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 The Quarry 
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Notice 11
Notice 1d4+2 = 5 (3)
Wild Die 1d6+2 = 8 (6)

Wild Die Ace 1d6 (3)

_________________
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;

  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes

Bennies 2/3
PPE: 11/25;
Staff PPE: 5/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,


Wed Aug 08, 2018 9:35 pm
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Notice 5
Notice 1d6 (5)
Wild 1d6 (5)


Common Knowledge 2
Smarts 1d8 (2)
Wild 1d6 (1)


***

With Sula’s permission, Vivian reached out and touched her horn. “Cool,” she said, running her finger along the hard shaft in a gentle stroke. “Does it...do anything?” she asked, staring at it with fascination. Definitely not something one saw in the Burbs!

“Thanks!” Vivian said. She looked over at Heracles. “See? We didn’t hurt her!”

Vivian climbed back onto Kidemenos for the ride down into the quarry. As Viv got down again, she noticed two dents in the ground, one about ten feet wide, the other five. There was a collapsed pathway, and then the mysterious object.

“So let’s check this out,” Viv said. She looked up at the dragon. “No opening locks on this thing, unless you can do it delicately,” she warned Kidemenos. “We don’t want to smash it.”

Viv went over to the box and moved around it, just observing it for now. “Looks like some parts are burned out,” Viv noted. “It will need to be repaired.” She looked for a computer access port or something to plug into, or any locked panels or hatches that would give access to the interior.

***

Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 3/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 10/10 PP
Adventure Card:
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.


Wed Aug 08, 2018 11:05 pm
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Notice 4 success
Kidemónas Notice Roll: 1d6 (4)
Notice Wild Die: 1d6 (1)


Looking around at the human looking artifacts Kidemonas thinks to himself. 'This all looks like broken garbage, why would they rather come here and look at broken stuff when we could have gone straight to the cave.' Absently poking at a few things or messing around a little bit Kidemonas asks out loud. "So this was like a mining machine or something? Did it pull out the gold and gems from the ground?"

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies, Active Effects & Resources Spent
.

GM Quick Reference


Thu Aug 09, 2018 6:54 am
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Savant, too, gently toys with poor Sula's horn. "Oh, this is an interesting texture..."

Then she addresses Kid. "From what I understand, it had some sort of magical function, actually--it was added here after the quarry was dug, if I understood Freya correctly." Savant shakes her head. "It seems to be another part of the mysteries this town is built on."

_________________
Savant
OOC Comments
Altara Warrior Woman Crazy (Visibly Altaran)
Active effects: none
Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
Weapon in hand: Wilk's Rifle (12/16 Shots)
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
Powers: Clairvoyance, Divination, Mind-Reading
Charisma: -2/+2 (Depends on how person feels about Altarans)
    Adventure Cards:
  • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
    hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • Flesh Wound Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
ISP: 9
Bennies: 2/3

Major Phobia: Birds
Bloodthirsty


Thu Aug 09, 2018 7:11 pm
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Viv looks at the circuitry and components in the device and wonders if this was constructed by a child. A lot of the parts make no sense, there are several crystals in odd places, parts that should not be in an electronic item on this type and as for a power source, she can’t find one. It is truly beyond her ken how the heck this thing could even emit a light, let alone anything

OOC Comments
Viv has got no chance to be able to fix this. A TW is required for any repairs.

_________________
GM bennies 6/8


Fri Aug 10, 2018 4:37 am
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Notice 10
Notice 1d6 (6)
Ace 1d6+6 = 10 (4)
Wild 1d6 (5)


Common Knowledge 7
Smarts 1d8 (7)
Wild 1d6 (4)


***

Vivian shook her head as she finished looking over the device. “Yeah, this thing is...not making sense,” she explained. She was no mechanic, but even she could tell this thing wasn’t able to do anything. “Nothing connects where it should. And what the hell are all these crystals for? There isn’t even a power source that I can see.”

***

Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 3/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 10/10 PP
Adventure Card:
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.


Fri Aug 10, 2018 5:46 am
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Notice
Notice 1d8+2 = 7 (5)
Wild 1d6+2 = 8 (6)

Note: posting that Mica rode her cyclone out to cover her delay in posting and likely cause Kidemonas doesn't want a heavy mecha power armor on his back.


Mica comes riding up on her bike. Too many people to ride a dragon. She gets off the bike and lifts her visor. "So what's this artifact you guys found?"

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Fri Aug 10, 2018 9:35 pm
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Location: 3rd Set "The Losers"
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Notice 13
+2 to total (+2 also if olfactory matters)
Notice die 1d8 (8), Ace 1d8 (3), Wild die 1d6 (3).

Heracles rolled his eyes at Viv. "I did not say you would hurt her...I was more talking about the fact that you were possibly making her feel uncomfortable, as well as directly pointing out her differences. I have heard others do that more often." He smiled innocently, the slight dig softened a bit. He was teasing, of course...mostly. Her question about whether the horn 'did anything' or not made him roll his eyes again slightly, though he gave a slightly exasperated chuckle.

He then hung on to the back of the dragon for the ride down. He looked around slowly. "So...should we go and bring one of the Techno-Wizardry talented people from town to look at it? Or is it something more magical?"

_________________
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 6 (plus Uncanny Reflexes -2); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 20/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace).
  • Last Stand (Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt).

Wounds:

Currently playing in: 3rd Set The Losers


Fri Aug 10, 2018 9:55 pm
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Savant considers. "I believe you said you smelled something down here--something with the scent of sulphur? Can we track that any better, now that we are closer?"

_________________
Savant
OOC Comments
Altara Warrior Woman Crazy (Visibly Altaran)
Active effects: none
Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
Weapon in hand: Wilk's Rifle (12/16 Shots)
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
Powers: Clairvoyance, Divination, Mind-Reading
Charisma: -2/+2 (Depends on how person feels about Altarans)
    Adventure Cards:
  • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
    hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • Flesh Wound Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
ISP: 9
Bennies: 2/3

Major Phobia: Birds
Bloodthirsty


Fri Aug 10, 2018 10:51 pm
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Posts: 64
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Sula lets the pair feel up her horn. "It aids in healing and purifying. All Monokeri have the ability to manipulate elements because of it."


After they are transported down and people are looking at the device she looks at the dents in the ground puzzled. "Did there used to be buildings or something here?" She points out the dents in question.

_________________
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;

  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes

Bennies 2/3
PPE: 11/25;
Staff PPE: 5/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,


Sat Aug 11, 2018 6:45 pm
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Seeing what Sulu is pointing out Kidemonas is curious what is under the stone work and sets himself to digging. Between his claws and tails moving so much earth is relatively easy as he pushes it out of the way and digs what needs dug out.

_________________
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies, Active Effects & Resources Spent
.

GM Quick Reference


Mon Aug 13, 2018 12:22 pm
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As Kidemonas’s claws and mighty thews easily begin digging out the rubble, it does not take long for the first signs of what is buried to appear. It is not initially obvious considering there is a dragon hurling rocks around, but the sharp eyed
OOC Comments
anybody who rolled a raise on their notice
spot some specks of dried orange ichor on the rocks. The smell of sulphur is much stronger to Heracles.

As Kidemonas continues, the amount of ichor increases substantially, spread underneath many of the rocks, dried on or stained until about a quarter of the way through, lifting up a rock reveals a large clawed hand, from something probably about ten feet in size you estimate, jutting out. There is a large amount of ichor on the rocks and what appear to be small bits of something leathery and approximating flesh.

OOC Comments
Ooc – Knowledge engineering roll – whilst the walls and remaining path are fairly solid, there is a chance that there could be some further subsidence if you aren’t careful.
Healing -2 or Knowledge medicine
Success –been dead a while
Raise – about 18 months

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GM bennies 6/8


Tue Aug 14, 2018 4:22 am
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OOC Comments
Notice 1d4+4 = 6 (2)
Wild Notice 1d6+4 = 6 (2)


Savant doesn't spot the ichor--not entirely surprising, since color-differences don't really matter to her, and there's enough dust being kicked up by Kid's digging to obscure her ability to discern texture. Still, she certainly notices the final result as he finishes. Still, even then, she only discerns the shape of the thing, not its substance, so she must inquire....

"Pardon me, my friends, but is that a statue, or is that smell we've been picking up rotting flesh of some sort?"

_________________
Savant
OOC Comments
Altara Warrior Woman Crazy (Visibly Altaran)
Active effects: none
Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
Weapon in hand: Wilk's Rifle (12/16 Shots)
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
Powers: Clairvoyance, Divination, Mind-Reading
Charisma: -2/+2 (Depends on how person feels about Altarans)
    Adventure Cards:
  • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
    hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • Flesh Wound Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
ISP: 9
Bennies: 2/3

Major Phobia: Birds
Bloodthirsty


Tue Aug 14, 2018 3:36 pm
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Location: 3rd Set "The Losers"
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Knowledge Medicine 5
Jack-of-all-Trades
Knowledge die 1d4 (3), Wild die 1d6 (5).

Heracles began rubbing his nose and covering it a bit after taking one big sniff. "Oh. Ugh. Yes. That is it. Like...sulfur? Brimstone? Rotting onions? I am not certain - but it smells somewhat terrible." He shook his head. Then when the claw was revealed and then more, he nodded with a grimace. "I think...that may be it." He lamely stated the obvious.

He glanced at Savant and shook his head. "No statue, friend. Something...else. It used to be alive...or at least not dead. I am uncertain of how long it has been dead, but I can comfortably say quite some time."

_________________
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 6 (plus Uncanny Reflexes -2); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 20/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace).
  • Last Stand (Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt).

Wounds:

Currently playing in: 3rd Set The Losers


Tue Aug 14, 2018 8:43 pm
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Joined: Thu Jul 12, 2018 1:47 am
Posts: 22
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Notice 5
Notice 1d6 (5)
Wild 1d6 (5)


Common Knowledge 4
Smarts 1d8 (4)
Wild 1d6 (4)


***

As Kidemenos started digging, Viv settled out of the way. “Hey! I see something!” she said. “It’s orange.”

And then a clawed hand appeared.

“Oh, shit! What is that!” the Burbs’ thief exclaimed, jumping up and crouching, ready. “So it’s...dead. As in, not going to crawl out and eat me?”

***

Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 3/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 10/10 PP
Adventure Card:
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.


Wed Aug 15, 2018 4:02 am
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Savant grins at Viv. "In this world, those two things are not exclusive. Still, this one seems to be inert, which is better than dead for 'not eating people' purposes." She turns to the dragon. "Well done. Do you think you can dig it up more completely, or is the tunnel too fragile to withstand your might?"

_________________
Savant
OOC Comments
Altara Warrior Woman Crazy (Visibly Altaran)
Active effects: none
Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
Weapon in hand: Wilk's Rifle (12/16 Shots)
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
Powers: Clairvoyance, Divination, Mind-Reading
Charisma: -2/+2 (Depends on how person feels about Altarans)
    Adventure Cards:
  • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
    hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • Flesh Wound Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
ISP: 9
Bennies: 2/3

Major Phobia: Birds
Bloodthirsty


Wed Aug 15, 2018 10:37 am
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Looking over the edge of the quarry Hoof's gruff voice speaks can be heard as a distant yell

"What's going on down there? All I ruttin' see is rubble bein' tossed around with a bunch of gore'am talking an no shootin"

_________________
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Charisma: -2; Pace: 8 (+1d10 running); Parry: 7; Toughness: 31(16); Strain: 1

Full character sheet viewtopic.php?f=47&t=893&p=11823#p11823


Wed Aug 15, 2018 5:47 pm
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