you are older than me, I get to call you sonny or son and lord my elder wizened age over ya, privilege of age. I imagine dragons to be super powerful and such, much like an old man who has seen it all and lived. Welcome to the party."
To Flint Zan says, "Thank-you again, Elder Flint. I will wear your lucky jacket with pride! And I am less than a year old, so if you say you are allowed to call me sonny then so be it."
Max wrote:"I didn't realize this joint was clothing optional. I would've worn...exactly what I'm wearing. Criminy. Ah, nuts. I'm sorry, guy. I'm just a little bitter right now. It's been a long day, and that damned cat is shedding everywhere. Name's Maximilian. I'm the happy one in the group."
"Maximillian...hmm..a name worthy of a dragon!" Zan notes with approval. "And your ears are different from mine! I did not know humans could be furry as well as smooth skinned."
Jude wrote:“Where?...Why hasn’t she tried to contact us, let us know?....Just call me Jude,”
"I am sorry, Mr. Jude the Wee, Lucretia and Merihk did not say where they were going. But I did hear them say something about a Dweomer on several occasions. But I thought that was simply the name of the dragon in the unhatched egg they carried." His eyes then narrow suspiciously before he continues in a shockingly petulant tone. "I don't know why they needed another dragon anyway, when they could have had me as their companion. They should have been mine. I was there first." He shakes his head clear a moment later, as if wondering what deep draconic instinct briefly overtook him.
Jitters wrote:"I would love some poached eggs! Would you let the chef know? Carla here has her hands full enough as it is on our expense, especially with 'dragon' boy over there." Then Jitters leans in close to Jude and loudly says "I think he's nuttier than me, and that says something!"
"'Nuttier' than thou?" Zan repeats with open confusion writ all over his face. Then a knowing smile breaks through the confusion. "Ah! You must have seen me before I put on my new lower garments."
Z'Anomandir
Z'Anomandir
Ice Dragon
Legendary Table reward: Badass Family: gain 2 attribute points for the character and his descendants (+1 dye type each to Agility, Smarts)
Bennies: 6/3
  • +1 for following directions during debriefing
  • +1 for including Shalla in interlude
  • -1 to unshake from brainburn due to crit fail psionic roll
  • +1 for Lucky O'Malley post
  • +1 for post-battle breakfast talk

Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d8
Charisma: -2; Pace: 6 (Fly 12, Climb 0); Parry: 6; Toughness: 34 (16 MDC); In human form w/ armor on = 13 (6); PPE: 20; ISP: 20
Notice d6, Common Knowledge d6, K-Arcana d4
Hindrances:
  • TBD
  • TBD
  • TBD
  • Outsider(-2 CHA)
  • Large (+2 to be hit)
  • Enemies (CS)
  • Territorial

Edges and Abilities of Note:
  • AB (Psionic), Major Psionic, AB (Magic)
  • Power Surge: gain 2d6 PP or ISP when dealt a Joker for initiative
  • Icy Breath: 12/24/48 for 4d6 MD or Cone for 2d10 MD
  • Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
  • Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage)
  • Impervious to Cold: Ice and cold do not affect an Ice dragon at all. Non-variable frequency lasers do only half damage due to the reflecting nature of their icy hide.
  • Infravision (Iconic): halve the penalties for dark lighting against living targets
  • Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.


WOUNDS:

Adventure Cards
-Villanious Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
-Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

PPE: 20/20
Powers: Freeze entangle ; Battle Shards deflection ; Fortify/Sap boost/lower trait
ISP: 20/20
Powers: Hibernation slumber ; Cold Snap dispel ; Blizzard Spirit intangibility

TW Medium Cyberknight Armor: healing
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Gloom: the Red Robin Table

Post by Maximilian »

Alex snorts and sputters into his drink as the albino calls Max a human.

Max just stares blankly at Z'an. "Buh...uh, yeah. Humans come in all shapes, sizes, and fur coats and colors, I guess. However, I am not human. I am what's called a 'dog boy.' We're derived from dogs, a type of animal that is historically linked in friendship with humanity." He snickers at Z'an's unwitting jab at Jitters. "Hey Jitters! The new guy just took a shot at your man-bits. I'd say you could have a friendly throw-down to sort it out, but if this guy is what he says he is, I don't see that going well for you. Need some ice for that burn?"'
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
Edit Signature
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sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Gloom: the Red Robin Table

Post by sammy »

Sammy pops back into the diner swapping a bottle of red sauce. He gives Cantrell a side eye lopped sided grin. Sammy ruffles the coat he is wearing, it could be a dead ringer for Max's grand dog.
" Meow, Did you folks hear that Diamond Clad called a meeting for tomorrow, looks like we are taking the fight to Geist sooner rather than later! Fint I see you tugging on that ring, I hope you and Victoria know how to use it!" He stops on the way out, and tosses over his shoulder, " Max remember who is on your side, no missiles in the back please!" The cat bounds away laughing.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
User avatar
Z'Anomandir
Posts: 30
Joined: Thu Mar 01, 2018 11:26 pm

Re: Gloom: the Red Robin Table

Post by Z'Anomandir »

To Max, Zan says, "Dog-boy? Fascinating! I imagine you will be an even mightier warrior when you finally grow into a Dog-man."

When Sammy returns to deliver the orders, Zan nudges the flat-faced one Max called Jitters and says, "Look! The kitty is back. You can now give it the message of greeting on your buttocks."
Sammy wrote:...looks like we are taking the fight to Geist sooner rather than later!
Spellcasting 4
Boost Strength/icy talons
Spellcasting: [dice]0[/dice]
WILD dye: [dice]1[/dice]
"Fight? I can fight! I can do other things too, like this!"

Zan sticks his tongue out in concentration as he draws on the magical wellspring at the core of his being. Icy protrusions form over his human hands, creating long and razor sharp talons which he admires openly with a smile.
Z'Anomandir
Z'Anomandir
Ice Dragon
Legendary Table reward: Badass Family: gain 2 attribute points for the character and his descendants (+1 dye type each to Agility, Smarts)
Bennies: 6/3
  • +1 for following directions during debriefing
  • +1 for including Shalla in interlude
  • -1 to unshake from brainburn due to crit fail psionic roll
  • +1 for Lucky O'Malley post
  • +1 for post-battle breakfast talk

Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d8
Charisma: -2; Pace: 6 (Fly 12, Climb 0); Parry: 6; Toughness: 34 (16 MDC); In human form w/ armor on = 13 (6); PPE: 20; ISP: 20
Notice d6, Common Knowledge d6, K-Arcana d4
Hindrances:
  • TBD
  • TBD
  • TBD
  • Outsider(-2 CHA)
  • Large (+2 to be hit)
  • Enemies (CS)
  • Territorial

Edges and Abilities of Note:
  • AB (Psionic), Major Psionic, AB (Magic)
  • Power Surge: gain 2d6 PP or ISP when dealt a Joker for initiative
  • Icy Breath: 12/24/48 for 4d6 MD or Cone for 2d10 MD
  • Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
  • Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage)
  • Impervious to Cold: Ice and cold do not affect an Ice dragon at all. Non-variable frequency lasers do only half damage due to the reflecting nature of their icy hide.
  • Infravision (Iconic): halve the penalties for dark lighting against living targets
  • Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.


WOUNDS:

Adventure Cards
-Villanious Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
-Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

PPE: 20/20
Powers: Freeze entangle ; Battle Shards deflection ; Fortify/Sap boost/lower trait
ISP: 20/20
Powers: Hibernation slumber ; Cold Snap dispel ; Blizzard Spirit intangibility

TW Medium Cyberknight Armor: healing
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Libertas Magicum
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Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Gloom: the Red Robin Table

Post by Libertas Magicum »

Libertas calms down at the mention of taking the fight to Geist. "That soon, yeah?" He takes a long draught of one of the newest round of beers. He turns to Cantrell. "Boss, make sure the bean-counters back at the Castle know how to count. Since the battle of Gloom, we've had the trip to Hell, then the bit with Castle Edda, and now we're going to go attack the Big Bad. By my reckoning, that's three hazards, and thus three bits of Hazard Pay we'll be due at the end of the month."

With this all-important matter addressed, he continues to nurse his brew and watch the antics of his allies.
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
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Gloom: the Red Robin Table

Post by Cantrell »

Libertas Magicum wrote:"Boss, make sure the bean-counters back at the Castle know how to count. Since the battle of Gloom, we've had the trip to Hell, then the bit with Castle Edda, and now we're going to go attack the Big Bad. By my reckoning, that's three hazards, and thus three bits of Hazard Pay we'll be due at the end of the month."
"Oh, there's going to be a discussion about hazard pay, all right," Cantrell says. "Starting with all the 'hazards' I had to see in that cell in Hell. The Legion's gonna be paying for buckets of brain-bleach to make up for that one."
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:
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Gloom: the Red Robin Table

Post by Maximilian »

The hackles on Max's back rise as Sammy prances around in his dogskin coat. A low growl rumbles in his chest. He mumbles, barely audible. "I'm gonna crack his chest open and play hopscotch with his lungs. Swear to dog. That cat is walking dead."

Alex takes over, hoping to gloss over Max's credible threat on Sammy's life. "Dead tired, but I'm sure we'll have a chance to rest before the fight. Come on, Max. Let's prep our gear or something."
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
Edit Signature
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Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Gloom: the Red Robin Table

Post by Jitters »

Jitters was about to make a smart alec reply to the so called dragon when the name Geist was said, then the Jitters normally jovial face became dead serious as he said "The sooner, the better!"
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Gloom: the Red Robin Table

Post by Jude Maverick »

Notice 3
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

Jude listened to LIbertas and nodded. He hoped the man was right about a note from Lucretia. Jitters had a tail, too? “This is almost getting too weird,” Jude said, shaking his head. And then Jitters strips down and puts on a waitress dress, as well.

“I’m not sure there’s enough alcohol to burn this from my brain,” he told Cantrell.

“Jude the Wee...no, just...Jude. I give up. They still had that dragon egg with them?” Jude asked. “Well, at least we know it hasn’t eaten them. You said Dweomer?” He looked at the others. “Might be a good place to head, if the Legion doesn’t have anything for us next. Frankly, I say we forget to check in and head there anyway.”

Sammy returned for a moment to remind them of the meeting, and the upcoming confrontation with Geist. “We’ll be there,” Jude said glumly. “I want that woman in the ground.”

“That cat is walking dead," Max said.

“Not sure that would stop him,” Jude commented.

Jude looked over to Cantrell. “So did you pick up any extra appendages I should know about?” He gave her a teasing smile.

***
Conditions
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Mission Objectives
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.
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Gloom: the Red Robin Table

Post by Jitters »

Jitters leans over to Cantrell and very seriously says "I'm going to insist that we report back in at the castle, if for no other reason so Jude can get checked out by a psychologist. I'm worried for him! And besides, I know the best there..."
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Cantrell
Posts: 425
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Re: Gloom: the Red Robin Table

Post by Cantrell »

Jude Maverick wrote: Jude looked over to Cantrell. “So did you pick up any extra appendages I should know about?” He gave her a teasing smile.
"Nothing I wasn't born with. Unlike some people, I kept my armor on when the chaos mist started blowing."

She leans over toward Jitters conspiratorially, slurring just the slightest.

"Don't worry, I have a plan. If he doesn't snap out of it soon, I'll make him hug it out with the new guy, naked."
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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Libertas Magicum
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Re: Gloom: the Red Robin Table

Post by Libertas Magicum »

Slightly defensively, Libertas grumbles at Cantrell. "I told you, Boss, I misheard the instructions. My head was ringing from all the arguing and whatnot."
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
Jude Maverick
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Posts: 668
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Location: Chicago suburbs

Re: Gloom: the Red Robin Table

Post by Jude Maverick »

Notice 5
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

Jude paused. “Wait, Nadya,” he told Cantrell. “But you did say, at one point, you were naked, right?” His eyes glazed over, growing distant. “Yeah, wish I could have been there…”

***
Conditions
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Mission Objectives
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: the Red Robin Table

Post by Maximilian »

Max chuckles and nods at Jude. "Yep. Naked as the day she was born. Assuming she was born of a biological man and woman, and not assembled in a lab from the spare parts of the baddest soldiers in history. In that case, she may have come assembled fully clothed." He shrugs. "I couldn't see. I'm just guessing. She smelled naked though."
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
Edit Signature
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Libertas Magicum
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Re: Gloom: the Red Robin Table

Post by Libertas Magicum »

Lib opts for the better part of valor. "Assuming she got the same treatment the rest of us did, yeah, starkers. However... the room we were in was, like, pitch-black. And of course, we were all drained, so there wasn't any way to make a light. So, you know, missed opportunities and all that."

He doesn't mention the dim-not-dark hallway they had to travel to get to their gear's storage, or picking up his goggles as soon as they got in there. Better to let the Boss keep hold of as much of her dignity as possible.
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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Cantrell
Posts: 425
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Re: Gloom: the Red Robin Table

Post by Cantrell »

Cantrell does her best to ignore the comments, sighing and focusing on her beer instead. Then she smiles, obviously amused.

"You know, the next time we're setting up a proper camp, you all are going to learn how to dig latrines. I think you'll like it, although it does take a lot of practice. Lots and lots of practice."
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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Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Gloom: the Red Robin Table

Post by Jitters »

"I can show them how to do that! I have a PhDigging in Latrines!" Jitters excitedly says.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Maximilian
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Posts: 548
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Re: Gloom: the Red Robin Table

Post by Maximilian »

Max smirks. "You gonna let these soft civvies use shovels, Top Dog, or make 'em dig like a real dog boy, with their hands?"

Alex shakes his head and moves his eyepatch to cover his good eye, with a grin. "Sorry, Cantrell. The blind don't dig. Can't see where I'm throwing my dirt."
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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Cantrell
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Re: Gloom: the Red Robin Table

Post by Cantrell »

Cantrell nods at Max's suggestion.

"Digging by hand does make it more personal. You'll do great showing them all how it's done, Max, and leading the effort."

She smiles sweetly at Alex.

"Well, I guess you'll just be on permanent kitchen patrol, Alex. Thanks for volunteering."

She leans back, pleasantly buzzed, sipping her beer.
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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Libertas Magicum
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Re: Gloom: the Red Robin Table

Post by Libertas Magicum »

Lib grins at Cantrell, clearly in high spirits. "Let's see... Assuming you want the job done right, that means we'd need at least an hour or two of solid digging in teamwork. The last time we had that much spare time while moving on the road was... Let's see... No... No... Not then, either... Nope.... Ah, three days before never. Closest we ever came to having time to pitch camp was on the road TO Silver Bluff, never since. So if it means we get to slow down for a few days? That digging session might just be relaxing by comparison."
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: the Red Robin Table

Post by Maximilian »

Cantrell wrote:"Digging by hand does make it more personal. You'll do great showing them all how it's done, Max, and leading the effort."
Max grins. "Digging is therapeutic, and Nadine is great at it. Consider it done!"
Cantrell wrote:"Well, I guess you'll just be on permanent kitchen patrol, Alex. Thanks for volunteering."
Alex shrugs. "Okay, but just make sure there's something pretty to look at in the infirmary when I 'accidentally' potato peel my finger and get an ouchie. Blind. See?" He points to his hair in an obvious attempt to "misjudge" where his hand is in relation to his eyes.

Max pops Alex in the shoulder. "Why do you need something pretty to look at if you're blind, dummy?"

Alex laughs and slides the eyepatch back over the bad eye. "Wonders of imagination?"
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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Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Gloom: the Red Robin Table

Post by Jitters »

"Don't worry, Alex, I'll keep you company in the infirmary, or don't you find me pretty?" Jitters cheerfully says, then spins around several times and dips low at the end, making it painfully obvious that he's not wearing any underwear.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Gloom: the Red Robin Table

Post by Maximilian »

Alex turns to Max after Jitters' display. "Max?"

Max, face in his hands, acknowledges. "Yeah, Alex?"

Alex offers a table knife to Max. "Please gouge out my other eye. Maybe if the eye is gone, the memory of what I just saw will go with it."

Max begins heaving as if to vomit.
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
Edit Signature
EP Ledger
User avatar
Z'Anomandir
Posts: 30
Joined: Thu Mar 01, 2018 11:26 pm

Re: Gloom: the Red Robin Table

Post by Z'Anomandir »

Z'Anomandir dispels the icy constructs encasing his hand after Jitters spins around revealing his lack of undergarments. "My apologies, Jitters. I did not realize I was making it that cold in here," he says with sympathy.
Z'Anomandir
Z'Anomandir
Ice Dragon
Legendary Table reward: Badass Family: gain 2 attribute points for the character and his descendants (+1 dye type each to Agility, Smarts)
Bennies: 6/3
  • +1 for following directions during debriefing
  • +1 for including Shalla in interlude
  • -1 to unshake from brainburn due to crit fail psionic roll
  • +1 for Lucky O'Malley post
  • +1 for post-battle breakfast talk

Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d8
Charisma: -2; Pace: 6 (Fly 12, Climb 0); Parry: 6; Toughness: 34 (16 MDC); In human form w/ armor on = 13 (6); PPE: 20; ISP: 20
Notice d6, Common Knowledge d6, K-Arcana d4
Hindrances:
  • TBD
  • TBD
  • TBD
  • Outsider(-2 CHA)
  • Large (+2 to be hit)
  • Enemies (CS)
  • Territorial

Edges and Abilities of Note:
  • AB (Psionic), Major Psionic, AB (Magic)
  • Power Surge: gain 2d6 PP or ISP when dealt a Joker for initiative
  • Icy Breath: 12/24/48 for 4d6 MD or Cone for 2d10 MD
  • Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
  • Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage)
  • Impervious to Cold: Ice and cold do not affect an Ice dragon at all. Non-variable frequency lasers do only half damage due to the reflecting nature of their icy hide.
  • Infravision (Iconic): halve the penalties for dark lighting against living targets
  • Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.


WOUNDS:

Adventure Cards
-Villanious Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
-Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

PPE: 20/20
Powers: Freeze entangle ; Battle Shards deflection ; Fortify/Sap boost/lower trait
ISP: 20/20
Powers: Hibernation slumber ; Cold Snap dispel ; Blizzard Spirit intangibility

TW Medium Cyberknight Armor: healing
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Gloom: the Red Robin Table

Post by Jude Maverick »

Notice 3 Fail
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

Jude smiled at Max and Libertas. “How does naked smell, exactly?” he asked Max. “And if it’s pitch dark, that just means you have to learn to see with your hands.” He grinned at Cantrell. “Dig latrines? When I was growing up, I had people for that,” he quipped.

***
Conditions
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Mission Objectives
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.
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Gloom: the Red Robin Table

Post by Jitters »

Jude Maverick wrote:
Notice 3 Fail
Notice [dice]32335:0[/dice]
Wild [dice]32335:1[/dice]
***

Jude smiled at Max and Libertas. “How does naked smell, exactly?” he asked Max. “And if it’s pitch dark, that just means you have to learn to see with your hands.” He grinned at Cantrell. “Dig latrines? When I was growing up, I had people for that,” he quipped.

***
Conditions
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Mission Objectives
"That's a horrible way to speak about your mistresses, Rosie and her five sister!" Jitters cheerfully says.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Gloom: the Red Robin Table

Post by Jude Maverick »

Notice #
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

Jude paused and tilted his head, thinking. “You know, I haven’t seen Rosie and her sisters in a long time. I should check in with them in Dweomer. Ah, but that was quite the night…” he reminisced fondly.

***
Conditions
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Mission Objectives
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.
User avatar
Z'Anomandir
Posts: 30
Joined: Thu Mar 01, 2018 11:26 pm

Re: Gloom: the Red Robin Table

Post by Z'Anomandir »

At Cantrell's mention of digging, Z'Anomandir the dragon declares, "I don't know what a latrine is but I'm sure I could dig one far faster than any human," he says with pride. "My mighty talons are far larger than these soft and fleshy human hands," he says looking at his hands and repeatedly flexing his fingers open and shut like some human-shaped kitten at play.
Jitters wrote:"That's a horrible way to speak about your mistresses, Rosie and her five sister!"
Jude wrote:“You know, I haven’t seen Rosie and her sisters in a long time. I should check in with them in Dweomer. Ah, but that was quite the night…”
Z'Anomandir listens to the back-and-forth between Jitters Flat Face and Jude the Wee in silent fascination. His face is scrunched up in confusion as he tries to figure out what they are talking about. Realization finally dawns on Zan's face. Six women in one night? That's quite the harem. He must have the stamina of a dragon! Zan makes a mental note to not underestimate the smaller creatures of this world.
Z'Anomandir
Z'Anomandir
Ice Dragon
Legendary Table reward: Badass Family: gain 2 attribute points for the character and his descendants (+1 dye type each to Agility, Smarts)
Bennies: 6/3
  • +1 for following directions during debriefing
  • +1 for including Shalla in interlude
  • -1 to unshake from brainburn due to crit fail psionic roll
  • +1 for Lucky O'Malley post
  • +1 for post-battle breakfast talk

Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d8
Charisma: -2; Pace: 6 (Fly 12, Climb 0); Parry: 6; Toughness: 34 (16 MDC); In human form w/ armor on = 13 (6); PPE: 20; ISP: 20
Notice d6, Common Knowledge d6, K-Arcana d4
Hindrances:
  • TBD
  • TBD
  • TBD
  • Outsider(-2 CHA)
  • Large (+2 to be hit)
  • Enemies (CS)
  • Territorial

Edges and Abilities of Note:
  • AB (Psionic), Major Psionic, AB (Magic)
  • Power Surge: gain 2d6 PP or ISP when dealt a Joker for initiative
  • Icy Breath: 12/24/48 for 4d6 MD or Cone for 2d10 MD
  • Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
  • Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage)
  • Impervious to Cold: Ice and cold do not affect an Ice dragon at all. Non-variable frequency lasers do only half damage due to the reflecting nature of their icy hide.
  • Infravision (Iconic): halve the penalties for dark lighting against living targets
  • Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.


WOUNDS:

Adventure Cards
-Villanious Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
-Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

PPE: 20/20
Powers: Freeze entangle ; Battle Shards deflection ; Fortify/Sap boost/lower trait
ISP: 20/20
Powers: Hibernation slumber ; Cold Snap dispel ; Blizzard Spirit intangibility

TW Medium Cyberknight Armor: healing
User avatar
Z'Anomandir
Posts: 30
Joined: Thu Mar 01, 2018 11:26 pm

Re: Gloom: the Red Robin Table

Post by Z'Anomandir »

As the conversation around the table winds down Zan finds himself over by the cash register standing in what he hopes is an impressively imperious pose, at least by the meager standards of the human body. He is recounting the tale of his adventures during the journey from the cave of his hatching southward to the Red Robin to the female food-bringer he had earlier frightened away from the Lost&Found box with his mighty nudity. At various points as he talks, the food-bringer smiles at him and flutters her eyes, which Zan assumes must be related to the laughter she greeted him with when she first got a look at his new outfit. Just as I suspected, he thinks to himself. My new layer of useless armor is sufficient to lull the apparent female instinct of this species into a sense of safety and security in order for the male to get close enough for casual conversation and, presumably, courtship. Strange. One would think the additional layer of useless armor would be a barrier to successful mating rather than a requirement.

"...and then I decided to land to take a drink from the stream. Of course I don't have to drink anything if I don't want to, being a mighty dragon as I mentioned to you several times earlier," Z'Anomandir puffs his chest out a bit more at this part. "But I was curious what it would feel like, you see."

The waitress is clearly getting bored and zoning in and out while listening to the bizarre albino's weird story as she chews and snaps her bubblegum loudly. She takes advantage of the pause in Zan's story to say "So yeah, whatever. So you have like a jetpack or something? That's kinda cool I guess. Maybe you can give me a ride on it sometime and fly me around and stuff. If you do I'll let you 'help me' with some stuff in the walk-in cooler in the back." Interestingly, after she says this she gives Zan a long, slow wink with one of her eyes. Fascinated by this curious gesture, Zan mimics it back at the female, complete with the accompanying big, soft smile she simultaneously gives with it.

Zan nods knowingly as he lets her lead him by the hand toward the back of the Red Robin. "If you need my help I will gladly give it. I was told by Blind Lucretia and Merihk the Oathbreaker shortly after my hatching that that is almost always the appropriate response to such requests by the weak and needy."

"Uh, ok..? Listen. You're, like, really weird and stuff but that's totally cool with me. I'm weird too. Look - I even have a tramp stamp on my lower back, see?" She hikes her skirt up provocatively and swings her rear around to face him.

Zan can't help but be disappointed by the revelation that the food-bringer's mysterious 'tramp stamp' is just a tatoo like the one Jitters has. He draws his head back after a close examination. "That's not that weird at all. The one called Jitters has a tatoo on his rump as well. But his is a message of greeting featuring a kitty, whereas yours says 'Rides: 5 credits' and features a peculiarly shaped butterfly or moth of some sort."

The waitress giggles oddly and says in a low, seductive voice, "I told you I was crazy, too" and tries again to guide him toward the cooler. But by this time Zan has noticed the walk-in freezer next to the cooler and effortlessly pulls her toward it instead.

"Wait, what's in here?" he says excitedly.
Last edited by Z'Anomandir on Sat Mar 31, 2018 6:09 am, edited 3 times in total.
Z'Anomandir
Z'Anomandir
Ice Dragon
Legendary Table reward: Badass Family: gain 2 attribute points for the character and his descendants (+1 dye type each to Agility, Smarts)
Bennies: 6/3
  • +1 for following directions during debriefing
  • +1 for including Shalla in interlude
  • -1 to unshake from brainburn due to crit fail psionic roll
  • +1 for Lucky O'Malley post
  • +1 for post-battle breakfast talk

Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d8
Charisma: -2; Pace: 6 (Fly 12, Climb 0); Parry: 6; Toughness: 34 (16 MDC); In human form w/ armor on = 13 (6); PPE: 20; ISP: 20
Notice d6, Common Knowledge d6, K-Arcana d4
Hindrances:
  • TBD
  • TBD
  • TBD
  • Outsider(-2 CHA)
  • Large (+2 to be hit)
  • Enemies (CS)
  • Territorial

Edges and Abilities of Note:
  • AB (Psionic), Major Psionic, AB (Magic)
  • Power Surge: gain 2d6 PP or ISP when dealt a Joker for initiative
  • Icy Breath: 12/24/48 for 4d6 MD or Cone for 2d10 MD
  • Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
  • Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage)
  • Impervious to Cold: Ice and cold do not affect an Ice dragon at all. Non-variable frequency lasers do only half damage due to the reflecting nature of their icy hide.
  • Infravision (Iconic): halve the penalties for dark lighting against living targets
  • Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.


WOUNDS:

Adventure Cards
-Villanious Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
-Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

PPE: 20/20
Powers: Freeze entangle ; Battle Shards deflection ; Fortify/Sap boost/lower trait
ISP: 20/20
Powers: Hibernation slumber ; Cold Snap dispel ; Blizzard Spirit intangibility

TW Medium Cyberknight Armor: healing
User avatar
Z'Anomandir
Posts: 30
Joined: Thu Mar 01, 2018 11:26 pm

Re: Gloom: the Red Robin Table

Post by Z'Anomandir »

Zan pulls open the door of the big industrial walk-in freezer to reveal a spacious and relatively clean interior. Exhaust fans along one wall kick in and start blowing frigid air around to compensate for the open door. Boxes of meat and other foodstuffs are stacked efficiently along the walls and upon a set of metal shelves running down the middle of the freezer. Ice and hoarfrost cover the exposed walls and ceiling and many of the boxes of food have a light dusting of snow from the blowing air.

"How wonderful!" Zan once again stands tall and puffs his chest out to assume his most impressive human pose and announces to the now openly confused waitress, "I like this cave. It suits me very much. This will be my new lair," he declares.

He then walks around inspecting the interior of his new lair as if gauging its true size. "Hmm. This won't do," he says, gesturing to the metal shelving running down the middle of the freezer. "I won't be able be able to stretch out at all with this in the way." Zan grips one end of the metal shelving unit and with an easy shove accompanied by the protesting shriek of the heavy metal legs dragging along the icy metal floor, he moves it effortlessly toward one of the side walls and then moves to the other end and repeats the maneuver. This now makes for a tight fit for anyone trying to move between the wall and the metal rack to retrieve something, but opens up a much larger space down the middle. Zan looks approvingly at his handiwork.

"Perfect! Although it seems to be missing something...Ah yes!" To the now openly annoyed and possibly hostile waitress he obliviously asks, "Do you have any treasure here? Maybe in that box where I got my outfit? Preferably precious metals and gemstones, gold coins and jewelry and the like. I only need enough to make a bed on which to sleep back here in the rear -"

The sound of the door slamming shut and the suddenly darkened interior tells Zan that the answer is probably 'no' on the spare bed-treasure. No matter. This will do just fine for now. He veers back into his true draconic body and curls up into a monstrous ball taking up more than half of the available floor space and settles in for a comfortable nap in his new home.
Z'Anomandir
Z'Anomandir
Ice Dragon
Legendary Table reward: Badass Family: gain 2 attribute points for the character and his descendants (+1 dye type each to Agility, Smarts)
Bennies: 6/3
  • +1 for following directions during debriefing
  • +1 for including Shalla in interlude
  • -1 to unshake from brainburn due to crit fail psionic roll
  • +1 for Lucky O'Malley post
  • +1 for post-battle breakfast talk

Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d8
Charisma: -2; Pace: 6 (Fly 12, Climb 0); Parry: 6; Toughness: 34 (16 MDC); In human form w/ armor on = 13 (6); PPE: 20; ISP: 20
Notice d6, Common Knowledge d6, K-Arcana d4
Hindrances:
  • TBD
  • TBD
  • TBD
  • Outsider(-2 CHA)
  • Large (+2 to be hit)
  • Enemies (CS)
  • Territorial

Edges and Abilities of Note:
  • AB (Psionic), Major Psionic, AB (Magic)
  • Power Surge: gain 2d6 PP or ISP when dealt a Joker for initiative
  • Icy Breath: 12/24/48 for 4d6 MD or Cone for 2d10 MD
  • Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
  • Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage)
  • Impervious to Cold: Ice and cold do not affect an Ice dragon at all. Non-variable frequency lasers do only half damage due to the reflecting nature of their icy hide.
  • Infravision (Iconic): halve the penalties for dark lighting against living targets
  • Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.


WOUNDS:

Adventure Cards
-Villanious Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
-Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

PPE: 20/20
Powers: Freeze entangle ; Battle Shards deflection ; Fortify/Sap boost/lower trait
ISP: 20/20
Powers: Hibernation slumber ; Cold Snap dispel ; Blizzard Spirit intangibility

TW Medium Cyberknight Armor: healing
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