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 X Marks the Spot, Part 2, Take 2 
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Retcon bonus!
Everyone take one benny for the mess of the past week's actions with my apologies. Any bennies spent during that period of time that didn't happen can be restored as if that never happened, because it didn't. Nothing happened. What are you talking about?

The Next Leg

The evening passes uneventfully. Fundin shelters in the mountaineer, apparently quite comfortably, as if he's accustomed to sleeping in the driver's seat. Statheros finds the limb of a tree to be to his liking, and takes his rest there. Xanna eventually takes a spot in the trailer, using her ion rifle as a pillow. Those who are on watch hear the noises of the wilderness and see the sky without the burden of city lights; no other activity breaks the night.

As the morning dawns, Statheros is up early. The final watcher gets an earful. "We have slept too long. I cannot emphasize enough that we should be moving towards our goal with all haste." His bellyaching, much closer to an urgency rather than a simple whine, is sufficient to wake most from their relative slumbers. With little fanfare and minimal hassle, the group is wheeling their way eastward. A few buildings and small villages dot the way, but at Statheros' urging and Fundin's misery, the hammer stays down, and decent time is made.
As evening approaches, the familiar glow of a ley line is seen in the distance. Fundin slows his approach, picking his way over some rougher terrain, and doing a fine job of not torquing the trailer off of the hitch. Statheros turns back towards Gaspard. "Here, now, is your second task. You are to deposit us hhhh...uuuuuuhhhh..." The sprite, as before, waved his hands to reveal your destination. What flickered before your vision was unrecognizable and twisted, as if looking through a photo negative of a place. Statheros falters and wobbles, then straightens up. "Something is blocking our destination along this line." He looks intently at Gaspard. "You must take us as far as you are able along this line, but I fear something, or someone, is interfering with my ability to see our end. We must be very, very cautious."

Ley Line Gating
Gaspard's prior efforts stand as is, and the group is ported in two trips without incident. I'll assume that Gaspard made all of his vigor rolls and is not fatigued at all.


Upon your arrival at the other end of the line, you notice a variety of things.
First and foremost, off to your left outside the mountaineer, you see a few bruiser-looking fellows in the middle of one-sided "negotiations" with a family of elves. The eldest male elf is on the ground, bleeding, and either unconscious or dead. A woman and two teenagers, a male and a female, are being yelled at by the aforementioned bruisers. The shouting ceases as they all, in unison, turn their heads to look at the rather large vehicle that has just appeared out of nowhere.
The other thing you notice is a rather clearly defined line in the terrain, where everything east of you appears sick. The foliage, the land, everything looks wilted. Outside that line is green grass, healthy trees, and normal landscape. Even the ley line running in that direction appears...distorted. The coloration is different and the "flow" appears erratic.
The lead tough shouts at the mountaineer. "The hell you come from? Can't you see we're busy here?"
Statheros slumps in his seat and closes his eyes. He does not appear to be conscious.

In total, there are 4 humanoids of various makeup, but all of them armed, pointing weapons at the elf family. Fundin shrugs, then clicks the loudspeaker on the mountaineer. "Oy! That'll be more than enough out of the lot of ye." He then points the laser turret in the direction of the toughs, who decide better of their grudge. They proceed to beat feet in the opposite direction of you, leaving the elf family there. The woman falls upon the injured man. She appears to draw some energy from the untainted side of the ley line, then lays her hands on him. A moment or two later, the elf man is bathed in a warm glow, and his wounds seal themselves. He looks with uncertainty at the mountaineer. The man and woman exchange some words, then call out to you. "We hope that we have you to thank for delivering us from those ruffians, and hope that we have not been delivered from one fire to another."

Upon introducing themselves and meeting anyone who intends to speak to them, they relay to you some clarity about what you're seeing. "A month ago, our village received a report of a rift in the line towards the lake. No one went to investigate because the lake is said to be possessed. As the days passed, we began to notice the wildlife in the area going mad, becoming sick, and dying, in some cases. The vegetation turned from green and lush to brown. A few villages had a meet to ascertain the truth of this new blight. Some of the more powerful mages among us attempted to reverse the blight with magic. Even fueled by the ley line, we simply could not stop the corruption. A week ago, a family that lived near the lake showed up in one of the nearby villages." The elf man, Finlorin, bows his head for a moment. "They were something else. Not undead. But twisted. And murderous. They slew a third of the villagers before they were able to be put down. At that time, the villages surrounding us resolved to depart. However, the corruption seemed to chase us. Indeed, it had already encircled us. Perhaps our magic kept it at bay while it surrounded us, or perhaps...I believe it knew. I believe it trapped us there."

The woman, Sherlindrea, speaks up. "Many of our people escaped, but some succumbed to the blight. Some of those who died arose and sought our doom. We have escaped the corruption, only to be set upon by highwaymen as soon as we crossed the corrupt boundary. We thank you for saving our lives."

Finlorin adds. "As the corruption spread, drawing energy from the ley line became more difficult. The weaker of the magicians in our village seemed to lose a part of themselves as they tried to draw. If you are strong, you can withstand it and still gain power from it. But be cautious. There is a consequence for those of weak will who use the line."

The family will answer any questions you have, although they insist on moving further away from the boundary of the blighted area. Once your interrogation / investigation is complete, you can, if you choose, set off into the blight. That is, of course, the direction of your destination. The elf family thanks you again, and bids you good fortune and offers of repayment should you ever meet again.

Next set of instructions
Go ahead and ask questions if you have any, make Kn: Arcana rolls if you'd like. Anyone who wishes to draw from the good section of the line can do so and I'll assume you're at max power. Finlorin has assured you that the uncorrupted line is safe for now.

If you decide to soldier on into the blight, everyone should make a Spirit roll vs. TN 4. Success, and you fight off the effects of the corruption. Failure, you sustain a level of Corruption. (Note: this is NOT the same Corruption as Gaspard is tracking for summoning. This is separate.) Each level of Corruption you sustain adds -1 to all trait rolls. Upon sustaining your 4th level of Corruption...well, don't do that. That's bad.

Everyone can add Finlorin and Sherlindrea as contacts. If you ever run across them again, they will be friendly and predisposed to aid you should you need it.

Beware the mesmerizing eyes of the snake!
GM Bennies: 9/9
Wild Card Bennies:
Xanna: 1/2

Sat Aug 11, 2018 2:49 pm
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Knowledge Arcana 4 Spirit 9
Knowledge Arcana 1d8 (1)
Wild Die 1d6 (4)

Spirit 1d6 (2)
Wild Die 1d6 (6)
Ace 1d6 (3)

Sat Aug 11, 2018 3:02 pm
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Kn Arcana 1d8+2 = 5 (3) Wild 1d6+2 = 3 (1)
Spirit Roll: 1d6 (5) wild 1d6 (5)

Alex in his power armor lets loose with his questions each one more rapid than the next, ” Where is your village, do you speak elvish, how come you have only two kids? What do you do with the folks that succumbed to the blight? Have you seen a skull this high, this wide with these kind of markings, is Everret standing behind me? What kind of food do you normally eat in the blighted area? Can you mark the rift you never investigated on our map here?” Alex opens up part of his armored gauntlet and a holo map of the area pops out. Breathlessly he finishes by saying slowly and with excitement, ” Your daughter is so beautiful, burn me.”

Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Dispel/conceal(15), Blast(15), Dispel(15), smite(15)

+1 for pre RP
+1 hindrences
-1 ef for shooting
+1 interlude

Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)

Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage

Sat Aug 11, 2018 3:48 pm
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K: Arcana 5, Gaspard Spirit 5, Proditione Spirit 4
K: Arcana 1d6 (4)
Wild Arcana 1d6 (5)

Spirit 1d6 (5)
Wild Spirit 1d6 (5)

Perdi Spirit 1d6 (1)
Wild Perdi Spirit 1d6 (4)

Gaspard had to quell his instincts when the ruffians flee--he nearly sets Proditione on them. No, the others are right, we have a mission. But this corrupted zone is not something we can afford to turn a blind eye to.

After the elves explain the situation more clearly, Gaspard lets Alex spill out his questions, first, merely noting the answers to the ones he finds most important--in particular, the location of the Rift that apparently is responsible for the trouble. While waiting for the answers, he takes the time to 'top off' of the Ley Line, as it is likely the last opportunity for such he will have for some time.

When they finally pass the line into the corrupted zone, both he and his bondslave feel the ill effect, but manage to shrug it off for now. "We've got to hurry. If this area is expanding, we might not have anyplace to return to, if we fail to shut down the Rift now." Then he looks at Proditione, suspiciously. "You didn't even flinch when we crossed the line, Demon. Do you know anything about waht we're dealing with, here?" After a pause, he continues. "Include those details you might truly suspect, as well as those you know for certain."

Proditione gives a dismissive chuff and shrugs. "You cannot darken pure black. I only know two things for certain. One, our pact remains unaffected--after all, I haven't buried my blade in your throat to still your blathering tongue. Secondly, while you have resisted for now, in due course, you and all of your oh-so-noble allies will succumb." He gives a twisted, leering grin. "Perhaps then, the bond will also be affected. This is power on a cosmic scale. You cannot withstand it forever." He then changes his tone. "As far as my suspicions, even power such as this has a source. And nothing is indestructible."

Gaspard nods, ignoring the threats, doom-saying and disparaging slights, focusing on the key bits. "Right. No time to waste, people."

Stat Block
Gaspard Gillead, D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Charisma: +1 (CS: -3); Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery
Code of Honor, Minor Enemy, Quirk
Bennies: 4/3
PPE: 20/20
Wounds: 0
Fatigue: 0

Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 7; Toughness: 12 (3), or 14 (5) vs. Ranged Attacks
Fighting d8; Intimidation d6; Notice d4
Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Demonic Longsword (Str+d8), Medium Shield
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Size +2
Weaknesses: Holy, Silver

Sun Aug 12, 2018 9:56 pm
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Having filled his inner well as much as possible while waiting for the rift to be opened earlier Gill looks around. Focusing his will he heightens his arcane awareness to it limits so he can better discern the nature of the corruption and how to fight it.

The meditation takes some time as he is out of it for nearly a minute communing with the earth and cosmos as to the nature of this horrible corruption.

corruption rolls
I will obviously use bennies as needed, because this would be very, very counter to his nature.
Gill Spirit d6
Spirit 1d6 (1)
Wild 1d6 (2)
    Benny to reroll
    Spirit 1d6 (5)
    Wild 1d6 (5)

Curatrix Spirit d10
Spirit 1d10 (3)
Wild 1d6 (1)
Extra Effort 1d6+3 = 7 (4)

Exalted Detect Arcana and Communion
Exalted detect Arcana cost 2 PPE
Mysticism 1d8 (4)
Wild 1d6 (1)

Communion 10 PPE
Mysticism 1d8 (4)
Wild 1d6 (4)

Speaking with the universe and the spirits who will listen Gill thinks. ‘There is a dark corruption in this land and coming from around here. What can you tell me that will help us fight this abomination?’

OOC Comments
Ganadril and his protector Curatrix

Mon Aug 13, 2018 7:25 am
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Notice 3; Spirit 8, -1 Benny
Notice: 1d6-1 = 1 (2) (-1 Glitch)
Wild: 1d6-1 = 3 (4)

Spirit: 1d8-1 = 0 (1) (-1 Racial)
Wild: 1d6-1 = 3 (4)
Extra Effort: 1d6+3 = 8 (5)
Everett looks at the corrupted Leyline and ponders the elves comments, "This corruption could mean trouble - especially if it drives people insane. I wonder what kind of trouble we'll get into in there..."

"Are there any local bandit groups, or any groups really, who were unusually troublesome or powerful that might have become corrupted by this...whatever it is? Are there any individuals who might have stayed behind that could cause us trouble if they became affected?" Everett asks the elves.

He thinks a moment longer and decides to ask one more question, "Are there any defensive positions we could use if we are forced into combat? Any tactical information about the corrupted area could be very helpful to know."

He politely listens to their answers and the remainder of the conversation until the two groups part ways. Then he takes point entering into the corruption with Balitrox and Lizzy at the ready.

Everett Jackson, Cybernetic Techno-Warrior
Everett, Vat-Grown Human Headhunter
Pace: 6; Parry: 7(6) Toughness: 25(12)
Combat-Relevant Edges & Abilities:
    Acrobat: +2 to Agility for Acrobatic Maneuvers/+1 Parry unencumbered
    Battle Hardened: +2 to Soak rolls
    Killer Instinct: Wins opposed roll ties; Rerolls first result of 1 on skill die for opposed rolls
    Extra Set of Arms: +1 non-movement action w/ no MAP
    Nano-Repair System: Heal 1 Wound/Day; +4 to resist Bleeding Out
    Optics Package: +2 to Sight-based Notice, Ignore illumination penalties, +2 vs Blinding flashes & related light burst effects
    Size +1: Size +1
Wounds: 0/3; Fatigue: 0/2; PPE: 10/10
Bennies: 5/3
Adventure Cards
  • 25: Hidden Stash - Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
  • 40: Thats Crazy Talk Mister - Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
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Mon Aug 13, 2018 4:21 pm
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Knowledge Arcane 16; Spirit vs. Corruption, Success
Knowledge Arcane 16.
Knowledge Arcane die 1d6 (2), Wild die 1d6 (6), Ace 1d6 (6), Ace 1d6 (4).

Spirit vs. Corruption, Success.
Spirit die 1d8 (1), Wild die 1d6 (4).

Missouri saw trouble brewing just outside where they teleported via the ley line to. He began gathering energy from the ley line and opened the door to step outside but the situation resolved via vehicle weaponry before he got very far. For just a split second, he thought he had said something cool and cast Slumber on the thugs, but that clearly didn't happen, so he needed to stop daydreaming.

He listened to the tale of woe and blight, suppressing a shiver. It sounded pretty terrible. His heart went out to the people a bit, but he did know they were on a time table. He looked at Heather. "I know we have a bit of a deadline...are we going to help these people?" He kept his voice pitched low and turned away from the elves, just in case.

He rolled his eyes at Alex, especially going on about the pretty daughter. Too forward.

Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects:

Parry: 6; Toughness: 19(11)
Weapons: Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)
Bennies: 5

PPE: 31/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.

Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen

Tue Aug 14, 2018 8:26 pm
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K/Arcana 5
  • K/Arcana 1d6 (3)
  • Wild 1d6 (5)

Spirit Check 4
  • Spirit 1d10 (1)
  • Wild 1d6 (4)

Xero clears his head as they cross through the portal. He had slept walked and dreamed that he had tamed a Rhino Buffalo as a mount. W

Well he was walking and awake now, so it certainly was a dream. Nuts. Having his own ride would be awesome.

Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Reknown: 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).

Tue Aug 14, 2018 10:33 pm
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Joined: Mon May 28, 2018 4:12 am
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Notice 5
Notice 1d6 (5)
Wild 1d6 (2)

Common Knowledge 18
Smarts 1d12 (12)
Ace 1d12+12 = 18 (6)
Wild 1d6 (4)


“Are you well? Do you need anything?” Heather smiled at the elven couple. She was only a few years older than their children, it appeared, and Alex was younger. Though they were elves, so who knew what age they really were.

“Take a breath, Alex. Let them answer.” Heather pulled out her computer and turned it on, eying the blighted area ahead of them as she tried to determine what might be causing it.

K. Arcana 8
+2 field computer
K. Arcana 1d8+2 = 8 (6)
Wild 1d6+2 = 6 (4)

“Do you have a place you can go?” Heather asked the elves. “If not, I can recommend Castle Refuge and give you directions.”

"I know we have a bit of a deadline. Are we going to help these people?" Missouri asked.

“As much as we can,” Heather said. “We will give them what supplies we can spare, and directions to the castle. If only we hadn’t lost our extras,” she said with a sigh. They were living on rations at the moment. Nutritious, but not the best.

As Heather and the others crossed into the blighted area, Heather shivered at the feeling of corruption. It caused her to fall into herself, withdraw to her special place where she was safe.

Spirit 6
Spirit 1d8 (3)
Wild 1d6 (2)
Extra Effort 1d6+3 = 6 (3)


Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage
Rapid Recharge: 1 ISP/30m
ISP: 30/30
Armor: 10/10 PP
  • 1 High Explosive
  • 1 Plasma
  • 4 Fragmentation

Pistol: 20 shots
  • Reloads: 2 x 20 shots

Bennies: 4/3
Adventure Card
  • Joker’s Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

Heather Todd
Heather Todd, Novice Human Mind Melter
Parry: 5, Toughness: 14 (6)
ISP: 30/30
Armor PP: 10/10
Combat Edges: Mentalist, Mental Resistance
Bennies: 3/3
Adventure Cards:
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All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig

Wed Aug 15, 2018 3:11 am
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