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 4. Welcome to Jurassic (and Triassic and Cretaceous) Park! 
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Heading to the Compound: Either all or part of the party heads to the Opry Compound, in keeping with the Legion's orders.

You see that the Opry Compound is huge, its reinforced buildings and manicured grounds stretching on for acres. Built on the bones of a pre-Rifts structure, the Compound is a unique mixture of beautiful, green landscaping and functional MDC fortifications.
Compound Exterior
Opry Compound Exterior.png
Opry Compound Exterior.png [ 404.38 KiB | Viewed 46 times ]
Similar to this, but many stories higher and with more mercs and fortifications.

Armed mercenaries eye you suspiciously as you near the gate. A tall humanoid in a distinctive, insect-like helmet and wearing a wicked looking sword strapped to his back approaches you and says, "I expected you days ago. Enjoying the sites, were you? Come on."

He turns and leads any who follow into the largest building, giving a nod to the guards and waving you onward.

"I am Guisce. Veritas has been waiting for you since he heard you were in the city. Had you delayed another day, he would have been gone."
Meet Guisce
Battle Magus.JPG
Battle Magus.JPG [ 150.74 KiB | Viewed 46 times ]

Not much for conversation, Guisce does not offer any further words as you walk along, waving off any questions with a grunt or an "Ask Veritas." The inside of the Opry Coumpound is as extravagant as the outside. A small stream runs through the center of the building's courtyard, which is massive and stretches on for hundreds of yards before curving out of your sight. The courtyard is several stories high, and you can see windows from thousands of rooms that open onto the courtyard, many of which have balconies decorated with opulent-looking furniture.
Opry Compound Interior.jpg
Opry Compound Interior.jpg [ 77.45 KiB | Viewed 46 times ]
Basically this, but Riftier.

And everywhere, you see people. Many walk along the stream, chatting. Merchants of all kinds line the courtyard, and patrons of every shape and size wander from stall to stall, filling up bags and baskets with various luxuries. Many of you may feel out of place when you see the quality of clothing worn by the people around you, and the overall message of the Opry Compound is unmistakable: this is a place for the rich and the elite.

Armed guards are sprinkled throughout the crowd and at strategic points, but their presence is more subtle than it was outside. Guisce does not seem at ease, however, and though you cannot see his face behind his mask, his body language makes it clear that he is tense. Occasionally, one or more of the mercenaries will begin to head toward your group, only to realize who your guide is and back away. As you go further into the compound, you notice a growing number of armed men and women who "just happen" to be traveling casually in the same direction as the party.

After a time, he leads you across a wooden bridge to the other side of the stream, and then down a side hallway to a concealed bank of elevators. "Inside, quickly," Guisce commands. Once you are all in, he punches a button and inserts a keycard into the elevator panel, and the doors whir shut. The elevator is silent as you all travel up, and it is impossible to tell how many floors you go before it comes to a stop.

"Wait a moment," Guisce tells you when the doors open again, before disappearing down the hall. It takes only a few tense minutes before he returns, this time with his blade drawn. "Quickly, we must go now!"

He takes off at a run, not so fast that you can't keep up, but not slow enough that you can walk, either. You pass the corpses of a Grackle Tooth and a D'norr in the hall on your way, their bodies showing deep lacerations and electrical burns. You also see the severed hand and forearm of a human, but no body.

Guisce ushers you into suite and locks the door behind you. "Veritas! Door!" he calls, and you hear a word of power spoken from the other room. A glowing yellow barrier appears over the door and extends along the entire wall of the room.

Once the glowing force field is in place, Guisce moves to stand near the window, which (naturally) has its shades drawn. "The window?" he asks the still unseen occupant.

A portly man with a jovial face rounds the corner in a wheelchair and gives you all a wide smile. "Ah, the legionnaires I was told to expect. So glad you made it, friends! Hm? Oh, what's that Guisce? Yes, yes, the window is quite fine. They cannot see us in here, and it would take a Colossus to force their way into this room. Honestly, you can relax for five minutes, or the stress is going to kill you."

Guisce gives a "harrumph" from behind his mask and takes up a position behind the man in the wheelchair, who continues, "I am Veritas, as I am sure you no doubt have already surmised. You have already met Guisce who, despite his rather grumpy demeanor, is a rather nice fellow. You will have to excuse him; being my bodyguard has become a lot more complicated with all of these "True Federation" people running about the city, and we are very nearly out of time here in Nashville. Which is a shame, because the music district is one of the best I have seen, and I have seen many."
What Does Veritas Look Like
It is harder to find a picture of a portly mage sitting down than you would think, let alone one in a wheelchair. A Benny to anyone who can find me a good image to use for Veritas!

"In any event, I am told you need transportation to the Dinosaur Swamp. Normally, that would be no problem whatsoever; there are ley lines and rifts all over that territory, and hopping down the coast is as easy as popping out for tea. Lately, though, the lines down there have been acting rather odd. It is difficult to explain, but the closest thing I can think of is the way the air feels right before a powerful thunderstorm: you can almost feel the electricity on your skin. Well every line in the southern portion of the Dinosaur Swamp feels like that these days, and storms are more frequent than they should be. At least, they are much more frequent than they have been. As a side effect, travel is a bit more inaccurate than I would like... well, a lot more inaccurate, if I am being honest."

He holds up his hands in a placating gesture, "Now, don't mistake me. I can certainly get you to the Swamp, no problem. I just cannot guarantee where in the Swamp you will arrive, and as you no doubt know, it is a bit of a treacherous place. You must be on your guard."

Indicating his bodyguard, he continues, "Guisce informs me that there was just an attempt on one or more of your lives, though it is possible the bounty hunters he encountered in the hallway were looking for me. That seems unlikely, given their relatively low power levels, but one can never be sure. People do strange things for money, after all! In any case, I'm afraid I can't stay here very much longer. If you are ready to go, we can leave presently. I understand you have some transportation parked outside of town, which we can certainly go pick up first. Wouldn't want to drop you in a bog with nothing but your boots and the clothes on your back!"

What's Next?

Feel free to ask any questions your character may have and role play a bit here. Veritas will be happy to port you to your vehicles and then open a Rift for all of you down to the Swamp. If you would rather take a different path to the Swamp, you are more than welcome to do that, too.

If something in the above narrative jumps out at you and you think "no way would my character have gone along with that!", feel free to describe what he or she did instead in your post. As long as at least one of you gets to meet with Veritas, the story holds up just fine.

Once the party has made up its mind, we will move the story forward to the next locale.

Adventures in the Dinosaur Swamps

GM Bennies 9/9

Mon Apr 16, 2018 9:59 am
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At the sight of the bodies Jareb quickly brings his famed sword, the blade of St. Cathrine to bear. His little charge sleeps peacefully. Jareb nods a brief thanks to Conrad and his eyes betray his thoughts, Well made Conrad, light durable. Gift seems to enjoy the auto milk dispenser. It houses my mighty blade and did not disturb her sleep the slightest. My thanks indeed. " Eyes open, fate and the heavans decree foul play is at hand. Take a quick look at the bodies, does anyone know them?" Jareb pokes the severed hand and looks at the electically burnt ones. He rifles through their belongings if any. Solemnly he whispers, " For good or ill let their souls pass on."
Notice 1d8 = 7 (7) wild 1d6 = 4 (4)

At the meeting he takes what the portly man says very seriously, Jareb shakes his head " If it is the federation, I may have tipped our presence. So many people needed help or a smile in Nashville... Even Norona helped me with an impromptu magic show." Jareb looks at the group and gives his assesment, "Our mission to the swamp, is vague at best. Trouble and cultists... I would estimate porting to its edge if it has one, especially a town no matter how big or small along its boarders would be best. Local intel no matter how it is offered can lead us in the right direction. Has anyone spent much time out in these parts?" Gift opens her eyes nestled in her pack and begins so make slight rasberries at Veritas.

Jareb Combat data
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6 (d8), Vigor d8
Charisma: 0; Pace: 4; Parry: 8 ; Toughness: 16(10); Strain: 0 PPE:15/15
Combat edges:
    Quick- redraw on 5 or less
Command edges:
    Command: +1 to unshake in command radius
    Hold the line: +1 toughness to troops under their command
Active Powers and other bonuses: None
+1 lucky
+1 high post rate
+1 good writing

Tue Apr 17, 2018 9:49 pm
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Moving through the massive indoor structure unnerves Norona quite a bit. It is a facsimile of the outside, but a facsimile nonetheless. The whole place feels unnatural and lastic. Despite his best efforts to remain clam he cant help a small twinge of apprehension in the pit of his stomach. When they get to the elevator the half elf gives his head a small shake, all of them jammed into such a small space is unfortunate...especially since at least one of the group appears to need a bath. Wrinkling his nose he passes the ride up stoically, and grunts slightly when their escort asks them to remain in the vertically travelling coffin for a few minutes longer. I have been trapped in caves smaller than this, but at least there I am surrounded by the earth. No spirits live here.

In the hallway the bodies are immediate apparent. Rather than casually pass them by he takes a moment to glean any information about their origins. Checking their packs and utility belts for clues about their identity and origins. After a brief investigation he stands and shakes his head, What a horrible place to die.

1d8 = 2 (2)
Wild 1d6 = 3 (3)

The mystically protected door to Veritas' chambers is impressive. So too the magics on the darkened windows. This truly is a magic user of some power. That, at least, bodes well for their journey. Unfortunately, his reports of the troubles on the ley lines in the swamps is not promising, and the risks of travelling there by portal are not lost on Norona. Having spent a large part of his time on earth researching the ley lines, dimensions, and a way back home, Norona knows that increasing storms and violent activity is often bad news.

"We have heard other reports of strange activity in the swamps. No doubt these phenomena and our mission are connected. While the risk of been sent to an unknown location is dangerous, it would seem time is of the essence. A portal may be best." At Jareb's suggestion of landing on the fringe, Norona shrugs, "We may wish to attempt such precision, but I fear we may land far from our intended destination."

He pauses a moment to consider the source of the disruptions. Oddly, Veritas had posited no theories as to what might be causing them.

Knowledge Arcana 12
1d8+2 = 9 (7)
1d6 = 6 (6)[
Ace 1d6 = 4 (4)
+2 = 12

Character Information
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 40/20

Bennies: 5

Wed Apr 18, 2018 1:53 am
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Notice 5
Notice 1d6 = 5 (5)
Wild 1d6 = 4 (4)


Sierra gave a low whistle as they passed through first the grounds and then the interior of the Opry Compound. “Damn, someone’s got some credits!” she said. “Would be a shame if this place burned down…”

Sierra caught out of her peripheral vision people following them. “I don’t know about this…” she murmured.

Then their guide was urging them to hurry into the elevator, and then they were running down a hallway strewn with hacked up corpses.

“What the burning hells?” Sierra gaped.

And then they were safe inside a room with a fat man in a wheelchair.

“Wait, are you saying those dead D-Bees outside were trying to kill us? she asked. “Why? And how do they know we’re here?” She paused. Okay, maybe standing drunk on a bar and yelling Legion cheers and “Death to the Feds!” wasn’t such a good idea.

“I’ve never been to a swamp. This is as far from Whykin as I’ve ever been, so I can’t really help you all out there. Bad enough we’re going to a swamp!” At least she had some good, sturdy Legion boots. They were fairly fashionable even.

Sierra sidled up to Norona and hip bumped him. “Hey, elfie,” she said quietly. “You okay? Looking a bit pale. Not going to upchuck all over Professor X here, are you?”


Danger Sense: Notice to avoid surprise
ISP: 20/20
Bennies: 3/3
Adventure Card
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.

Everything Burns
1d10 = 2 (2)
3-10: Anything highly flammable burns.
6-10: Anything flammable burns.
8-9: Water boils away over 2d6 = 5 (1, 4) rounds.
10: Anything not flammable burns or melts (metal, stone, ceramic, etc) and water superheats and evaporates immediately.

Sierra’s pack is in the car.

Sierra Mackenzie
Sierra Mackenzie, Novice Human Burster
Parry: 5, Toughness: 6
ISP: 20/20
Combat Edges:
    Danger Sense: Get a Notice roll to avoid surprise
Bennies: 3/3
Adventure Cards:
[*]Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka

Wed Apr 18, 2018 4:53 am
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"Whoa. We've got ASSASSINS coming after us!" Deezy enthused excitedly. "US! That's practically being a celebrity! That means the Federation of Magic or someone PAID other people to try to KILL us! I wonder if they know about those cults... Or maybe there isn't even cults and it's the Federation behind all of it and they're just making people THINK there's a cult! Trickery!"

She paced away, then stopped and declared, "Ley line surges are really dangerous to try to rift into, but it really does seem like it could save us a lot of time. As long as it doesn't twist the exit and put us in another universe or in the sun or in the middle of Chi-Town!" Deezy broke into giggles at that. " the main plaza there...with the shops...statue...ehehehee, okay. No, serious business, RIGHT!"

"We definitely need our trucks and our stuff. Absolutely definitely. We should also maybe plan on leaving right in the morning, to get as much light as we can. You know, assuming we don't jump back in time or back to the future or something!"

Deezy laughed again, wiping her eyes. "Ahh, sorry. I'm just really stoked about the assassin thing."

Notice 1d6 = 5 (5) or 1d6 = 3 (3)

OOC Comments
Player Name: Salmon Max
Google Handle:

Character Name: [urk=]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Shooting d6 (+3 w/revolver)

Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder

TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage

TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
2 weeks rations

Credits: 2000

Wed Apr 18, 2018 7:10 pm
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Notice = 1d8 = 8 (8)
Ace = 1d8 = 6 (6)
Wild = 1d6 = 3 (3)
Total = 14

Walking up to the Opry Compound Kuikku is impressed by the effort that has gone into recreating the opulence of the past. He only hopes that more than the rich and powerful are benefiting. When Guisce introduces himself Kuikku start to respond but realizes that the escort has no interest in really getting any answers.

As the group passes into the courtyard Kuikku notes the presence of the guards and mentally commends them on their discretion. However, as more and more of the armed start “drifting” behind him and his companions he picks up on Guisce's nervousness. Deciding discretion may be nice but armor is nicer Kuikku quietly activates his Cyber-Armor and starts keeping a closer eye on his surroundings.

When Guisce leaves them in the elevator Kuikku's nerves ratchet up even higher and he reflexively activates his Cyber-Sword. When told to move quickly he stifles a laugh and follows their guide. Seeing the bodies his respect for their guide slides up a notch but he continues following without slowing down.

When they are all rushed into the suite Kuikku makes a quick scan but sees nothing to worry about. Seeing the energy field covering the front wall Kuikku starts to relax again and lets his sword vanish and his armor fade.

A portly man with a jovial face rounds the corner in a wheelchair and gives you all a wide smile... "I am Veritas, as I am sure you no doubt have already surmised.”

Kuikku nods in greeting and remains silent as Veritas explains the situation and the problems. As Jareb admits to his possible connection Kuikku starts shaking his head. ”Do not take all the blame. None of us have been very discreet, I did throw a street party. I also heard of a rather interesting bar fight where a black man beat the tar out of several armed men with his bare hands, and at least one instance of standing on a table and singing.” Kuikku very pointedly does not look at anyone else as he says all this.

As Deezy starts getting excited about almost being killed Kuikku again shakes his head. Some people get really excited over the strangest things. Turning back to Veritas Kuikku shrugs, ”I believe we all understand the possible hazards but that only emphasizes our need to get there quickly. Even with the potential of ending up some place, or even some when, else, I think the risk is worth the reward. We will definitely need our vehicles and some of our gear was not permitted into the city as well.” Looking at each of his companions he continues, ”Unless there is some pressing need I think it may be best for us to be on our way. Even with only about half a day's light left we should still be able to establish where we end up and start our investigation.”

Parry: 7
Toughness: 12(6)
Toughness with Cyber-Armor active: 18(8) MDC

Bennies: 4/3

Adventure cards:
Rabbit Out of My Hat
- Play this card to gain +2 on any Trick test until the end of the scene.
Extra Effort
- Play to add +1d6 to any trait roll. This roll may Ace.

Last edited by Kuikku on Fri Apr 20, 2018 4:47 pm, edited 2 times in total.

Thu Apr 19, 2018 10:41 am
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Sierra Mackenzie wrote:
Sierra sidled up to Norona and hip bumped him. “Hey, elfie,” she said quietly. “You okay? Looking a bit pale. Not going to upchuck all over Professor X here, are you?”

Norona regards Sierra with a straight face, and an extremely dry tone "It is true, we are a fairer species than yours. However, I should be able to hold down my lunch at your sight." Its hard to tell for sure if the woodsman gave a wink or not. Maybe, for the briefest of seconds, but maybe not.

Character Information
Norona, Wilderness Scout
Armored Stats: Pace: 11, Toughness 10 (4)
PPE: 40/20

Bennies: 5

Thu Apr 19, 2018 11:34 am
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Notice 3
OOC Comments
1d8 = 3 (3)
1d6 = 2 (2)

As they arrived at the compound, Conrad was both intrigued and disgusted by the place. Nashville wasn’t the worst place he’d seen, but it was a far cry from Tolkeen. This place however, he knew they looked completely out of place in it and it in Nashville. Conrad kept quiet as they made their way through, keeping a close eye on things. They weren’t going into combat, so he only wore his huntsman armour and carried a batch of pistols around his body as normal.
He asks Guisce about the people here, but when he gets rebuffed, he lets the matter lie.

When they see the bodies, Conrad reacts, ready for combat.

“What the frak?” Conrad had two of his pistols out just in case, covering the rear of the group as they pass. “What happened to them?”

As they arrive in Veritas’ rooms, Conrad does his own sweep, checking for bugs and looking out the window.
“Who knew we were meeting you?”

Listening to the others, he realises that a lot of things could have led to this attack, but still nothing on the reasons why.

“Well, I guess none of us were subtle, but then we didn’t expect anybody was after us."

As Veritas explains the dangers, Conrad ponders the situation. Getting out of Dodge was a good thing, but he wondered if anybody else would suffer for their actions. if they leave, hopefully that would draw attention away. Deezy's excitement about danger made him raise an eyebrow or at least it would have done if he had any.

“I’m not a mage, but can you get us close to the swamp and let us go the rest of the way. From the sounds of it, we could end up separated in the Swamps and that won’t go well. Might also be able to avoid more entanglements here.”

OOC Comments
What does Conrad know about the area in terms of history
Knowledge history 1d8 = 6 (6)
Wild dice 1d6 = 2 (2)

Playing adventure card
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)."

OOC Comments
Bennies 2

Parry 5
Toughness 16(6)

Also Gargamel

Fri Apr 20, 2018 4:47 am
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