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 Part 3 of SoD: Off at Last (Getting Geared Up) 
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Diamond Patron
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The quarter master sees you approach and he is besides himself with anticipation. He exclaims, ” Oh gosh! You really are larger than life! What... What can I possibly help you with?” His brow is bushy and quivers with excitement. His round belly ripples with joy. His area is a repository for the facinating, the odd, and much needed. Well organized heaps of gear litter the storage shelves behind the man. His area has a side exit that is marked Vehicles and Power armors.


Each character can requisition 1 item for themselves. Add this little conversation and persuation roll down below.
How do I go about doing this Pender?? See the answer down below.
    Choose your option and make a persuation roll: 1 choice only
    • Persuation +4: Success gains: 1 personal item out of the sci-fi companion items general list, or TLPG personal items, weapons( Pender, does this include battlefury blades? Why yes it does, Mwahahaha), and personal body armor. Failure and you are doing KP that night.
    • Persuation (no modifier) vehicles, PA, and RAs ( different weapon loadout as well), or vehicular weapons. Failure, the motor pool needs ALL the vehicles cleaned.
    • +1 benny if you want Beckwith to hate your guts for some reason (possible explained in a flash back), and he will not give you anything.
Little misc items like food, e-clips and whatnot you can get no problem. Just make a note of what you are asking for. Patron items can be given by QM Zion Beckwith

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Mon May 14, 2018 7:54 am
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Joined: Fri Feb 17, 2017 3:02 pm
Posts: 526
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OOC Comments
Going for a Vehicle (TK Flyer). Kleptomania is not yet a known thing, so no Charisma Penalty. Using Communications Band (gives a total of +3 to the roll).
Persuasion w/ Communications Band (Unskilled, but with +3 from CB) 1d4+1 = 2 (1)
Wild Persuasion 1d6+1 = 5 (4)

Bennie to evade that 1 on the Skill die
Persuasion 1d4+1 = 5 (4) ACE Running Total 1d4+5 = 9 (4) ACE Running Total 1d4+9 = 12 (3)
Wild Persuasion 1d6+1 = 5 (4)
.


Libertas comes in, greeting Beckwith warmly--it's a sincere warmth, for how dear is someone whose very job it is to give you stuff for free?

"Beckwith, my man. No need for the awe--I'm still just the same guy who bugs you for supplies every chance I get." He winks. "So, for this mission, I'm thinking one of each type of grenade--they can be useful for charges, as well, after all--4 long and short E-clips, a spare set of supplies for the NG-S2's consumables, and... Ooh." He looks through the door. "Oh, man, is that a TK Flyer--I see you put a Particle Cannon on it--good choice! Any chance that's on the table? It'd be just the thing for giving the group some overwatch during the trip." He lets his voice drop a bit. "Oh, almost forgot, I got that Drei Marbles Left bootleg from the last concert I was telling you about.... Remember, you didn't get it from me...." The tail slides the datachip across the counter to the man deftly.

_________________
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 3/2
Wounds: 0
Arcane Machinist Remaining: 3/6

Active Devices/Remaining PPE:
  • Blast (Acid Trapping): 10 PPE
  • Dispel (Etheric Trapping): 6 PPE
[*]Obscure (Sound/Absorption Trapping): 13 PPE


Tue May 15, 2018 7:03 pm
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Bronze Patron
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Joined: Sat Jun 18, 2016 7:14 pm
Posts: 312
Location: Former CS Zapper, 13th SET Member.
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Beckwith eyes Flint with a grin. A grin that slips away quickly. The usually jovial Beckwith watches the old man named Flint reach down to pick up a canteen. As he does so Flints sleeve pulls back. The blue T shirt was covering a Deaths Head skull with ISS across it. Usually unseen on his upper arm, Beckwith spies it and immediately grumbles about a sister and her kids, once in the burbs, now locked up by CS dogs in Chi Town.

Trying to remain calm Beckwith bits his tongue. Not wanting to cause issues by screaming at the former CS ISS Officer the Supply Officer closes his mouth.

Flint drops the canteen back into the pile of canteens and looks at the hate in Beckwiths eyes. Even silent now Flint can feel the hate.

With a sigh the Zapper turns to leave.

I never worked in the Chi Town burbs. But. I am sure I killed someone like you’s Sister or kids. All in the name of the Empire.

Flint leaves Beckwith alone and heads to the pub.

_________________
Flint
Stats: Age 62, Pace 6 (8 in Armor, +5 ft leaping, Wall Walker), Parry 7, Toughness (varies)
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d6, Vigor d6
Hindrances: Overconfident, Loyal, Anemic.
Skills: Psionics d12, Stealth d6+2, Fighting d10, Intimidation d6+2, Investigation d6+2, Notice d10, Shooting d4, Streetwise d4, Survival d6.
Edges of Note: Greater Bolt 6d8 MD and AP, Rapid Bolt RoF 3, Read the Current, Investigator, Danger Sense & Sixth Sense, Energy Control Fire, Rapid Recharge.
Psionics (Mega): Darksight, Smite, Telekinesis, Armor, Boost/Lower Trait, Blind.
I.F. Powers: Broadcast, Electric Aura, Electric Mastery, EMP, Stormwalker.

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Full Character Sheet: Flint


Tue May 15, 2018 7:37 pm
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Diamond Patron
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Joined: Thu Mar 09, 2017 9:00 pm
Posts: 1915
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Libertas
Take a quick look at the persuation skill and then decide if you want to stand on rolling a 1 on the persuation die roll

Flint
I believe not taking anything gets you a benny

_________________
13th GM bennies GM Bennies
7/8
-1 Benny for extra complication
-2 Bennies for putting the hurt on Libetas and Zan


Vampire Kingdoms GM Bennies
8/8
-1 Benny for extra complication


Tue May 15, 2018 7:49 pm
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Joined: Sun Dec 17, 2017 9:52 pm
Posts: 116
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"You! Get out of here right now! And get that damn tail out of here before I blast it off!" Beckwith yelled the second Jitters entered the Supply Room. Jitters gives the man a curious look as he's totally clueless as to why he's getting grief from the quartermaster, his mind and hands instantly went to his tail to see if it had taken something that it wasn't supposed to, but for a change it was actually empty for a change. Looking back to the quartermaster, he tells Jitters "It's because of your damn tail that me daughter's no longer innocent! It happened Tuesday two weeks ago!"

Jitters, realizing that nothing he can say change the quartermaster's mind right now, opts to leave and go talk to Cantrell, because it just so happened that two weeks ago, Jitters was out of the castle from Monday to Thursday of that week.

_________________
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 20 (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)
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs)
ISP: 30/30
Bennies: 5

Encumberance: 56 lbs/60 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes


Temp Stats
None


Adventure Card
27 Joker's Gone Wild
Use this card to swap your initiative card with any Joker drawn for initiative.

6 Rabbit out of My Hat
Play this card to gain a +2 to any Trick test for the rest of the scene.


Wed May 16, 2018 11:46 am
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Joined: Wed Mar 08, 2017 2:37 pm
Posts: 544
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Persuasion
Unskilled Persuasion, easy acquisition (+4), net +2
1d4+2 = 4 (2)

WD Persuasion
1d6+2 = 6 (4)

Max strolls into the quartermaster's office. "Beckwith, you magnificent son of a gun. How have you been? You're a sight for sore eyes. Scrounging for eclips and scraps of food in the wilderness makes you appreciate some of the comforts of home." He shakes hands with the excited fellow. "Listen, it looks like we've been assigned again. Gonna be a rough one. Might need a little extra...kick over the edge, you know what I mean?" Max scans the walls and datapads.
"Oooh, there she is." He points to an NG-E4A heavy plasma ejector. "I'm not always around Nadine, and sometimes, you know...I guess I just feel like I'm chasing Cantrell in firepower. Now something like that...that'll help me keep up with the Top Dog, you know what I'm sayin'?" Beckwith does his best to lug the monster weapon to the counter, but just can't quite get it there. "Lemme help out. No worries." Max, with the benefit of his enchanted armor, whips the behemoth up and over, setting it gingerly on the counter. "Oh, yeah, baby. She's a beauty. Maybe a few eclips to go with, that sort of thing? OH! Hey, I heard they got some new tactical overcoats shipped in. I know they were spec'ed out for one of the other SETs, but..." Beckwith beats him to the punch. "Got one just for you, Max!"
Max spends a few minutes in smalltalk and jokes with Beckwith, donning the duster and rigging some eclips to the various carry points. Finally, he bids his goodbyes and exits, lugging a shiny new plasma ejector with him. He drops the new acquisition inside Nadine, then makes for the Northern Gun rep. After some cajoling and laughs, Max settles on an NG-IP7 and a whole mess of grenades. "These...well, these are gonna do just fine. Thanks!"

New Toys
Max requisitioned the heavy plasma ejector from Beckwith
Claimed the LG6 from the 13th Loot Stash with the extra 4 AP
Purchased an NG-IP7 Ion Pulse Rifle for 20,000 credits
Purchased:
20 AP grenades - 14,000
20 frag grenades - 11,000
20 HE grenades - 15,000
10 plasma grenades - 18,000
Total spending: 78,000

_________________
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 4 (+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)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
    Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
    Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
    Medium Rail Gun
      Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
      Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
      Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
      Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
      Range: cone
      Damage: 3d10
      5 bursts
    Good Night
      Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger


Wed May 16, 2018 12:22 pm
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WD Persuasion
1d6+2 = 7 (5)

Unskilled Persuasion
1d8+2 = 3 (1)

Pandion strolls into the quartermaster’s domain and eyes-up all the goodies. Lots of things are tempting,but let’s be practical. What don’t I already have (that’s most things) and what can I carry and utilise in the field? ”Can I get me of those NG57 Heavy Ion Blasters?


Thu May 17, 2018 1:44 pm
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Joined: Thu Mar 02, 2017 10:57 pm
Posts: 300
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Persuasion 6, Repair 15
Persuasion 1d8+3 = 6 (3)
Wild 1d6+3 = 6 (3)

Repair to install 1d12 = 3 (3)
Wild 1d6 = 3 (3)
Benny for Extra Effort + Elan 1d6+5 = 11 (6) Ace! 1d6+11 = 15 (4)


"Hoy, Beckwith. Command been treating you okay? Not nickle and diming you for tube of plasteel bonding glue?" Cantrell says as she strolls into the armory.

"Can't complain, Sergeant -- oh, someone's got a new promotion, I see," the quartermaster says, grinning and throwing up a playful salute.

Cantrell had shared a couple of pitchers of beer with the quartermaster during her last visit to the Castle, when she'd been healing up after cybersurgery. They'd bonded -- he used to run with a mercenary squad that did some work for (and against) the Coalition, and she'd helped him run a couple of problems up the chain of command, avoiding a nit-picking supervisor.

"Eh, I think they just felt guilty for sticking me with a bunch of pickpockets and teenage boys," she says. "You think you can get me a box of AP grenades for my rifle and some new e-clips? The ones I've been using are six months old and don't hold a charge like they used to."

Beckwith grabs the requested ammo, then gestures around at the walls festooned with implements of death. "Can I interest you in some new firepower? Explosives? I've got some refurbished power armor in the back."

Cantrell shakes her head. "Nah ... I'm carrying a platoon's worth of gear as it is, plus a couple of magic doodads I picked up along the way ... wait. What's that on the shelf there, next to the Triax pulse rifles. Is that Naruni or something?"

Beckwith grins as he brings over the tubular weapon, which features a gracefully curved drum magazine and trigger mechanism clearly designed for non-human hands.

"No, picked this up from a trader who said he got it on Central. It's an EMP launcher, meant for disabling electronic devices - computers, lasers, powered armor, you name it, this thing fries it, as long as it penetrates the shielding. I've got a couple of loads of ammunition, if you're interested."

Cantrell nods absently, examining the firing mechanism, which incorporates some wiring that looks compatible enough, if oddly configured.

I bet I could take this three-fingered grip-thing off and mount it on a shoulder-gimbal ... patch it into my armor's targeting system, maybe with a voice prompt ...

"Yeah, load it up and I'll do some field-testing for you, let you know how it performs," she says, before heading back to her room to break out her tools.

Alien EMP launcher: Range 24/48/96; 3d6*; ROF 1; AP *; Shots 20; Weight 8 lbs + .25 lbs per grenade; Knocks out electronic devices in MBT; Does nonlethal damage vs. constructs, power armor or shielded devices against base Toughness, no armor. Military and combat grade hardware and electronic devices have a toughness of 8 and sometimes higher if so designed to be resistant against EMP. They become disabled after taking a wound; Has 2 spare loads.

_________________
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d8
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 21 (10); Strain: 10/14
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d8+2, Intimidation d8+2, Persuasion d8+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus)
Adventure Cards: 29 - Payback: Play after damage is rolled to double the total of a successful ranged attack; 45 - Dressed to Kill: Dressed to the nines, gain +4 to Charisma for the duration of the current scene; 51 - Let's Settle This: Play at the start of a round with no Jokers. No character can soak wounds until a Joker is drawn.


Thu May 17, 2018 3:46 pm
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Diamond Patron
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Joined: Tue Feb 28, 2017 6:17 am
Posts: 541
Location: Chicago suburbs
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Notice 3
Notice 1d8 = 1 (1)
Wild 1d6 = 3 (3)


***

“Beckwith! How you doing?” Jude asked. He seemed to know everyone that could get him something. “Got anything new?”

“Well, we got these new stylish armored trenches in,” Beckwith said, holding out the black, padded cloth.

Jude shook it out and held it up. “Oh, very nice!” he said, putting it on. “Good fit. Stylish. I’ll definitely take one.”

Jude’s eye fell on something. “Wait, don’t tell me. Is that an actual personal force field! Like in Dune?”

Beckwith chuckled. “Somewhat. Not effective against magic, but otherwise, yeah.” He pulled down the belt with the black emitter box at the back.

“I’ll definitely take that,” Jude said.

“Anything else?”

“Should be good. Next time, come on up and visit. I’ve gotten this great bottle of single malt I need to share.”

“You got it, Maverick!”

Persuasion 34
Persuasion 1d12+14 = 26 (12)
Ace 1d12+26 = 34 (8)
Wild 1d6+14 = 18 (4)


Claimed
Bandito Arms Armored Duster (Patron item)
Personal Force Field (from Sci Fi Companion)



***

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
Go to Dweomer for...something.
Stop by Whykin on the way to make a delivery for Black Market Carol.
Get something that belongs to Lord Dunscon.

_________________
Jude Maverick
Jude Maverick, Seasoned Human MARS Vagabond
Parry: 6, Toughness: 13 (4)
Armor PPE: 15/15
Healing Stone PPE: 15/15
Rifle Ammo: 50
Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots; 2 x 60 shots
Pistol Ammo: 16
Spare clips 2 x 16 shots
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Danger Sense: Get a Notice roll to avoid surprise
    Brave: +2 Fear tests
    Elan: +2 on Benny rolls
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.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


Fri May 18, 2018 5:40 am
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