Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Area)

Adventures of the 13th SET
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Pender Lumkiss
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Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Area)

Post by Pender Lumkiss »

Some time later the group is sitting down for another breakfast, the castle cooks made something special just for the 13th. Baked french toast, fresh squeezed orange juice and rihno buffalo bacon. Definately not the normal gruel the legion typically serves. For the most part folks in the Tomorrow Legion seem to look at the 13th a bit differently, they look at them like heroes. After the black market mystic knight fiasco rumors quicker than Jitters are flying around about what really happened. (As you will discover all those rumors will shortly be given a voice)

Pender lumkiss, the kid Alex, and Ms. Dee are all there as the group sits down. Pender, stand up shaking each and everyone's hand. Captain lumkiss exclaims "'Wow, just wow! Saved the day my SET did." His voice raised at the end and everyone in the cafeteria stands and starts clapping slow, and then more join in until it is a thunderous cacophony.
Captian Lumpkiss takes his seat after it dies down and sips his orange juice nodding exuberantly.

Next to Pender the kid Alex bursts out with unconstrained unbridled enthusiasm, " Gosh guys tell us all about it! Jude is it true a Thunder Cloud dragon fell in love with you? Did you slay it? If not what happened, details man! I mean those are rare, really rare... Flint you are old, have you ever seen one? What happened to that woman who helped you out... uuh Sadie I hear you are thinking of joining the Fed now? ". He pauses, almost waiting for an answer but his giddy child enthusiasm is in full effect so he bounces to another outburst, " Woa! Libertas, Zan, tell me guys...I heard a rumor Geist appeared out in the middle of the battle with the mystic knights but she is some kind of freaky ghost! What! Seriously I thought she was dead. And what was up with the Chromium Legion missing their stand by to fire control bricks?"

He takes a sip of orange juice, but is unable to let anyone answer his question stream before he shakes his head his body quivering. It all just comes out at once, " Guys, you got to tell me about the Library. Did Cantrell single handedly take out 5 black market enforcers, what happen to Alanhammer is he in jail, did he and Sono head to the federation?? Max, you got to tell me more about that remote rig BA set up and what happened with that wand... One moment you three were there and the next poof, and then the next you are back.?! Jitters!! The eyes of Ra man! 1.3 mil a piece! Did you ever give them back to Isaiah and how did you know what antidote to use on him man!? " Alex seems to be on pins and needles, and possibly about to burst.

Mrs Dee smirks at the geyser of questions unloaded by Alex. You can feel most of the conversations die down as other legionnaires lean in as unobtrusive as possible to hear your answers.
Libertas
Captain Lumkiss during the meal takes you aside. " I totally forgot to tell you Libertas, those blocks or rods that were under your chair right before the attack. I stashed them in my quarters, I'll get them to you after breakfast."
GM note: The stand by to fire control rods for the legions glitterboys are not there, and if one were to check a couple of cyber knights are tossing the good captains room looking for other signs of contraband.
Jitters
What did you do with the eyes of Ra?
Max
What did you do with the wand?

Its a free RP area, meant to explore the events of the dramatic event and quick combat. I noticed some " loose ends" that need to be tied up as well.

Note: You are all back to full isp and 0 wounds

Bonus benny to anyone who posts in this thread

First player to ask me how much time has passed will decide for the rest


----This thread in some ways will foreshadow the next new GM post that moves the story along---- There is a good chance both will eventually be run simultaneously...
Field Team Six Bennies
3/6
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Jitters
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jitters »

Smarts 10
[dice]0[/dice]
Wild Die [dice]1[/dice] Ace!
Wild Die Ace [dice]2[/dice]
Jitters laughs at Kid Alex's exuberance as he fires off questions faster than even the famed Crazy can. "Alex, take a slow deep breath in for five seconds, and hold it in for five seconds, then slowly let it back out for five seconds. And remember, those are five full seconds! Isaiah is still recovering from the poison that Dev Black had administered to them, so I returned the Eyes of Ra to Lorde Coake as he was passing through the castle. With all the commotion going on and everything looking so bleak, someone had activated a distress beacon letting him know we were in a bad way, but by the time he was able to teleport in here, we were mopping up the bad guys left and right! As for the antidote, it's simple. Dev Black had told me that the he had left the antidote there, purposely trying to use those three as leverage for him to get away, but the only thing he couldn't take into account is my legendary speed and quickness, or Cantrell's gun slinging. I mean seriously, did you live out in the New West for a time, because that was a thing of true beauty!" The Quick Flex had replied in between fast bites of food.
OOC Comments
[dice]3[/dice] x 100k = 1 million credits
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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Libertas Magicum
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Libertas Magicum »

Lib sighs a bit wistfully at Alex. "Yes, I'm afraid Geist is still active, though she's in pretty bad shape. I'm not sure what was up with that thing we saw on the field--I'm thinking she was using astral projection, actually. But she is out there, and we'll probably have to deal with her before all this is over."

When Captain Lumkiss pulls him aside, he blanches visibly and nods. At some point after that, he slips out of the room.
For the GM
Okay, so as soon as he's out of the room, Lib activates the Shadowcloak, goes to the Captain's room--and seeing it getting tossed by angry CKs, vacates quickly. He then will go back, still invisible, and stand next to Mrs. Dee and whisper in her ear, giving her a fairly honest accounting for what happened--"The tail sometimes has a mind of its own, I know Jitters' is the same way. I think it scooped up the rods when I was down there doing repairs. While I'd rather not get tried for treason, I'm also not so heartless as to let Lumkiss swing for something he didn't do. So, yeah, if the gendarmes show up to haul him off, go ahead and give them the real scoop. I'll confirm it to them, before making my daring escape, if need be."
A few minutes later, he's back at his seat, as if he'd never left.
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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Z'Anomandir
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Z'Anomandir »

Alex wrote:" Woa! Libertas, Zan, tell me guys...I heard a rumor Geist appeared out in the middle of the battle with the mystic knights but she is some kind of freaky ghost! What! Seriously I thought she was dead."
Zan strikes what he feels is an appropriately heroic pose and states, "Yes, it's true. We really atoned the hell out of those goatfuckers!" and gives Libertas a 'well done!' slap on the back. He decides not to mention his failure to properly engage his mental powers and how he had to have his Red Robin minions clean his own blood from his armor. "Then Geist said she would teach me how to use necromancy like Libertas. She also said she knew who my parents are and that she would tell me if I ate Libertas for her." After a dramatic pause he finishes, "I said no, of course."
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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Jude Maverick
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jude Maverick »

Jude had somehow ended up with a bottle of champagne, so it wasn’t just orange juice he was sipping for breakfast, but a mimosa. He lounged back in his chair, digesting the heavy breakfast, already feeling a food coma coming on, when Alex burst out with his questions, including one directed at him.

“Jude, is it true a Thunder Cloud dragon fell in love with you? Did you slay it? If not, what happened? Details, man! I mean, those are rare, really rare,” the boy chattered.

Jude chuckled. “You might be a little young for details, Alex,” he told the boy. “Yes, you heard right. Zariela was rather...enamored of me. But no, I didn’t slay her. I would never slay such a magnificent creature. We shared a...moment.”

Jude shifted in his chair. He was still rather sore. He hadn’t imagined dragons had such stamina!

“I convinced Zariela that in the long term she would be better off finding one of her own kind. After all, they are rare,” he agreed. “And we would want more Thunder Cloud dragons, right? I couldn’t provide her with that. But I assured her that any time she felt lonely, or the need for...comfort, she could find me and I would be happy to provide a...shoulder and listening ear,” he told Alex tastefully.

Jude smiled wistfully. “A fine creature, indeed,” he said. “And quite...energetic.”
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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Cantrell
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Cantrell »

Cantrell drops into a chair at the breakfast table, feeling refreshed in a way that only happens when you've reached the point of utter exhaustion then managed to snatch five consecutive hours of sleep on a bunk that, if not luxurious, is at least clean. When the waiter arrives with coffee, she nods.

"Irish," she says, and holds up two fingers. "Plus a couple of hard-boiled eggs and as much bacon as you can fit on one plate."

She listens as the others fill in some of the details of the previous day.

"Glad to hear you got some exercise, Maverick. You were looking a little soft, and annual physical exams are coming up. Wouldn't want to get pulled from field work and end up a desk jockey," she says, grinning. "Although I hear Human Resources has a whole filing cabinet on you."

She looks a little more serious as she explains what befell Alanhammer.

"The docs were able to patch him up, although he's got some new hardware in his guts to keep everything moving like it's supposed to. There was quite a bit of discussion about what to do with him, but I was able to intervene, mostly for Sono, so they're going to send him back to the Federation as a double-agent. He's got some implanted tech to help with that. The cyber-doc also put in some ... reverse failsafes, I guess you'd call them. If he betrays the Legion again, all the cyber keeping him alive will shut down. I hope he stays on the straight and narrow for Sono's sake, but that at least creates a little extra incentive."
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
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jitters »

"Wait, you mean that he really is now Ironguts? HA!" Jitters loudly says as he chortles and snorts at his own joke...
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
Joined: Thu Mar 02, 2017 10:57 pm

Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Cantrell »

Jitters wrote:"Wait, you mean that he really is now Ironguts? HA!" Jitters loudly says as he chortles and snorts at his own joke...
"Titanium and plastic, mostly, I think."
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: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jitters »

Cantrell wrote:
Jitters wrote:"Wait, you mean that he really is now Ironguts? HA!" Jitters loudly says as he chortles and snorts at his own joke...
"Titanium and plastic, mostly, I think."
"TitaniumandPlasticguts? That doesn't sound as badass. OH, I KNOW! HE'S PLASTI-TITGUTS! Teeheehee!" Jitters says as he begins to chortle even harder at his own joke.
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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Libertas Magicum
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Joined: Fri Feb 17, 2017 3:02 pm

Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Libertas Magicum »

Lib looks over at Cantrell. "Say, boss, we still gotta have that conversation... I figure you heard about Geist showing up by now, but there's ears-only intel for you, too."
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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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Maximilian »

Max chuckles in his pancakes and bacon, as he shovels bites into the open helmet of his enchanted armor. "Kid, you're something else. Those gunslingers almost had me dead to rights, but you can't take me down that easily. Between Jitters' quickblade action and Cantrell's dead eye, they got themselves well and truly drilled. Big Alex had finished rigging up a little treat he'd been working on for awhile. It's a remote pad for Nadine. To test her out, I went ahead and slagged that other gunwolf. Blew it to bits. Pretty nice interface on that pad." He continues his meal, and makes no mention of the wand he has tucked into a chest pocket inside his armor.
"Oh, Top Dog, if we're doing ears-only intel, I'm going to soak a minute or two of your time, at your convenience. Get your Irish on first."
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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Pender Lumkiss
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Pender Lumkiss »

Alex is beside himself, giddy as the details come soaring to life.

Mrs Dee clears her throat with a hrmph. Curtly she says, " Yes well done, well done indeed. I am so pleased you amicably resolved the joint assault by elements of the black market and federation of magic.". She might have said more but the room goes quiet as the Dweomer defense force devil man captian Bane enters the cafeteria. Bane’s eyes are glowing as if lit afire by a soft blue glow.

Pender quietly says slightly worried, " I really like being a captain, please tell me you give him his wand back?"

The Devil man surveys the cafeteria and begins walking to the 13th A scowl is plastered on his face as soon as he sees Jitters. He makes his way to the table barely paying attention to the rest of the legionaires.

He nods at the heroes with half a smile and half a scowl. His eyes return to normal peircing into the eyes of those assembled at the table.” Civility demands I thank you for your efforts in helping my people... So thank you.” His half smile deepens into more of a frown.” But I will not tolerate thieves and unless I am mistaken someone here has something of mine.”
Max
Man that wand is hot tucked into your armor.
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Pender Lumkiss »

Pandion
Lord Coake before heading to Garnet town with a woman named Victoria, pulls you aside.
He seems gravly concerned for the heroes of the legion: the 13th set.
  • Background: Not only did they save a large city 2 days to the south called gloom( they probably inavertendly saved the north america), they did so by bringing together usually disapate and even hostile groups for a common cause. They embodied the ideals of the Tomorrow Legion in that one singular moment.
    Then they were instrumental in thwarting a suprise attack led by so called rougue elements of the black market and the federation of magic’s infamous mystic knights.
    So his concern is troubling gto say the least.
He invites you with warm recountance into breifing room 1A,
” Pandion, please welcome back. It has been some time yes since we have met? What was it... Shadowvale before the war?” He looks at you directly considering his words carefully.

” I am wondering if you have ever heard of knight Zee Hail? He is often known to be ruthless in his pursuit of anything he considers dark and dangerous. His sister came to me a few days ago concerned that he has taken an interest in the 13th set, especially in the young techno wizard Libertas.” He gestures to a few items on the table, ” Paperwork to give to Cantrell confirming your assignment, don’t forget to congratulate her on her promotion. A recording device I wish you to play for the 13th concerning their imminent reassignment...” Lord Coake, the leader of the cyberknights takes of a ring baring his knightly crest, ” Please, take and wear my ring... It is of the world I came from, it holds the power to feret out magics at work, and undo their hold on this world... Sadly it does not work on the other side. This ring may also shock knight Hail back to his senses.” Lord Coake gets up sliding all the items to Pandion and he smiles grimacing, ” Of course if a nefarious power is at the heart of the 13th set, it will be your duty to see it dystroyed.”

Lord Coake heads out glancing at his watch, it was the morning just about breakfast time. ” I believe you should find the set in the cafeteria eating a meal worthy of legends.”

Feel free to rp here in the occ tag, and I will respond in kind. Otherwise make your entrance to the cafeteria hot on the heals of Bane, the put out Dweomer Defense Force captian.
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by PandionKnight »

Pandion picks up his reassignment papers and tucks them into the right pocket on his cargo pants. The recording device goes into his breast pocket and lastly, he picks up the ring. He's never seen anything quite like it before and it slips snugly onto the third finger of his right hand. "Thank you, sir. I won't let you down." Pandion salutes Lord Coake, turns and leaves the room. Right, report to Cantrell, then go get some breakfast.
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Maximilian »

Max finishes a bite of bacon while giving Bane a flat look. "Yeah, I guess someone here does." He pulls back from the table, sitting up straight, and shrugs. "Well, Top Dog, so, about that secret conversation we were gonna have?"
Max slowly pulls the wand from inside his enchanted armor. He gives it a look, then returns his gaze to Bane. "You may not be aware of this, Bane, but I spent enough time outside this timestream that I remember you. You were one of us. You were a valued member of the 13th SET, until one of our...looser cannons unleashed his cannon on someone important to you. As Cantrell likes to put it, timey-wimey bullshit. I'm sorry I wasn't able to stop it. But just know that I, maybe more than the rest of us, remember you, remember your service, remember your deeds...and I am glad I knew you." With that, and a glance at Captain Lumkiss, Max offers the wand to Bane. "Some of us might have sticky tails, but we're always going to do the right thing. Here you go. I don't know what that thing does, but don't point it at your friends."
Max pauses. "We're your friends, if that wasn't clear."
The dog boy returns to his bacon.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by PandionKnight »

Coake said the message is for the 13th and as he's now in the 13th, a little heads up might prove useful. Pandion decides to preview the message somewhere quiet. He steps outside and walks along the wall, away from the footpath. Other people are going about their normal routine though no-one is within 30 feet of him. Pandion pulls the recorder from his pocket, dials down the volume, holds it up to his ear and presses the play button...
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Pender Lumkiss »

Maximilian wrote:Max finishes a bite of bacon while giving Bane a flat look. "Yeah, I guess someone here does." He pulls back from the table, sitting up straight, and shrugs. "Well, Top Dog, so, about that secret conversation we were gonna have?"
Max slowly pulls the wand from inside his enchanted armor. He gives it a look, then returns his gaze to Bane. "You may not be aware of this, Bane, but I spent enough time outside this timestream that I remember you. You were one of us. You were a valued member of the 13th SET, until one of our...looser cannons unleashed his cannon on someone important to you. As Cantrell likes to put it, timey-wimey bullshit. I'm sorry I wasn't able to stop it. But just know that I, maybe more than the rest of us, remember you, remember your service, remember your deeds...and I am glad I knew you." With that, and a glance at Captain Lumkiss, Max offers the wand to Bane. "Some of us might have sticky tails, but we're always going to do the right thing. Here you go. I don't know what that thing does, but don't point it at your friends."
Max pauses. "We're your friends, if that wasn't clear."
The dog boy returns to his bacon.
Bane takes the wand and secures it in a pouch with a lock. He scowls, ”Thank you. The law is my companion, Justice is ever the lady by my side. My only friend is Pelecus Gryphon, who the lords willing, is at home with a bottle of chanti waiting for my return. Now return I must, should you venture into the streets of Dweomer, keep your tails stowed and secured.” Bane departs the cafeteria and everyone breathes a collective sigh of releif. Alex’s eyes are wide with OMG.
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jude Maverick »

"Although I hear Human Resources has a whole filing cabinet on you," Cantrell said.

Jude grinned. “Ah, yes, Holly in HR,” he remembered fondly. “I really should see her again.” He winked at Cantrell. “There’s always room on the dance card, Nadya, for you,” he promised. Ironically, she amounted to his oldest and dearest friend on the team.

Jude wasn’t sure if that was good, or sad.

Jude glanced over at Max. “Really? You’re wearing your armor in here?” he jibed. “You need to let things breathe, man! Relax. Sure, we almost got skewered, but you can’t live like that!”

Then Bane marched over. Jude felt an instant headache.

”Civility demands I thank you for your efforts in helping my people... So thank you,” Bane said.

“And don’t forget saving your life,” Jude pointed out. “I like a good single malt, if you’re looking for a way to pay back.”

Jude was glad the business with the wand was over. He gave Jitters and Libertas a warning look. “Next time we’ll need to consider a tailpendectomy.”
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: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Maximilian »

Max shakes his head as Bane walks off. "I remember back a year and a half ago...I mean, a month or two ago when we were in Silver Bluff. Bane blew a sunlight blast through the wall of the general store and shredded a hidden vampire in there. Here I thought we were gonna have to fight it or drag it out into the sunlight. He brought the light with him. Now...bloody Markus."

He snorts at Jude. "Can't live like this? Pfft. Hell of a lot harder to die like this, and that's why I'm in it. Had my life flash before my eyes. Crawfished by a couple dirty gunslingers under a Gattica call. Only one creature on earth can get me out of this armor in public now, and if I'm with her, I'm invincible anyway. You can run around naked. Until I'm confident nobody's gunning for me, -" he knocks twice on his enchanted breastplate "- this stays on. It's surprisingly breathable though. There's some pretty heavy enchantment on it. I still shower, if that's what you're worried about. I just shower in it." He winks at Jude and returns to the mountain of bacon on his plate.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jude Maverick »

Jude winced. “I get you, Max,” he said. “But if you start to stink, and get...armor sores, I’m going to peel you out of that thing with a can opener. How are you going to mark fire hydrants in that thing?”
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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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Pender Lumkiss »

Two folks from the Legion come over. Both humans, brothers and twins by the similiar look of them. They are looking back in the direction Bane took off in a huff.

The twin bros, both with angular fit bodies and red hair, and slightly goofy grins. One nods and says, " Hi there... Uhh, heroes? Yeah heroes. We are Flippy and Floppy, we just got the gig to lead the Legion caravan out to Stormspire... Part of the Legion’s efforts to do good works out in the federation of magic.". The other one chimes in, " Wow, all that food looks good. Definately above normal breakfast... We are putting our team together, normally we work just the two of us doing legion deliveries, so I, err we were wondering if you could give us some pointers on the type of folks we should take with us on our mission to establish trade relations with Stormspire."

With Bane gone, the noise in the cafeteria resumes its normal cadence, although to a keen observor it still seems in is a bit lower than normal as folks are interested in hearing what the members of the 13th are talking about.
Pandion
Feel free to jump on in at anytime.
Jude
If and when you get back to your bunk, you notice a old bottle of Lagavulin waiting for you. The actual date on the label has been worn away and the bottle itself looks like it has been through hell.
Notice 4,8,12,16
There are 3 ways out of the cafeteria and each way has two cyberknights milling arround at the entrance, and 8 on your notice check and you can tell they are scanning the room looking for someone. 12 on your notice, and you can tell they are glancing more than apporpriate in the direction of the table the 13th is sitting at. Notice 16, you can see one of them mouths, Pender is here.
Flippy and Floppy, super OCC
I might have been too subtle perhaps. But given the title of the adventure mentions Dweomer, flippy and floppy asking you for pointers gives you the opertunity to select what kind of backup you can expect. Or perhaps other Legionaires you might run into.
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by PandionKnight »

Stood by the food counter, Pandion sees the two guys enter the room and approach the 13th's table. He takes his plate of eggs, bacon and hash over to join them. Once sat he grabs a condiment bottle from the centre of the table and squirts curry sauce over his plate. "Hey guys. What's occurring?"
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Libertas Magicum »

Lib speaks up. "Well, I'm from Stormspire. Money talks, there. Talent, too, because talent can be used to get you money. Don't overcharge, but don't give away something for nothing, unless it really is a personal gift. Make it clear that working with you is a road to profit, prestige, or both. Do your best to get fair exchange for anything you offer--that'll be respected more than being a miser or a pushover. Make sure you bring along someone who can sense magical energies constantly--a DogBoy, or a.. A DogBoy is best. For one thing, you can count on them." He gives a momentary nod to Max, whose loyalty to his allies is beyond reproach, after all. "Because there's always something magical going on, and you need to make sure you can keep any private meetings private, and that you aren't getting snowballed by supernatural influences."
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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Jitters
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jitters »

Notice 7
[dice]0[/dice]
Wild Die [dice]1[/dice]
"Hey guys! Come on over and have some breakfast with us!" Jitters calls out to the six Cyber-Knights paired off at the exits...

Turning to Flippy and Floppy, he tells them "Caravan, eh? Well no caravan is going to go anywhere without suitable guards. You can sign up robot pilots and 'borgs to be sure, but they're so big and noisy that any interested bandit would have no trouble setting up an ambush. But you need someone with speed and incredible fighting prowess. Normal Merc Soldiers just don't have the speed and mobility on the battlefield, so now that just leaves Juicers and Crazies, and a Juicer's heart is just as likely to implode from all the drugs coursing through their bodies as they are to kill the ambushers, which means the only viable people to guard a caravan are Crazies! And they can learn how to pilot power armor for an extra boost of firepower!"
Last edited by Jitters on Thu May 10, 2018 7:17 pm, edited 3 times in total.
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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Libertas Magicum
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Libertas Magicum »

Lib then turns as he realizes there's another person sitting down--almost like he didn't hear him approaching, or even speaking to them, at first. "Oh! Uh, hi... Wait, I saw you going in to talk to Cantrell before, right?"
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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Pender Lumkiss
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Pender Lumkiss »

Flippy and Floppy, super OCC
I might have been too subtle perhaps. But given the title of the adventure mentions Dweomer, flippy and floppy asking you for pointers gives you the opertunity to select what kind of backup you can expect. Or perhaps other Legionaires you might run into.
Field Team Six Bennies
3/6
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Maximilian
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Posts: 548
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Maximilian »

Notice
Notice
[dice]0[/dice] add 2 if scent-based

WD Notice
[dice]1[/dice]
Max shakes his head. "I don't mark fire hydrants. I may have peed in your footlocker though. Those crazy space vikings or whatever they were still had to pee." He knocks on his nethers. "Enchanted codpiece. Flips right open."

Max stares as Flippy and Floppy begin their inquiry. "Wait wait wait wait wait." He drops his fork on his plate of bacon. "Are those your given names? Did your parents name you Flippy and Floppy? Or did you earn those names? Big hit with the ladies, fellas?" Max snickers to himself. "Oh, sorry. I...uh, that's just a new one on me. I've seen some dog boys with some really, really weird names. Fido. Who names anybody Fido? That's not even a name. Or Rover? Come on. But you humans...Flippy and Floppy. I'm writing that in my book." He drops another piece of bacon into his mouth. "Okay. Trade relations? I don't know what you guys bring to the table, but you're going to need at least one enforcer. Someone to make sure negotiations remain friendly...or else. Borgs, dragons, something big. You don't want to intimidate anyone, but you don't not want to intimidate anyone. Or at least be able to if the time comes. You need somebody slight. Someone who can hide in plain sight. Find intel on your opposing negotiator. Even if it's a fair deal on the up and up, you don't want your new trade partner's skeletons to come back to bite you somehow. And, obviously, you need a talker. A face. A Jude but with slightly fewer 'I may have bedded that man's wife' entanglements. Nothing sends a negotiation sideways like someone finding out your lead talker diddled the opposition guy's wife the night before." He deadpans over to Jude, then laughs out loud.
He nods to Libertas as the dog boy's premier senses are acknowledged. "Lib's right. Not tooting my own horn, but if you're in a city of magic, you better have someone that can sniff it out. Don't bother with psi-stalkers. Even if they're good at what they do, they also have a plan to eat pretty much everyone in the city. Bad mojo, that. Most people frown on being eaten or drained of blood and magic, so those guys don't get a warm reception in places like that."
Max shrugs, then continues in with his bacon. "Don't take fifty guys. But don't take three. But definitely take a tech wizard. Might as well know what you're negotiating for and whether you're getting it. But hands off. You can't have ours." He smiles at Libertas.

Before another bite of pancake goes down, Max nods to the new guy. "What's occurring? We're teaching classes on negotiation to Flippy and Floppy here, and you just shot curry smell into the air everywhere. That'll be in my sinuses for days. Thanks for that." He turns to Cantrell. "Sorry, Top Dog. Gotta call off the mission. Instead of smelling magic, I'll be smelling vindaloo and thinking it's a disguise spell." He stares flatly at Pandion, then breaks into a laugh. "Just razzin' ya, guy. I'm Maximilian. Curry isn't bad in moderation. Moderation being a pinch versus the bucket you just dumped on your eggs. Heh. You here hoping the greatness of the 13th SET rubs off on you by osmosis?" He winks at the newcomer and continues his bacon feast.
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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PandionKnight
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by PandionKnight »

Libertas Magicum wrote:Lib then turns as he realizes there's another person sitting down--almost like he didn't hear him approaching, or even speaking to them, at first. "Oh! Uh, hi... Wait, I saw you going in to talk to Cantrell before, right?"
Pandion looks at Lib for a second and recalls their brief passing earlier. ”That’s right. I was reporting for duty with the 13th.”
Nervously glancing Max’s way, Pandion isn’t sure how to react to the dog-boy’s sense of humour. Maybe I should’ve winked back? he ponders. Nah, that might have been weird.
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Libertas Magicum
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Libertas Magicum »

Lib nods at Pandion. "Ah, well in that case, welcome to the team." He looks Pan over for a moment. "Be good to have a Cyber-Knight on the team again. Lucretia is apparently still off on some other mission." Pity you aren't as easy on the eyes. Ah, well, really just less cause for stammering.

He sticks out a hand. "I'm Libertas, or Lib, if there's a crisis." He taps the eyeware. "'Goggles' is acceptable, as well. Resident Techno-Wizard for the 13th. If you can supply the parts, and we get downtime, I'd be happy to upgrade any of your gear for you." Magnanimously, he adds, "No mark-up for teammates. After all, you guys being properly equipped means I stay healthier longer. Sadly, Cantrell refuses to try to tap her inner psychic potential so I could set her up with a real gun...."
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: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Cantrell »

Libertas Magicum wrote:"Sadly, Cantrell refuses to try to tap her inner psychic potential so I could set her up with a real gun...."
"I'm afraid all my cybernetic innards put a stop to that plan awhile ago. On the plus side, I can put you all on mute as needed, and digest the fermented bronto-slug swill Max cooks when he's on KP," Cantrell says, as she finishes off her Irish coffee. "Pandion, as I said earlier, welcome to the 13th. Don't mind these chuckleheads. Most of them can shoot straight, and those that can't have other talents. We're a tight bunch, and they'll have your backs when things get hairy. Or scaled, as the case may be."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

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

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

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Maximilian
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Maximilian »

Max nods to Pandion. "Oh, you're joining up? That osmosis'll kick in before you know it. Welcome to the SET. We're the Quiet Ones. Nadine is the quietest one here. If you're on the wrong side, you'll never hear her coming."
Max sniffs in Cantrell's direction. "Bronto-slug swill? It's not my fault you have underdeveloped taste buds. Besides, if you ever give me something to work with besides bronto-slugs, I might be able to turn out a decent meal." Max snaps to attention, then salutes crisply. "Sir." He returns to at-ease, and proceeds to finish the bacon on his plate. "Bring a few slabs of this bacon and I'll blow your mind."
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Jude Maverick
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jude Maverick »

Jude looked up at the twins.”Well, we recommend only the most attractive of feminine companions,” he began, giving Cantrell a grin. “Or you could listen to Libertas,” he chuckled. “Also talk with Diamond Clad, the new mayor of Gloom, and his daughter. They’re from Stormspire, as well. I believe Crystal is heading back there with Tessa Lightbringer.”

"Are those your given names? Did your parents name you Flippy and Floppy? Or did you earn those names? Big hit with the ladies, fellas?" Max asked.

“Especially Floppy!” Jude commented, holding up a piece of limp sausage.

“And, obviously, you need a talker. A face. A Jude but with slightly fewer 'I may have bedded that man's wife' entanglements. Nothing sends a negotiation sideways like someone finding out your lead talker diddled the opposition guy's wife the night before," Max continued.

“Once!” Jude interrupted. “That happened once!” He paused. “Okay, maybe twice.” Another pause, and Jude started counting off on his fingers, then looked down at his boots. No, that was too much work to take them off. “Okay, maybe a few times.”

And then some stranger just walked up and sat at their table with a plate of food. Jude blinked and stared at him.

“Did he just come and sit down at the cool table without an invite?” Jude asked. “Wait, he’s joining the team?” Jude frowned. That didn’t sit well with him. Sure, they’d had members come and go, but none had been cyber-knights. “We can’t replace Lucretia,” he insisted. “She’ll come back!”
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
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Z'Anomandir »

Notice=8
Notice: [dice]0[/dice]
-ACE: [dice]2[/dice]
WILD dye: [dice]1[/dice]
As breakfast commences Z'Anomandir quickly becomes enthralled with this new dish - 'pancakes'. He finds that by using the tiny metal claw they called a 'fork' to fold a pancake slice over, Zan could fit a whole cake in his mouth in a single large bite, the way nature intended. The delicious syrup that accompanies the cakes is thick and sweet and impossible to keep from dribbling down his chin when taking such gargantuan bites. He notes with mild annoyance that his Red Robin minions will once again need to clean his armor.

OOC Comments
Image
When Lib mentions the newcomer is a cyber knight, the snowy haired albino excitedly moves over to sit by him, possibly rudely squeezing himself between Pandion and whoever was already there and says with an air of innocent curiosity, "Hello! My name is Zan. Are you really a cyberknight like Lib says? Did you come with them?" Zan nods his head in the direction of the 2 cyber knights he spotted near the entrance. " I fought alongside a cyberknight against the legions of Geist. I let him ride me. Then he was so impressed at my prowess he gave me this armor that was worn by a slain hero in the battle. See?"

The albino sticks his chestplate out boldly toward Pandion and searches the cyber knight's eyes with his own, so eager is he to gauge his reaction. A copious amount of syrup drips from the front of his armor onto the bench between them.

Maybe he will be so impressed at my awesomeness he will offer me tribute, or even ask to worship me as a member of my Red Robin crew, he thinks to himself.
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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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Libertas Magicum »

Lib smiles at Jude. "Hey, don't sweat it. One of two things--either Lucretia comes back, and we have two cyber-knights, which I can't see as anything but awesome, or we run into her, but she's still on her separate mission, which means that you and she aren't in the same chain of command which, I think, was one of the big issues, before...."
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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Pender Lumkiss
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Pender Lumkiss »

Flip and Floppy, nod at the advice, they look a little awkward at the turn of how personal the conversation became. ” Ok thanks, uhh, Heroes! Sounds like we need a bunch of dogboy or maybe psi-stalking crazies.” The two snatch a couple of fine looking pancakes and bacon off the table. ” I think between the two of us, we got some good personable skills, and our rig is no slouch. Hey not anything compared to that Zone Ranger parked in the motor pool with the Dakata guns... Still it can handel itself.”
They give those that seem cool hi-fives and head out. At the door way they look at each other and start arguing about loosing their keys...
Anyone with good hearing hears the faint jingle jangle of keys either coming from behind libertas or jitters.

Captain Lumkiss looks down at his communicator watch, it starts beeping like it has something to say. ” Woa guys, Stargazeer just sent me a messege... Uhh, it says, Cantrell it is time to remind everyone about Bane and how to free him.”. Pender looks at Cantrell confused, ” What does that mean Cantrell? We just saw Bane. A Jerk, but he seemed free.”
Cyberknights
They pay Jitters no heed as if they did not hear him.
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Jitters
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jitters »

Jitters gets up to use the bathroom and follows the twins out of the cafeteria, calling out to them to get their attention, saying "Hey, you guys dropped these back there!" as he returns the keys.

[dice]0[/dice]
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
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Cantrell »

Pender Lumkiss wrote:Captain Lumkiss looks down at his communicator watch, it starts beeping like it has something to say. ” Woa guys, Stargazeer just sent me a messege... Uhh, it says, Cantrell it is time to remind everyone about Bane and how to free him.”. Pender looks at Cantrell confused, ” What does that mean Cantrell? We just saw Bane. A Jerk, but he seemed free.”
"Bane? Oh, well ... he doesn't mean the Bane we just met, he means the original Bane, the one who helped us save Silver Bluff, then disappeared during the battle with the Vigos in Gloom," she says. Noting the confused looks, she shakes her head. "Yeah, you probably don't remember him that well. Marcus killed a time-displaced version of Bane's mentor and erased that version of him from our timestream. All that's left is a vestige of him that I saw ... somewhere, in a kind of void outside space and time."

"I don't understand all of it, myself. There was a lot of weird shit going on at the time, and I would have thought I hallucinated the whole thing if not for this:" she says, as she holds up the Red Gauntlet, and the temporal lodestone embedded in the back of it. "He gave me this to help fight the timey-wimey bastards back in Gloom, but there's more we need to do. Apparently all the mucking around those assholes did screwed things up. Bane mentioned tears in the threads and knots, and something that might come through. He said we need to go to Dweomer and get something called the Valent Blade that can be used to cut the threads and isolate the Earth from the bad shit, I guess. We also need something that Lord Dunscon has, but I wasn't able to get all the specifics."

She shrugs again. "I know it all sounds crazy, but it's not like we haven't done crazy before. But if any of you don't want to go charging into the Federation of Magic chasing faery tales, hey, no judgment."

"Oh, and before I forget ..." she says, digging into her pocket and pulling out a couple of patches with corporal's bars on them. She tosses one to Jude and one to Max. "Congratulations, you two. You've both been promoted to Corporal. Don't worry, it sucks and means a lot more work and almost no extra pay. But you can make people salute you. Except me. I'm still Top Dog. But I'm glad to have you both backing me up."
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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PandionKnight
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by PandionKnight »

Z'Anomandir wrote:
Notice=8
Notice: [dice]35455:0[/dice]
-ACE: [dice]35455:2[/dice]
WILD dye: [dice]35455:1[/dice]
As breakfast commences Z'Anomandir quickly becomes enthralled with this new dish - 'pancakes'. He finds that by using the tiny metal claw they called a 'fork' to fold a pancake slice over, Zan could fit a whole cake in his mouth in a single large bite, the way nature intended. The delicious syrup that accompanies the cakes is thick and sweet and impossible to keep from dribbling down his chin when taking such gargantuan bites. He notes with mild annoyance that his Red Robin minions will once again need to clean his armor.

OOC Comments
Image
When Lib mentions the newcomer is a cyber knight, the snowy haired albino excitedly moves over to sit by him, possibly rudely squeezing himself between Pandion and whoever was already there and says with an air of innocent curiosity, "Hello! My name is Zan. Are you really a cyberknight like Lib says? Did you come with them?" Zan nods his head in the direction of the 2 cyber knights he spotted near the entrance. " I fought alongside a cyberknight against the legions of Geist. I let him ride me. Then he was so impressed at my prowess he gave me this armor that was worn by a slain hero in the battle. See?"

The albino sticks his chestplate out boldly toward Pandion and searches the cyber knight's eyes with his own, so eager is he to gauge his reaction. A copious amount of syrup drips from the front of his armor onto the bench between them.

Maybe he will be so impressed at my awesomeness he will offer me tribute, or even ask to worship me as a member of my Red Robin crew, he thinks to himself.
Pandion looks at the albino and frowns at all the sticky syrup running down the chestplate. Unlike the nervousness with Max, Pandion seems more at ease as he replies "Hello Zan, my name is Pandion. No, I didn't arrive with them. Lord Coake asked me to deliver a message to Cantrell and then hang around to reinforce the set." While Zan takes this in, Pandion chews another mouthful of curried eggs. "You said 'ride you', you're a dragon then? Excuse me, I've not met one before."
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Jude Maverick
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jude Maverick »

Libertas’ words seem to soothe Jude a bit. “Yeah, you think?” he asked. He looked at Pandion. “Sorry for being such an ass,” he said. “We’ve...lost several special people recently. I’m tired of seeing replacements. I’m sure you’ll do fine.”

Jude stared at Cantrell when she explained the Bane situation. “Wait, did you say we have to steal from Dunscon? Have we taken leave of our senses?” he asked, catching his corporal bars. He stared at them and paled slightly. Great. More responsibility. “Thanks, Top Dog,” he said with a wan smile. “At least they give us a gift before sending us on a suicide mission.”
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Libertas Magicum
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Libertas Magicum »

Lib looks to Cantrell. "Is Dweamor before or after Stormspire, then?" He grins at Jude. "Don't worry, anything Dunny can throw at us, I'm sure we can beat it back, escape it, or, if all else fails, you can seduce." He gives the Vagabond a wink, hoping he isn't showing how nervous he actually is about going back into Federation territory.
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
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Cantrell »

Libertas Magicum wrote:Lib looks to Cantrell. "Is Dweamor before or after Stormspire, then?" He grins at Jude. "Don't worry, anything Dunny can throw at us, I'm sure we can beat it back, escape it, or, if all else fails, you can seduce." He gives the Vagabond a wink, hoping he isn't showing how nervous he actually is about going back into Federation territory.
"Dweomer first, I think, since we know what we're after there. Whatever the second thing is, Bane wasn't exactly clear whether Dunscon had it himself, in a vault or had loaned it out to one of his lieutenants. I think we need more intel before we can move on 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:
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Maximilian
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Maximilian »

Max's eyes perk up a little as the corporal bars slide his way. His tail wags a little bit. "A promotion? Wow...thanks, Top Dog! This means when I shout orders from Nadine, people have to obey me for other reasons besides not wanting to be stepped on!" He grins and moves to pin the bars on. Then, realizing he's fully clad in enchanted plate armor, he contents himself with putting them in a pocket inside the armor, for application later. Maybe I'll paint bars on Nadine...nah.
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
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jitters »

Jitters return and salutes the two of them in only a way that he alone can get away with, using both hands on opposing sides of his face (which means his arms are crossing each other), with his tail coming up from between his legs.
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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Pender Lumkiss
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Pender Lumkiss »

Across the room at one of the exits Flippy and Floppy wave over to the table their dangling keys, ”Jitters, thanks!!”. The rest of the cafeteria folks clink their drinks and raise their glasses high, ”To the 13th!”

Captain Lumkiss laughs and looks at you guys, ” Well deserved for sure. I remember when I first became captain...” His eyes glaze over whistfully and then refocus on the members of the SET, ” But it paled in comparassion the first time I saw you guys. Wasn’t it here in the cafeteria?” Ms. Dee nods and a small hurumph escapes her lips. For a second a small smile crosses her face, but it diminishes when a group of seven cyber knights approach the table.

Clearly the same cyber knights that stood at the exits, except for their leader. He steps forward near Captain Lumpkiss. His voice is low and to the point, ”Captain Lumpkiss, I am Cyber Knight Zee Hail, you are here by under arrest for treason against the tomorrow legion and its interests.” The Cyber Knight Zee Hail imperseptably nods to Pandion as if saying get ready to back us up.

The Captain looks up a spoon dangling from his lips. ”Whaat?” The knight produceses a glitter boy stand by to fire control brick. The Captain looks imperceptivly at Libertas.

” You are to come with us for questions, detaining, and... If guilty much more.”

Lumpkis looks at Libertas whom feels a pinch on his tail. The Captain puts both his hands on the table and Before anyone can react, the Captain of the 13th spashes juice in the eyes of the Knight!! With uncharacteristic Bravado Captain Lumpkiss yells ” Thats right Knight, I did it all by myself because I am the master mind!” Lumpkiss leaps from the table crashing into another jostling the folks eating their. Lumpkiss sprawls on the ground and one of Zee Hails compatriots lifts him off the ground. The cafeteria goes silient as everyone is watching the exchange with a stranged laser like focus.

Cyber knight Zee Hail snears wiping the juice off his face, ” I always get my man Lumkiss, the dark cannot escape my sight.” He slightly side eyes Libertas. But then he does face the 13th directly, ” My appologizes great heroes of the Legion, and to my ally the great dragon Z’Anomandir. Lumkiss do you have anything to say to these Heroes of the Legion? The Legionair Exemplars?”

Captain Lumkiss looks at Mrs. Dee sullenly and apologetically and then he looks at the 13th, ” Do I have anything to say to Pastasauce, Carmael, Beatle Corus, Fire Starter, Zannyman, Flash, Maddog, Pandiumonium? No, I think not, other than... I think it was a good run wan’t it.” The knights pause giving the 13th a moment to say something to their Captain before he is carted off.

Anything to say to the dear Captain Lumkiss??

to be clear a favorable result can happen via social combat: 5 successes as a group via persuation rolls at -4... The captain still gets carted off but not immidately executed is a favorable outcome.
Field Team Six Bennies
3/6
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Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jitters »

Jitters immediately stands next to the freshly promoted Dog Boy, Max, and asks him "Tell me sir, does this stink of magic or psychic filth?"
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
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Cantrell »

Notice 7, Persuasion 17
Notice [dice]0[/dice] = Screwed this up somehow, it was also a 7 total
Wild [dice]1[/dice]
Persuasion [dice]2[/dice]
Wild [dice]3[/dice]
Ace! [dice]4[/dice]
Benny for Extra Effort + Elan [dice]5[/dice]
EDIT: Forgot the -4 penalty, takes it to 17 total, for 4 successes.
Cantrell's pistol is in her hand before she knows it, but her brain catches up with her cyber-enhanced reflexes in time to keep the weapon holstered. She catches the sidelong glances toward Libertas and sighs.

Damn it, Captain ... clumsy, inarticulate and loyal is a bad combination if you're looking to last in this game, she thinks to herself.

She lets the cyber-knight say his piece, then stands up calmly, allowing restrained anger to show through her expression like a stone-cold warning.

"Sir knight, I hope you're not planning on doing anything rash, or violating Captain Lumkiss's rights to a thorough investigation and hearing, and most importantly, representation. The captain hasn't been feeling well, and I'd hate for his confusion to be misinterpreted. I trust you plan to take him to a secure facility here in the castle where he can wait, safely and quietly, until counsel can be identified to work on his behalf?"

4 successes on Persuasion.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

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

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

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Maximilian
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Maximilian »

Notice and Intimidation
Notice - paying attention for visual cues of lying from either Lumkiss or the cyber knights (add 2 if scent will work)
[dice]0[/dice]

WD Notice
[dice]1[/dice]

Intimidation - unskilled
[dice]2[/dice]

WD Intimidation
[dice]3[/dice]

Ace WD Intimidation with prior
[dice]4[/dice]
Max stares blankly at the captain, and the cyber knights who are taking him into custody. Traitor? THIS guy? No way he's that bright. I swear, I may never finish this plate of bacon. He glances at Jitters and shakes his head. "Don't know what kind of filth this is, buddy, but it definitely smells filthy. Don't have to be a dog boy to know that." He clears his throat and addresses Lumkiss. "Yeah, cap. Good run. I...I don't think I buy this all the way. Who or what planted you here and for what purpose?"

He turns to Zee Hail. "What witnesses do you have to his crime? No disrespect, but the Legion doesn't exactly have a rock solid recent history of charging the right people with high crimes. We should know, since we were assigned to hunt down an innocent mercenary company a couple months ago. And don't give me a bogus video feed. I saw that with the Black Company. Give that kid Alex about 5 minutes and I bet he can make a similar feed out of a couple still pics. Child's play. If you didn't witness this with your own two eyes, corroborated by Coake himself, I'm gonna have to lodge a formal protest. I also don't buy this guy as the mastermind of anything." He turns quickly to Lumkiss. "No disrespect intended, captain." Turning back to Hail, he continues. "Lock him up if that's what you gotta do. Have a trial. But whoever's on that panel had best exercise some caution on passing judgment unless there's actual, real, solid evidence of his crime. And you plopping that fire control down on our table doesn't mean as much as this pile of bacon I can't seem to finish."

Max's voice goes lower, calmer, but seething with anger. "The Legion is about a brighter tomorrow and doing the right thing. I was the executioner's axe at the necks of innocent men and women until they proved their own innocence. Legion has a lot of egg on their face right now. You go charging the wrong guy with treason again without proof..." He lets out a low growl. "...and you just might cause a problem with your best robot pilot." He looks towards Cantrell. "Sergeant, I'm not about to stay around here until someone decides to falsify charges against me. If the Tomorrow Legion is more concerned with charging innocent individuals with capital crimes instead of pursuing a better tomorrow, then I'll resign and pursue a better tomorrow myself. I'll bet I can do a damn sight better than these jokers. Sir." He salutes Cantrell, then returns his glare towards the cyber knights.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Libertas Magicum
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Libertas Magicum »

OOC Comments
Not using the Staff because it would draw attention to what he's doing.

Spell of Legend: Exemplar (Persuasion) on Jude [dice]0[/dice]
Wild TW [dice]1[/dice]
Cast With a Raise. This gun be good.

Jude gets +8 Die-types to Persuasion. Since this is a Spirit Skill, the Trapping gives him an additional +2 Charisma AND an additional +1 die-type to Persuasion. Since Jude already has a d12, that all translates into a straight-up +11 to his roll. Oh, and even if he gets a CritFail, he is able to ignore the Critical Failures rule once, and spend a Benny to re-roll.
Lib is halfway out of his seat when he feels the pinch, and as his tail flicks down into his lap, reflexively, he glances down, and sits back down while the scene unfolds. For a moment, he's still, and then he starts to laugh, loud and long, clapping a hand on Jude's shoulder, as his left points at the Cyber-Knight Zee Hail. "Oh, man, the only thing I'm sorry about in this is that we're going to be out of town when this stuffed popinjay loses a battle of wits with Captain Pender Lumkiss..."

Max might be distracted by what happens when the black gauntlet fires, releasing a massive surge of magical energy directly into Jude's shoulder. Jude, of course, feels himself practically flooded with positive energy, all settling upon the Vagabond's already renowned powers of persuasion.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Jude Maverick
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jude Maverick »

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

"Don't worry, anything Dunny can throw at us, I'm sure we can beat it back, escape it, or, if all else fails, you can seduce," Libertas said.

Jude chuckled. “Ah, the things I do for this team,” he said. “You don’t understand, though. I grew up on stories of Dunscon, how he’ll come and steal bad children away if they don’t follow the rules. His vileness is rammed down our throats in the Coalition. He killed our beloved Empress, after all! Sorry if I’m a bit apprehensive.”

Jude looked up as the cyber-knights came over. “Wow, we are the cool table,” he said with a grin. “How may we hel--”

And then they started accusing Lumkiss of treason! And the idiot...confessed? Lumkiss tried to get away, only to end up a sprawling mess on the floor.

“What the hell is this?” Jude asked, standing and moving to protect Ms. Dee if violence should break out.

Jude felt Libertas’ hand on his shoulder, and a surge of magical energy go through him.

“My good knight, certainly, as Maximilian has said, high crimes require high proof. Where was this control brick found? Is there a chain of evidence? I don’t want to doubt your word, but you could have checked that at the quartermaster and plopped it there. This is all the evidence you have of treason? How do you know this is the fire control brick that was stolen during the battle with the mystic knights? Again, the good Captain Lumkiss could have checked it out as a replacement for the missing one.”

Jude calmly took a sip of his orange juice. Damn, but it was nice to have real OJ and not that powdered Tang stuff someone found in a bunker that had survived four hundred years of the apocalypse.

“Now, clearly his confession is inadmissible. Your so firm and unsubstantiated declaration of treason -- with the full, stirling, reputation of the cyber-knights behind it -- has obviously driven the poor captain madwits. He clearly cannot have any sort of fair trial until he regains his senses. I suggest you remand him into the custody of his ever faithful assistant Ms. Dee. He won’t go anywhere. And if you are afraid of him absconding before trial, an ankle tracker is easy enough to attach. Even if he flees, he couldn’t escape the justice of his own SET. In the meantime, the ever-resourceful Ms. Dee can manage the Thirteenth.”

Jude flashed the attractive assistant a dazzling smile, superenhanced now by Libertas’ magic, before turning the full force of that charm back on Zee Hail.

“As Max said, you wouldn’t want another false accusation tarnishing the reputation of the Tomorrow Legion. Or the cyber-knights. I suggest we all pause, take a breath, and proceed with all caution and respect for the rights of all involved.”

Unbeknownst to Jude, though Max might smell it, a magical glow came from the purple heart-shaped gem in the pendant of the silver necklace Jude wore that he had found in Scara’s tower. His voice was smooth as silk, caressing the ear, his blonde hair lustrous and shiny, blue eyes captivating, the light in the room hitting him perfectly.

“Now why don’t you let the good Captain Lumkiss go and drop all this nonsense.”

And the subtle magic’s tendrils reached into Zee Hail’s mind.
Cooperative Persuasion 6 Successes
Persuasion [dice]2[/dice]
Wild [dice]3[/dice]
Silver-Tongued Devil (Mind Control) 20 Opposed Spirit for ZH
Smarts [dice]4[/dice]
Wild [dice]5[/dice]
Ace [dice]6[/dice]
Ace [dice]7[/dice]
***
Conditions
Parry: 6; Toughness: 13 (4)
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Bennies: 12/6
Adventure Cards:
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • Once More with Feeling: Play to take any one Adventure Card from the discard pile.
  • Power Surge: Immediately recover all spent Power Points.
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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Libertas Magicum
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Libertas Magicum »

OOC Comments
Probably nothing, really:
Spirit [dice]0[/dice] ACE Running Total [dice]2[/dice]
Wild Spirit [dice]1[/dice] ACE Running Total [dice]3[/dice]

See? Double raise. Nothing to worry about.

As Jude takes advantage of the opportunity Libertas gave to him, Lib feels a slight internal twinge.... He pushes it down, and decides to investigate it later.
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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PandionKnight
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by PandionKnight »

Persuasion [dice]0[/dice]

Like many people around the 13th's table, Pandion jumped to his feet when Lumpkiss made his failed move. The other knights had quickly restrained Lumpkiss before Pandion would have been forced to choose a side. I'm a Cyber Knight, they're just doing their duty. But Lord Coake tasked me to look out for the 13th. This is now my set, my team-mates. Cantrell, Max and Jude had all spoken and preached to Zee Hail. When Jude was speaking to the Knight Hail, the ring on Pandion's finger made it itch, a lot! "GUYS! This won't be resolved today. Let's leave Captain Lumpkiss to the watchful care of Mrs Dee. We have a mission to prepare, do we not?
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Pender Lumkiss
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Pender Lumkiss »

Spirit [dice]0[/dice] wild [dice]1[/dice]
Field Team Six Bennies
3/6
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Maximilian
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Maximilian »

Max's eyes well up for a moment as the surge of magic emanates from Libertas' direction. As nonchalantly and slowly as he can manage, he turns as if to "walk it off" and get some distance between himself and Zee Hail. He catches Libertas' eyes and gives a sniff and a couple of wide eyed blinks, as if to say WHAT did you just DO?! The glance is quick and unlikely to be noticed by anyone that wasn't staring straight into Max's eyes. Unfortunately, he gets another whiff when Jude starts in with his really, really persuasive argument. Max, unable to look Jude's way without making it too terribly obvious, simply shakes his head vigorously and scratches at his ears. When the hell did Jude learn magic?! Gonna have to have ourselves a conversation once all this shakes out. Top Dog needs to know this.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Libertas Magicum
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Libertas Magicum »

If Lib tried to convey anything by looking back at Max, it was obscured by the goggles. However, he does nod at Pan's comment, and also start heading out. "Yeah, let's go. We can do the real work of the Legion while Zit Heil and his Wacky Wakikians here play at being cops."

I could've respected them if they'd come for me... I woulda tried to weasel out of it, of course, but I'd respect them for getting it right in the first place. But Lumkiss the Evil Mastermind? Starting to think there's a percentage of the Knights whose nanites are outta whack... makes 'em stupid.
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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Pender Lumkiss
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Pender Lumkiss »

As some of the 13th began to leave...

The knight Zee Hail turns to his men, ” Release the Captain into Ms. Dee’s care. We will see to it that all avenues and chains of evidence will be scoured before politly arresting him.” His men release Lumpkiss who is stunned. Ms. Dee rushes to his side and takes him out of the cafeteria hurriedly. She whispers, ”Thank you... If you want to talk to him I’ll have him in my study.”

The knights men leave as well apperently searching out more evidence, from the glances and mutters you all gather they felt like they had quite enough already and do not exactly understand why they need more. One of Zee Hails subordinates even suggests witch craft at work. The knight Zee Hail himself stand at a nearby table doing nothing but staring at the wall and drooling.

Some of the more arcane oriented Legionaries raise their eye brows. At a nearby table a green robed man remarks to his compainion, ” Damn, best not come after those 13th Legends or they will mind control you.”
His companion remarks, ”was that mind control? Seems like those heroes are just a persuasive bunch. I hear they are getting reassigned to go convince prosek himself to join the legion.”
The green robed one responds shaking his head, ” For sure mind control, look at knight Zee Hail just drooling. Do you recall what happened to the last person to pull a stunt like that?”
His companion nods, ” Who hasn’t? But that guy was a murderer, the 13th are a bunch of legends man... Hey I got a thought, puppet me. Yeah make me bark like a dog.”. The green robbed man nods and casts his magic, and he is not alone as several others had the same line of thinking.

Soon the cafeteria erupts in the zany acts of over 24 people being mindcontrolled and acting foolishly with wild abandon. Tensions ease, and the 1st Monday of the month breakfast is forever known as mindcontoll Monday.

Players can make their final remarks and or actions, feel free to mind control someone sitting at a table near you.
Field Team Six Bennies
3/6
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Jude Maverick
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jude Maverick »

Jude sighed as Lumkiss was released and Ms. Dee rushed him out. He nodded to her. They would probably need to talk. The Thirteenth was leaving soon, and wouldn’t be around to protect Lumkiss.

Jude looked around in surprise as the room erupted into barking and other antics. He frowned in confusion before turning back to Zee Heil, who was just standing there. Was he...drooling?

“Um...you can go now…” Jude said. Wow, this guy was...not quite all there.

As the cyber-knight shuffled off, Jude looked back to the others. Goggles had left. “Well, I don’t know what that was all about, but it seemed to turn out alright. At least for now. We should probably get with Ms. Dee and coordinate who we report to now.”
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: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Maximilian »

Max nods at Jude, then mutters under his breath. "We should also figure out what other magic tricks you have up your sleeve." At a normal volume, he offers additional input. "Should we trust you to...uh, get with Ms. Dee, Jude? I think we're supposed to be leaving for Why..Dweomer soon. Don't take too long, or you're getting left behind, yeah?" He snickers to himself and prepares to leave the mess hall.
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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EP Ledger
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Jitters
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jitters »

Jitters loudly says to Jude while clasping his shoulder "I don't think it is a good idea for you and Ms. Dee to fornicate. While she's technically not a part of our chain of command, seeing as she's our captain's assistant, it could seen as favoritism that got you a promotion. Just take care, good buddy!"
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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Jude Maverick
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jude Maverick »

Jude glared at Jitters. “Contrary to what you might think, I don’t fornicate with every beautiful woman I meet. Just ask Cantrell. I only intend to talk to her about us leaving her in the lurch in a volatile situation.”

Shaking his head, Jude headed to Ms. Dee’s office.
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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Cantrell
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Joined: Thu Mar 02, 2017 10:57 pm

Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Cantrell »

Cantrell snorts in mock indignation.

"Yeah, Jitters, he only tries to fornicate with every woman he meets," she says. "The smart ones turn him down."
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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Jude Maverick
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Re: Part 2 of (SoD) Only Legends eat Breakfast ( RP Free Are

Post by Jude Maverick »

Jude grinned at Cantrell. “Admit it, Nadya. I’m wearing you down,” he said with a wink at the beautiful mercenary.
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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