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 Missing! Mission Briefing/Travelogue 
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Mission Briefing:

The Jokers are called into the Briefing Room, as usual. Ossana is already there, waiting for you all. "Okay, I know you've been resting for less than a week, but we've got a situation that's come up. As you all know, we're trying to forge alliances with various independent entities in the area. Well, a goodwill opportunity has arisen."

She taps a button on her pad, and the lights go out, leaving only the glowing ember of her stogie butt glowing for a moment. "Montcrief! It's broken again!" The corporal sighs, and there's the sound of him moving over to her. Tap, tap, tap, and the lights come on, while the screens now show a map with a route highlighted, as Wilde picks up the briefing.

"This is Hochatown, Oklahoma, on the shore of Broken Arrow Lake. It's what's known as a banditburg--they have something of a watchacallit, symbiotic relationship with a bandit gang in the area. A bit like Little Pocahontas has with that scumbag Hellfire and his Hellions, but the Wildlings are less nasty than that crew. They also aren't really as unified--it's more like a confederation of a bunch of smaller gangs that operate semi-independently in the area--they only all show up if there's some threat to their turf rights from another gang or an overly aggressive patrol out of CS Lone Star. Townsfolk and bandits alike have a higher-than-usual percentage of Dogboys and other Lone Star escapees, so they keep a fairly firm policy of non-cooperation with the C-S troops."

Montcrief taps the pad again, and now the screen shows a shot of a human woman with a cyber-eye and a tin star badge, while Sergeant Wilde continues. "This is Antigone Montrose. She is the sheriff of Hochatown. Normally, her days are spent breaking up bar fights and reminding the sub-gangs that duels take place outside of town. But now she's got a bit more than she can handle. According to her, there's something weird happening--about a dozen people have gone missing over the last half year. Now, some of them may have just pulled up and moved out--it's Pecos, and that happens. But she insists that these are townies going missing, not travelers or bandits, and that's unusual. Some of the bandits have told her that a few of their members have gone AWOL as well."

She shake her head. "It's possible that this is just one of them, um, statistical anomalies, but even if that's the case, it's got the locals riled up. The locals are starting to say the gangs're getting nasty; the sub-gangs all point at each other, or say it's gotta be the townies... You can see how that could go south real fast. Now, normally, that wouldn't be our problem. But..."

She chews her lip, mulling over the next bit. "Certain individuals in Pecos have requested that the Legion intervene as an outside, impartial party. The sheriff's signed off on this, which makes things easier--and also tells you how bad it might get. If you can get to the bottom of this--even if it's just proving that the people left of their own accord, or whatever--then we will make a good impression on someone that the higher ups are looking to impress."

She dismisses the political intrigues with a wave of her hand. "In any case, something dark may be going on down there, so it's up to you all to dig it out, drag it into the light, and if necessary, hold the magnifying glass up to burn it to a crisp. Your new battlebikes are ready and down in the motor pool, along with your usual supplies. We've got a transport going south with supplies that will get you most of the way there by tomorrow night--Sasha at full march should be able to get from the drop-off point to the town in about 3 days. Any questions, ask Montcrief. My flask's running dry."

With that, she heads out, and as he so often has, Montcrief hangs around to answer any questions you may have.

OOC Comments
Okay, you can ask questions here or in Hangouts; the latter is preferred for OOC questions, but IC ones can be either place.

Oh, anyone with Gifted/Jack of All Trades/Knowledge: Politics can make a roll at -2, if you like.

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GM Bennies (7th SET, Joker's Jokers): 6/7
GMC Bennies: NONE





Mon Jun 11, 2018 8:27 pm
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Chok'lat sniffs at the air. He almost gets to ask a question before Wilde is out the door. Even with all that new cyber-ware, he's not fast enough. Montcrief is left with the job. "Chok'lat can drag almost anything, but Light only show up the one time. Then the other time, but only Chok'lat saw that one. Who we dragging? Maybe Chok'lat needs to beat up gangs? Maybe they got it coming? Won't beat up anyone that don't have it coming, though." He puzzles a little more. "Chok'lat's still bringing guns and swords even if it's just talking."

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Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
    Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Mon Jun 11, 2018 9:48 pm
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Echo thinks for a moment then raises her hand. Once she is called on she asks. "Do we have any other intelligence assets in the town we can call on?
"As an authority figure the mayor will have a lot of information deliberately hidden from her out of habit, even if it is not necessary."


Gifted 11-2=9 (Raise)
Gifted 1d4 (1)
Wild Die 1d6 (6) + Ace 1d6+6 = 11 (5)

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking


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Tue Jun 12, 2018 7:53 am
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Henry waits patiently for the other's questions to be answered. When there is a pause in the conversation he asks "What's the ley line situation like there? Has there been any increase in supernatural occurrences?"

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Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.


Tue Jun 12, 2018 8:55 am
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Montcrief chuckles at Chok'lat. "It is a figure of speech. To drag something into the light is to uncover secrets. As for fighting the gangs, only if they are behind the disappearances."

He shakes his head at Echo. "Sadly, not at this time--they don't even have a mayor, as such. There's a council that picks the sheriff, who makes most of the policy decisions."

Echo's Insight
If the gangs aren't asking for help, and the sheriff is simply willingly accepting the suggestion that the Legion assist the investigation, and there's no mayor or other authority IN the town, then the request for Legion assistance must have come from outside Hochatown. And there's precisely one authority figure in Texas that might try to act in such a manner. You realize your investigation has been requested by "Emperor" Lassar of the Pecos Empire. No wonder the briefing played it close to the vest....

If contacts like this are already occurring, that means that there's some high-level diplomacy going on--the sort that could give the Legion a much-needed ally to the south. Pecos may be little more than a loose confederation of bandit warlords, but they are clearly the moral and ethical superiors to both the True Federation and the Coalition--and they have numbers that the other power-players in the Magic Zone lack.

Of course, screwing up this mission could easily lead to a breakdown in whatever overtures have been made to get to this point, and give the Legion's diplomatic corps a black eye. So, no pressure.


As Echo mulls the hints over in her head, Montcrief shakes his head at Henry. "There's no unusual supernatural activity, no. There is a Ley Line not too far away, but it doesn't pass over the town, nor even much of the land nearby--it runs over the lake, instead."

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GM Bennies (7th SET, Joker's Jokers): 6/7
GMC Bennies: NONE





Tue Jun 12, 2018 6:47 pm
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Remaining quiet, Herra simply takes in the briefing. There is little she can contribute to the conversation at this moment as the boss appears to be keeping the situation vague on purpose. The idea of driving the motorcycles, or even being a passenger in one of the side cars, makes her screw up her face a little. Unfortunately, she had no others means of travel aside from walking.

"Our first contact must be the sheriff then. Only she can tell us more about the disappearances or lead us to those who were close to the lost. If no bodies have been found then a predator is unlikely - unless it consumes them in their entirety. It may also suit us to ask if there have been consistent intervals between disappearances. All these things may help us establish a pattern...but none of them can be done from here. Let us make preparations to depart."

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Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Wed Jun 13, 2018 7:29 pm
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Chok'lat pipes up immediately. "Yeah! She's right. Good idea. See if...uh, consider...constant...uh...pattern of interv..." He stammers terribly, trying to mimic several words that went over his head. He finally gives up. "Let's do what she said. Let's go."

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Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
    Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Wed Jun 13, 2018 9:15 pm
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Calyx groaned a bit and let out a long sigh. As much as he liked helping people and doing his job, he had been hoping for more free time. There were things he would like to get done - and it felt like they had been on the road and away from the Castle for a really long time with that trip to Dinosaur Hellswamp. He immediately quashed memories of the few good times he'd had there and listened to the briefing - if he was going to go on a mission, the least he could do would be pay attention to what he was supposed to be doing.

He grinned ever so slightly at the word Oklahoma but refrained from singing. The grin dropped in to a frown - 'banditburg'? That was a thing, and it had a name?? Wow. He guessed some people took protection from where they could find it, but still...seemed like it was asking for trouble.

He glanced at Growler at the mention of Dogboys. He liked Dogboys well enough, Kutter and Growler both seemed like stand-up people. And any Dogboys leaving the Coalition's ranks was a good thing - unless they deserted for being psychotic murderers or something he supposed. Or cannibals - or man-eating (since if they were eating humans it wouldn't be cannibalism strictly spea--). He cut that off and focused.

He made some notes. Antigone Montrose - Sheriff. People going missing - leaving or taken? Pecos. Powder keg. Pause. He looked up with an incredulous frown. "...battlebikes?" He raised an eyebrow and shook his head. He'd find out when they got to the motor pool he supposed.

He smirked at Chok'lat, but then over-enthusiastically saluted at Herra. "As you command, boss!" He grinned widely and got up slowly. "We got enough information t'start with at least til we get there."

_________________
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds:: Fatigue (-1 to all Trait tests).

Parry: 6 (7 w/ vambraces); Toughness: 14(7)
Weapon in hand: Vibro-Blade Vambraces

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 4/30

Charisma: 0
Bennies: 1

Adventure Card: 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.)

Currently playing in: 7th Set Joker's Jokers


Thu Jun 14, 2018 1:43 pm
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OOC Comments
Just looking over the bikes and Sasha and some fine tuning.
Repair: 1d8+2 = 9 (7)
Wile 1d6+2 = 8 (6) Ace: 1d6+8 = 11 (3)

SnackHappy listens to the briefing intently. He takes a bit of notes although not much was given. "I agree with Herra best we make haste and head that way. Wouldn't want the Sheriff missing when we show up."

Once the group finishes asking questions he makes his way to the motor pool and does his final inspection of Sasha and quickly inspects the new battlebikes after which he gives everyone an overview of their capabilities.

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
    59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers


Fri Jun 15, 2018 11:36 am
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OOC Comments
Random Encounter: 1d20 (8) WILDFIRE!



The first leg of the trip is as easy as described; the bikes and Sasha are all loaded onto the transport, and you spend several pleasant hours watching the landscape roll by outside as the convoy makes its way through the hills. Once you reach your designated spot, the convoy stops and unloads you all; a quick check confirms that all your equipment made it intact. SnackHappy's once-over on the battle bikes makes it clear they're ready for this road-test.

As you travel, it's clear that fall is setting in--brilliant orange, red and yellow leaves make it look like the forest is ablaze, especially as the sun sets on the first night. Whoever is on watch at midnight notices that clouds roll in, obscuring the night sky, and a cool breeze, but no rain, at least.

Of course, maybe it would've been better if there HAD been rain. Just before dawn, there's a series of lightning strikes, and the illusory blaze is replaced with a real one! Fox, going high in the sky, sees that large sections of the terrain has lit up, and the high winds are spreading the flames, fast.

What's needed
So, here's the deal:

First, someone needs to roll Survival. Others with the Skill can aid the roll, getting up to the usual max of +4 to the primary.

Second, if you succeed at the roll (really, it's kind of a given with this group, but snake eyes do happen), you have a choice to make:
1: Go around. This will basically add an extra day to your travel time, with the possibility of another random encounter. I'm sure there will be no downsides to arriving at the town a day later. Why would you even think such a thing? (It's possible I'm lying out my ass, here. Or I could be being totally honest. Who knows?)
2: Go through. This will entail several Driving/Piloting rolls to get through the flames relatively unscathed--I'll get to that process once you guys make the call. Folks with no FEP will also be making Vigor rolls from heat/smoke inhalation.

If you DO fail the Survival roll, the choice is made for you: You go through.

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GM Bennies (7th SET, Joker's Jokers): 6/7
GMC Bennies: NONE





Fri Jun 15, 2018 3:46 pm
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Survival - 1 raise, +2 to cooperative roll
Survival
1d4 (3)

WD Survival
1d6 (6)

Ace WD Survival with prior
1d6+6 = 8 (2)

Chok'lat passes the time with conversation and off-color jokes that would only be funny to a demon. He takes his turns on watch, occasionally glancing at his sleeping comrades. Chok'lat's glad they didn't decide to snuff him. Maybe Chok'lat can get out of going to the pit when he dies if he sticks with these people.

His morning musings are interrupted by the sight of a wildfire in the exact direction they're heading. "Hey, that ain't good." He looks at SnackHappy. "Which way we goin', boss?" He shrugs. "Fire probably wouldn't bother Chok'lat. But you people burn worse than Chok'lat does." He looks around. "Bet we can get around if we need to. Maybe Chok'lat can help find a way?"

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Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
    Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Sat Jun 16, 2018 10:53 am
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Survival 5 + cooperative rolls
Survival 1d8 (3)
Wild 1d6 (3)


Unfamiliar territory, made even more difficult to traverse by flames, leaves Herra at a bit of a loss for figuring the bext way around the blaze, begrudgingly she acknowledges Chok'lat's contributions "Going around may be possible, but will delay is at least a day and cost us more disappearances. I do not wish to pass through the blaze, but am willing to forgo my safety to increase our chances of helping others."

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Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Sat Jun 16, 2018 11:00 am
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Cooperative Roll
Survival at +2 (Woodsman)
    Survival: 1d8+2 = 3 (1)
    Wild: 1d6+2 = 6 (4)
    Result: 6 - +1 to Cooperative Roll

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Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [10] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 1 / 10

Active Powers:
Quickness (With Jazz)

Bennies: 0/3
  • -1 Due Extra Effort on Round 2 Tracking Barbarians vs. Bugs
  • -1 due Extra Effort vs. Lower Vigor
  • -1 due to Extra Effort for Quick Combat after Xiticix Queen killed

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

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Sat Jun 16, 2018 3:50 pm
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Notice 11, ignores all concealment, Survival +0 (3 fail)
Echo Notice Roll: 1d12+1 = 11 (10)
Notice Wild Die: 1d6+1 = 5 (4)

Survival Assist for Chok'lat
Survival 1d4 (2)
Wild Die 1d6 (3)


Echo starts looking at the results. "A blaze like that can be a real risk. I can fly around it or skirt it, but once inside the area affected the thermals will spin and flip anything that flies. I could use my magic to reduce the effects of the flames for those closest to me. I think we should risk the drive through, with preparation and our armor most of us should be fine, for those without then I can use my magic to aid a little bit."
Thinking a bit Echo says. "There are vehicles with the strength to go through such thermals, but I do not think the strength of my wings would be able to handle it."

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

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Sun Jun 17, 2018 6:43 am
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Henry waits in the driver's seat patiently. He peels off his driving gloves and neatly sets them in his lap. "Well, which way do you want me to go?" He smiles politely.

_________________
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.


Wed Jun 20, 2018 6:51 pm
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Stage 1: Stampede!
The blazing inferno lies ahead, a rapidly growing wall of flames and smoke. Ahead of the flames, birds and animals flee, a surging horde of small critters desperately trying to get away from the fire. Then larger animals--deer, wolves, and so forth. Then the big, lumbering beasts--rhino-buffaloes and fury beetles. Though they aren't attacking, the bigger creatures also aren't paying much attention to objects that might be in their way.

Fox is flying low, taking the point position and trying to relay intel back to SnackHappy in order to allow the Grackletooth time to adjust course. Behind Sasha, the two Battlebikes to either side; Echo driving with Chok'lat behind him, and Growler in the sidecar; Henry is driving with Calyx in the rear position and Herra to the side. Echo and Calyx keep their respective auras up, so as to shield their vehicles from stampeding critters and flaming debris, while Herra gives Henry clairvoyant insight into potential hazards in the road.

OOC Comments
Stage 1 of 4! Some of the later Stages will have little bits of extra stuff happening, but this one is pretty straightforward.

Special rolls:
Herra rolls Psionics; every success/raise gives a +1 to Henry's Driving roll.
Fox rolls Notice; every success/raise gives +1 to SnackHappy's Piloting roll.

As noted: If you have no FEP, you must make a Vigor roll vs. Fire/heat and smoke inhalation (Chok'lat gets a pass on this).

Then, the drivers and pilots must make the appropriate Skill checks to evade the animals and falling debris as you plunge into the flames. The damage from this is MD, so it can damage the vehicles or mechanized units.

.

_________________
GM Bennies (7th SET, Joker's Jokers): 6/7
GMC Bennies: NONE





Thu Jun 21, 2018 8:51 am
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Posts: 1951
Location: Black Company
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Notice 5, ignores all concealment, Driving 4
Echo Notice Roll: 1d12+1 = 3 (2)
Notice Wild Die: 1d6+1 = 5 (4)

Echo driving
Driving 1d4 (2)
Wild Die 1d6 (4)

.

_________________
Shaping Worlds Together
The 99's Game Master Bennies 3
    +8 Players
    +2 Sidekicks
    -1 Extra Effort for Mind Control
    -1 Shabbat Soak roll (failed)
    -4 Mind Melter tickling the players with no real effect.
    -1 Soak Collision damage for clone

Nash 2/3
    -1 Extra Effort Chase

12 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

13 0/2
    -1 Reroll on secret Stealth
    -1 reroll notice

Mechanized Company Cpt
    None spent


Shaintar Game Master Bennies 2/7


Thu Jun 21, 2018 9:24 am
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Notice
Notice (add +2 if Optics package adjusts)
1d4+2 = 6 (4)

Ace Notice with prior
1d4+6 = 9 (3)

WD Notice
1d6+2 = 7 (5)

Chok'lat grins. "This is a good plan. We go be big heroes now!" He readies the Shield of Faith, as if it would protect him from all of the flame and carnage. As Echo begins the trip through the inferno, Chok'lat gets excited. "Hey, this gonna work out okay. Go go go!" The image of a 4 armed cybernetically enhanced demon encouraging the driver and pumping his fists in the air like he's on a roller coaster would be comical, if the situation weren't so dangerous.

_________________
Chok'lat
Chok'lat
Bennies: 4 (+1 interlude)
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
NG-L5 Laser Rifle: Range 25/50/100; Damage: 3d6; AP 1; ROF: 1; Shots: 20; Weight: 14 lbs; Notes: min Str d6, Semi Auto
Shield of Faith
Adventure Cards:
    Seize the Day: The character acts as if he had drawn a Joker this combat round.
    Cutting in Line: Draw 3 initiative cards and keep the highest.
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Thu Jun 21, 2018 3:05 pm
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Driving 9
Ace 1d4 (1)
Wild Die 1d6 (6)
Ace 1d6 (3)
1d4 (4)

Henry slides his driving gloves on, and carefully inspects the controls. He pulls his helmet on his head and straps it tightly. "Here we go!"
He smoothly puts the bike into gear and takes off like he's been driving this thing his whole life.

_________________
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.


Thu Jun 21, 2018 7:20 pm
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Fox leads off from the Joker's staging area, entering the raging flames maybe 5 feet from the ground. The heat is intense even inside the SAMAS and Fox finds himself checking and double checking SAMAS's systems to make sure she is handling well the heat and impressive thermals.

Gathering Information
    Notice 8
  • Notice 1d8 (6) (+2 gathering details)
  • Wild Notice 1d6 (4)
    Investigation 11
  • Investigation 1d8 (4) (+2 gathering details)
  • Wild Investigation 1d6 (6)
  • Aced Wild 1d6 (3)
    Common Knowledge 3
  • K/Common 1d8 (3)


+2 to Piloting for SnackHappy and Sasha.

Fox radios Snack and Sasha, "Snack, there appears to be a natural break and cover. Something I like a game trail that crosses our path. Hold for maybe 15 or 20 seconds, to let the big creatures pass us before we continue on."

In the few months he had been with the Legion and the Jokers, Fox realized he had traveled more than the four or so years among the CS He had been in the frigid North, the swampy Southeast, and then again back to near the Lone Star CS command, where he had last deployed with the CS. The SAMAS he flew now, looked very little like the one he had piloted out of the frozen wasteland. His current squad were much better than the CS units he had deployed with previously. Nice to have a little security and stability.

Fox continues to guide SAMAS utilizing the the thrusters and lifts primarily in his legs/boots. Occassionaly Fox vents the thrusters in an effort to push open the clearing enough to see further ahead.

Piloting
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
    Piloting 7
  • Piloting 1d10+2 = 7 (5)
  • Wild Die 1d6+2 = 5 (3)

_________________
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Seasoned Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 1/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
    Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
    SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.

Bennies: 3/4

    Adventure Cards:
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (18) - Karma Thief - Take a benny from any other Wild Card (this may include other player characters).

| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |


SAMAS
    SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **

    Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision


Thu Jun 21, 2018 10:16 pm
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