Aftermath Interlude - Fortune and Glory 1

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High Command
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Aftermath Interlude - Fortune and Glory 1

Post by High Command »

Don't post here until April 1

The next few hours after Bear 2 and their people come topside is intense. Steelcreek is temporarily assigned to Bear 2 so they have a psychic warning system. They and all of the infantrymen swarm those tunnels. The entire day is spent cleaning them out, using plasma grenades and missiles to collapse the tunnels as they burn their way out. Controlled explosives are needed to collapse the bigger tunnels and due to the strength of the resin, it is required to burn through almost all of the demolition charges the combined units brought! By the time it's done, the holes that lead to the tunnels are belching smoke and the resin and everything below burns white hot with plasma, and is eventually is buried. This actually does the job of demolishing the buildings above by default. A resupply of explosives is still required, but by the end of the second day, the entire area is flattened and the smell of burned dee-bee is all anyone can smell.

Getting back to base is not really all that exciting after the last two days of grueling effort. You stink of acrid smoke, your armor is singed and scratched all to hell, but you have survived your first foray into Old Chicago.

Instructions: Roll the modified Fortune and Glory and tell me how it applied to either the battle as experienced in the quarter or in the followup action listed here.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Steelcreek
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Re: Aftermath Interlude - Fortune and Glory

Post by Steelcreek »

Fortune and Glory
Here we go [dice]0[/dice] Charismatic and I Know a Guy
The aftermath of the battle gave Steelcreek many opportunities to interact with the members of Bear 2; as he was one of the only soldiers with firsthand knowledge of the tunnels, he and Bear 2 took the lead on the demo, often spending hours at a time working shoulder to shoulder.

Despite his better judgment, Jaren found himself loosening up around them, and even cracking jokes. His more easy-going nature started to come out, and he discovered that he and the members of Bear 2 had a lot in common. Or, at least, they had a lot of people in common.

Colton, for example, had an uncle who regularly traded with the tribe, and who had a fondness for strong liquor and raunchy campfire stories. Bouchard and Wright, on the other hand, knew Steelcreek’s uncle (really his first cousin once removed, but who had time to say all that?), a former Coalition soldier who had roamed quite a bit following his term of service and had taken a contract to help clear some particularly nasty critters out of the mines.

And so it went. With Klinger, it was a non-com whose face would turn so red when he yelled that it was hard not to laugh. With Marshal, it took a bit longer to stumble across someome they had in common, though Steelcreek could have sworn he saw recognition in the man’s eyes when he shared some of his father’s war stories. Ultimately, it was a performer in a traveling show they had both met as boys on opposide ends of the country. Lucius knew so many people it was hard not to find someone in his past that Steelcreek’s father hadn’t either personally served with or at least known about.

Maddocs was the only one Steelcreek really didn’t get to know better. Not that the rest of the team was exactly friendly (he could tell most of them still viewed him with either suspcion or prejudice or both), but Maddocs seemed to want nothing to do with him. Having seen some of what the pyrokinetic could do in the caves, Jaren didn’t push his luck.

Jaren’s assigned unit, the 3/3, pulled guard duty most of the time, so he rarely saw them. Instead, he was routinely sent off with one member of Bear-2 or another, amd it got to the point that other soldiers, including a few up the chain of command, just assumed he was part of the squad. He found that he was not particularly inclined to correct them, and did not relish the thought of rejoining the knuckle draggers of Third Rifle.
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
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Grimes
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Re: Aftermath Interlude - Fortune and Glory

Post by Grimes »

F and G rolls
Fortune and Glory: Go Dice roll! Dimension the dice!
[dice]0[/dice]
2 HJ rolls... Limited tables.
Undercover and Black ops: Go dice roll, dimension the dice! [dice]1[/dice]
  • Mcgyver, and die increase in repair
Undercover and Black ops: Go dice roll, dimension the dice! [dice]2[/dice]
Theif edge and 3 skill ots for climbing, lockpickimg and stealth.
Grimes hits the bunk in quarantine hard after writing his after action report. Bloomer is in a gurney down the hall sedated. Grimes just keeps looking at the ceiling reflecting as docs shove things into him. He doesn't even flinch, its like they are not even there. Mom, must be getting tomorrow's cupcack batter ready... Chocolate, vanillia, lemon, Josephine velvet... Grimes' eyes flutter and sleep twkes him.
I dream of cupcakes too
" Now Daryl, always let the dough rest for 2 hours before dipping it into the molds. I like to add a little extra salt, corse ground kosher always. It gives a bit of extra flavor to balance out the sweetcream icing. Grandma used to add a bit of zest, lemon, lime, orange depemding on the flavor of the batter. Honestly I think your dad misses those zest days, but each Grimes head baker shapes the cakes to their will with a certain signature and flair. Oh you too honey, someday you will be wearing the big floppy hat... Ok sweety, after the dough has risen, you need to poir it into the molds. Now it is important for the cakes to rise up, we scoup just so and drop the batter in. That way they turn out so fluffy and light light light light...
Darly Grimes eyes flutter against a bright light being shoved in his face. Ugghh.. Daryl foggy and eyes squnting manages, " What is going on?"
A faceless voice says, " Did you get what you need sir?"
The light fades to normal illumination and one man leaves the room and another man enters. The man sits accross from Daryl with the light slightly swinging from the ceiling. " I am major Wolfe, I spoke to Captian Harlick and he reccomened d I keep an eye on you for our unit." Major wolf grins excentuating the face half his face has been replaced with chrome.

Daryl seems a bit confused but he bits down hard on his tongue refraining from asking any dumb questions. Instead he lets his eyes adjust and peers hard at the Major. Ok, his uniform says psi on it. Seems like he has some partial cybernetics. Two doors out of here, no apperent two way mirror. No cameras either, looks like we are alone... Although he could see me, or maybe.. . psi, psionics..."

Major Wolfe nods slowly, " Good... Good... Most folks start asking where am I? To which the answer is nowhere. Then they invarably blurt out who are you! You can't do this! To which I say I already told you and I already did it. But not you Daryl Grimes. No you stayed quiet and looked arround. Accessed posible escapes and looked me and your surroundings over." The major pauses and puts the file he had in his hands down. " You impressed me son with that stint with the grenade, loyal and smart. You impressed me again right now. It will not be easy, Catalina will be cruel mistress but one thing is for certian after today the only way out is in a black bag.". He looks at Grimes knowing what he is thinking, " No you made the choice already. If we do our jobs lives are saved and then we go save the next one. There is absolutely no glamor, but if you wanted the glamor and fame you would have just stuck to making cupcakes. Welcome to..."

Grimes feels a prick in his neck and his world goes black. Apperently he did not look behind him. A blond mouse of girl, with a syringe smiles and whispers catching Grimes, " No one ever looks behind them Grimey." The blouse she wears has sown into the front right breast the words Catalina.
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza
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Logan Wright
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Re: Aftermath Interlude - Fortune and Glory

Post by Logan Wright »

Fortune and Glory
[dice]0[/dice]
5: Smart and Learned
Upon returning to base after their little excursion, Wright started reading more technical manuals, chemical recipies, mathematic books, and just about anything else to learn more. In his free time, he would set up experiments determining applied forces to a stress point, the necessary chemical proportiotns to create a chemical reaction, and the amount of said chemical reaction, and hacking Colton's personal video display to show only male Psi-Hound adult videos, as well as building home-made radio scanners and scramblers from parts bought at the Base Exchange (or if needed, electronics that are cannibalized for parts).
Knowledge Electronics 9
[dice]1[/dice]
Wild Die [dice]2[/dice] Ace!
Wild Die Ace [dice]3[/dice]
Logan spent quite a bit of time with Steelcreek and Maddocs on cleaning duty, Jaren because he was a Psi-Stalker, Maddocs because he's a minor Psychic, and Wright because he was unofficially being punished by Draper for his actions when Hunter fell down the hole (Draper said something about not worth upsetting Sgt. Dansk any more than needed after the debacle in the tunnels), which basically meant that all three of them were low men on the totem pole, although Logan was less so as he was placed in charge of the detail. It was during this time that he had found out that one of Steelcreek's uncles had saved him during a monster attack in the mines, leading a pack of retired Dog Boys. It was also during the breaks of the cleaning detail that he saw Maddocs going over some Demolition basics and procedures, so Wright gave him some tips on that.
Last edited by Logan Wright on Fri Apr 06, 2018 12:21 pm, edited 4 times in total.
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones
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Solène Bouchard
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Re: Aftermath Interlude - Fortune and Glory

Post by Solène Bouchard »

Fortune & Glory
[dice]0[/dice]
Two HJ rolls.
Training [dice]1[/dice]
While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival and Tracking.

Training [dice]2[/dice]
Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first) - Battle Hardened
Tunnels, tunnels, and more tunnels. It was like she never left the mines. Except for the swarms of monsters around every corner. Acting as armored and engineering support for the mop up operation Solene finds herself as part of a recon team, going through the tunnels and finding the enemy before they find you. It’s a different kind of work for her, moving cautiously, trying to limit attention (as much as she could in her hulking power armor), and trying to locate the enemy rather than just walk into their midst. However, she is happy to be working with an experienced CS Ranger, Corporal Lucy Hernandez. Apparently, Hernandez is from Lone Star, has hunted vampires, Pecos Bandits, and escaped mutants all across the badlands. Bouchard does her best to learn from the veteran as they track down every last creature and mark the tunnels for demo teams.

So far they had worked out a system, Hernandez and he rangers would move ahead would hold back a bit. If the Rangers made contact they would lure the creatures down the tunnel where Solene was waiting to open with heavy fire. It worked well. Unfortunately, even without their queen these pack hunters were still savvy opponents.

“Bouchard,” came Hernandez over the radio. “We’ve spotted another gaggle of the drone types. Get ready, we’re herding them back to you.” Nodding, even though no one could see her Solene readied her C-200 Rail Gun, “Understood.”

Bouchard didn’t hear Hernandez arrive until the ranger was almost right on top of her. It took every ounce of self control for Solene not to jump out of her skin at the Corporal’s sudden appearance. Quietly the rangers and engineers sat waiting for the creatures to walk into their kill zone as they had done half a dozen times that day, but they never came. Not from the direction expected.

“Something isn’t right,” Hernandez muttered just before dozens of d-bee creatures began falling from the ceiling! They had approached from above while attention was focused on the ground. Up close their deadly claws and acidic fluids made them formidable. Solene could feel at least half a down land on top of her Mauler. Unable to hit them with her blades she began pulling at them with the Mauler’s massive strength, but the “no neck” had limited reach. Without no other recourse she drove herself against the wall of the cavern attempting to crush the creatures on her back, or at least pin them between herself and the wall. Her efforts were rewarded with a satisfying squishing sound as one of them was crushed beneath her bulk. Reaching around as far as she could she managed to catch hold of another one by the tail and hurl it across the cavern. She could feel the ping of laser fire on her armor as she realized Hernandez and the rangers were shooting at her!

It proved to be a smart move, their lasers could not penetrate Bouchard’s heavy armor but got the aliens to scamper off of her. Unencumbered Solene looked around to see a corridor full of creatures. “Get behind me!”

As the last of the rangers called all clear Solene sprayed her dual plasma ejectors across the tunnel lighting the darkness and revealing their glinting skin and vicious teeth. The flames licked at them and even killed a few, but it was being able to see that really helped. The Rangers sent grenades and lasers down the corridor while Bouchard depressed the trigger on her railgun, sweeping the area back and forth with high velocity fire.

Despite the hail of fire, some of the creatures fought through. Their claws and acid breaking through her armored shell. But each time they swarmed her, Hernandez and he men shot them off. The Mauler was taking a beating, and Solene along with it, but they help the line. With this hiss of burning acid somewhere near her feet, Bouchard knew the armor wouldn’t hold much longer.

Suddenly, the amount of fire going down the tunnel increased exponentially. Two more Mauler’s had shown up on scene with another engineering team. Their combined fire power enough to lay waste to the alien charge. In a few short moments the sound of battled died down and only the hissing of acid filled the air. Not wanting to see how close she had come to being alien food, Bouchard simple gave a nod to the newcomers and followed Hernandez back up to daylight. Tunnel duty was over for today.
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)
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Alan Klinger
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Re: Aftermath Interlude - Fortune and Glory

Post by Alan Klinger »

F&G Roll
OOC Comments
[dice]0[/dice]

9: Connected: You hero adds the Connections Edge with two factions (one of which should be the C.S. Army or some other organ of the C.S. military or government) and gains one roll on your choice of the Cybernetics, Education, Experience & Wisdom, Training, and Underworld & Black Ops Hero's Journey Tables.

Connected: CS Medical/D-bee Research, CS Medical/Cyber Doc

E&W Roll
[dice]1[/dice]

Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as
it makes sense and the GM agrees with it.

Edge:Luck
As the team comes into base, Klinger coordinates with base medical to quarantine the survivors. As the on scene medic he spoke in detail with Dr. Monroe, with his exposure to the alien environment, Klinger was allowed access to assist Dr. Monroe.

During the checks and treatment, Boomer needed a replacement arm. Dr. Jules was brought in. The equipment required space and setting it up was difficult in the environmental suits.With Klingers access to the quarantine already in place, he was able to facilitate the setup and finer details needed for setup. Dr. Jules needed that fine detail help in the attachment of the replacement arm.

Shortly after Grimes was released, Command came to base camp to see about upgrading the Xiticix killer with the alien DNA. The inspection goes well for the 1st half hour when the monitoring system for Hunter starts beeping. The Medical team rushes to his side, some to get readings, others like Klinger to try and save him. Those who are trying to save him are defeated shortly after ward, when a smaller creature bursts out of his chest, thus ending any chance of rescuing him. The other patients end up the same way within in minutes. Quarantine ends up in total chaos. Some of the medical team attempts to capture the creatures, others are trying to save themselves, some guards are trying to secure the visitors, other guards are trying to kill the creatures. Klinger is doing everything he can to just keep himself alive. The inspection team attempts to extract themselves from the chaos. Klinger defends the team from the creatures with his martial arts training. Klinger is able to move from creature to creature, keeping them at bay, knocking them back and down long enough for the team to get through. Klinger is showing an unexpected capability and skill in not only keeping the creatures at bay, but positioning them for the extermination team to do their jobs and not endanger the inspection team. By the time the team gets to the exit, Klinger has successfully repelled each attack, some better then others. When the team gets to the exit, Klinger has several cuts and minor injuries, one of the last creatures gets in the way of the door, when Klinger lunges to push him out of the way when the creature was just about to spit it's acid breath. The force and the trajectory forced the acid breath right into Klingers eyes. As both parties fall towards the ground, the Extermination team shot the creature right in the head, but just after the damage was done. The Extermination team secured the room, and the inspection team rushed in to provide immediate attention to the survivors.
Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 0
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Joe Marshal
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Re: Aftermath Interlude - Fortune and Glory

Post by Joe Marshal »

F&G: [dice]0[/dice] (Blow on the Dice +/-1: 2)

HJ: Training: [dice]1[/dice]
After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Shooting to d10, Throwing to d10, 1 point remaining

HJ: Training: [dice]2[/dice]
Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
Joe is exhausted when Bear one finally steps out of the hive. His armor is pockmarked with acid splatter and globules of resin, his shotgun hanging limply in his hands. Joe's mind is still processing the last few hours of work all filled with terror of the psychic monsters they killed below. Joe used to think he knew how the world worked, but this situation was not in his wheelhouse so to speak. Joe feels like he hurts, but begins to chuckle to himself when he relives some of the moments that happened.

The tunnels had been tight and the creatures had a habit of crawling out of the walls. This forced Joe to refocus on his training, being more accurate with his shots, and more brutal with his physical blows to strike the creatures down when his gun was not applicable. Joe was very proud of himself when he had tossed his one grenade and killed several of the creatures, he considered if his throwing technique would transfer to knives and such. Joe felt he would have to think on that further. Joe was pretty sure if he took the sniper test now he could pass it, though Joe wasn't too thrilled about the possible change in MOS.

Joe's body aches as he rolls out of his bunk. Maybe a cup of coffee would help. Joe thinks as he shuffles towards the mess tent and looking for a pot of coffee. Joe smiles when he finds a half full pot and a cup nearby, Joe savors the cup of coffee he has as he makes his way to the debriefing tent. "Gonna be a long day."
Last edited by Joe Marshal on Tue Apr 10, 2018 5:41 pm, edited 3 times in total.
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 12g Slug: 16/16
2 C-5 Punp Pistols
Ammo: 5/5, 5/5
Vibro-Axe
Bennies: 3/3
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Jasper Maddocs
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Re: Aftermath Interlude - Fortune and Glory

Post by Jasper Maddocs »

F&G
[dice]0[/dice]5: Smart and Learned: Your hero adds one die type to Smarts and adds 2 skill points in any three Smarts-linked skills.
Smarts - d8 to d10
Notice: d8 - d10(+1sp), K/Demo: 0 - d6, Psionics: d10 - d12
In the aftermath, Jasper worked on a cleaning detail with both Wright and the Psi-Stalker they had run into during their exploration of the caves. During that time, Jasper was pulled intermittently to help place the demo charges to bring down sections that were high overhead or in hard to reach places. Between the practical hands on learning and with Wright's tips about how to handle the explosives, Jasper finally nailed down the basics of demolition work while refining both his psychic ability and attention to detail.
Last edited by Jasper Maddocs on Sat Apr 07, 2018 7:47 am, edited 1 time in total.
Private Jasper Maddocs
Anthem
Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 30/30
Power Point Regeneration: 1/Hour
Weapon in hand: -Noted by asterisk(*)
C-20 Laser Pistol - Ammo: 21/21 - 2/2 extra e-clips
CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
Vibro-Knife
Fragmentation Grenade: 2/2
Bennies: 3/3
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Raleigh Ray Colton
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Re: Aftermath Interlude - Fortune and Glory

Post by Raleigh Ray Colton »

Fortune & Glory
[dice]0[/dice]
1 or 2: Roll twice on your choice of the Cybernetics, Education, Experience & Wisdom, Training, and Underworld & Black Ops Hero's Journey Tables.

Experience & Wisdom
[dice]1[/dice]
9: A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that edge, he gains the Level Headed Edge instead.

Training
[dice]2[/dice]
5: Weather via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero picked up some serious fighting skills. He's got the Martial Artist Edge (or Improve Martial Artist, if he already has the former), as well as the Brawler Edge.
When Raleigh Ray fantasized about the battles he would encounter as soldier of the Coalition States, he always had something else in mind than what he actually experienced, especially during this particular nightmarish op'. During training, and especially after getting his Skelebot-commanding cybernetic implants, the simple Ozark boy imagined leaning back in a lawn chair, waving his hands like a maestro over a symphony, and directing wave after wave of mechanical murder machine to do his bidding. In one hand there would be a Long Island Iced Tea and in the other a comb to keep his hair immaculately perfect.

The time he spent in the resin-hardened catacombs of the vicious acid monsters disspelled him of all such delusions.

His mechanical murder machines were easily overwhelmed and proved to be nowhere near as capable as he imagined nor was told. There was no comfortable lawn chair anywhere to be seen. And worse yet, his amazing hair was matted and cramped and jammed into a helmet, destined to a fate worse than death: Hat Hair!

Down there in the black it was savage, brutal, and in his face. The mechanical soldiers at his disposal were not Legion in number, and proved to be no match against the savagery of the acid monsters, each taken out within seconds of engagement with the enemy. The only thing Raleigh Ray could rely on was quick thinking, quick reactions, and the swiftness of the blades of his power armor. In the aftermath he found himself to be jumpy and twitchy, unable to find his calm even with the solace of a fresh juicy "Bold Flavor" dip pack in his cheek.

Upon reflection during the quiet ride home, Raleigh Ray found that his hands were his best weapons. Not just because of the vibro blades that offered relief from the deadly jaws of the monsters. No... Because they could be relied upon even when the mighty plasma cannons and rail guns proved to be useless in such close quarters. Till that point he never had much of an appreciation for CQB. The Ozark boy had been relieved of that ignorance in spades!

With that epiphany Raleigh Ray found some sort of peace within himself. His hands ceased to tremble, and the dip pack in his cheek began to cool his nerves. It was then as he became more aware of his surroundings and the world as is, instead of his introspective thoughts. It was also then Raleigh Ray began to notice that the Bold Flavor dip pack in his mouth had a peculiar inky flavor, like a squid took a shit in his mouth... Almost as if somebody had pranked him and injected ink into his favorite vice.

The numbers started to add up in his head, and he turned a suspicious eye to his roommate, Wright.
Last edited by Raleigh Ray Colton on Sun Apr 08, 2018 2:25 pm, edited 1 time in total.
CPL Raleigh Ray Colton
Pace: 6; Parry: 4; Toughness:15(6); Strain: 1;
Weapons: (* indicates which is presently In Hand)
* "Kay", C-18 Laser Pistol (Ammo: 1/1)
Vibro Bayonet
Skelebot Stats

Bennies: 5/5
(reset April 2020)
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Lucius Draper
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Re: Aftermath Interlude - Fortune and Glory

Post by Lucius Draper »

Fortune and Glory
5 - Increase Smarts by 1 die and three Smarts based skills by two skill points each.
As the dust settles from the engagement with the parasitic deebs and the near renewal of hostilities with the lone conscious rescue, Lucius is busy entering data into his mini computer and making sure his inertial compass has been properly synced. The tunnel network is a logistical nightmare, and now that they recognize it as an infection vector collapsing them in fire is a top priority. As they retrace their steps and make a hasty exit he continues entering data about side tunnels and educated guesses based on his limited engineering knowledge. It’s a tense slog back through the darkness. There seemed to always be movement dancing just on the edge of their vision, and with the sensors still throwing errors thanks to the resin coating it was impossible to know if they were about to get rushed or if it was just their eyes playing tricks.

After a nerve shattering trek, Lucius finally sees weak daylight when they reach the breach Bouchard’s team had made. As they enter the hastily set up quarantine zone Lucius links his mini computer to the more powerful machine on the engineering transport. The computer did not sport a tactical computer, but the engineering program was ideally suited to take the data he transmitted and build a three dimensional map. From there it’s a matter of collating the reports from the additional forrarys into the tunnels, then collaborating with Wright to find the best demo points and the strength of each charge. If they had their calculations right, they’d leave a gargantuan crater where the ruins currently stood.

By the end of the mission Lucius is exhausted. He has prepped and modified more fusion charges in the last 24 hours than he would have expected to do in a year. As he props himself against a barricade to try and get a few minutes of light sleep he stretches. His back aches from carrying so many heavy charges, plus full combat kit. While it appears they found the only ‘queen’ the tunnels were still crawling with a variety of less deebs. He knows it isn’t possible, but it seems like even the metal vertabre and synthetic muscle fibers in his lower back are screaming in protest. It only takes two or three minutes for him to drift off, his rifle resting and ready across his lap.
Corporal Lucius Draper
Coalitiong States Command Specialist
Pace: 6, d6 Run; Parry: 4; Toughness:14(7); Strain: 2/6
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • None
Edges:
  • Command: Allies within 5” receive +1 to recover from Shaken
  • Tactician: At the beginning of a fight, make a K/Battle roll. Gain an additional Initiative card for success and each raise. Each round, after Initiative is dealt one or more of the cards can be given to allies to be used in place of their dealt card.
Weapons: Current clip noted by asterisk(*), Double **Loaned to Steelcreek
  • C-30 Laser Pistol - Hip Holster
    • Ammo: (30/30*); (30/30) - 2 e-clips
  • CP-40 Pulse Laser Rifle - Sling
    • Ammo: (43/60*); (60/60**); (60/60**) - 3 e-clips
  • Neural Mace - Belt
  • Fragmentation Grenade - Webbing
    • 2/2
Credits: 3,204
Bennies: 2/3


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LoJack
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Re: Aftermath Interlude - Fortune and Glory

Post by LoJack »

Fortune
  • F&G Roll [dice]0[/dice]
  • Result: Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge
Last edited by LoJack on Tue Aug 07, 2018 4:46 pm, edited 1 time in total.
Pvt CA78 - A851, "Lo/Jack 10851"
Pace: 6; Parry: 6 (7); Toughness:19 (8); Strain: 0;
Weapons: (* indicates which is presently In Hand)
CP-50 "Dragonfire" Laser Rifle; Ammo: 3/3
C-20 Laser Pistol; Ammo 2/2
Neural Mace
Vibro Knife
Bennies: 3/3
User avatar
Dina Perry
Posts: 42
Joined: Sun Jul 01, 2018 5:46 pm

Re: Aftermath Interlude - Fortune and Glory 1

Post by Dina Perry »

Fortune and Glory
[dice]0[/dice] Smart and Learned - Your hero adds one die type to Smarts and adds 2 skill points in any three Smarts-linked skills
Dina went into the tunnels to assist with clearing out the swarm. She spent a lot of time tracking down and finding the ones that were trying to hide themselves away. Grenades were not really her thing but gotta do what you gotta do. A bit thrilling to hunt all the creatures down but the smell afterwards was not fun.

Several days later, back at base. Dina spent time cleaning up her armor as best she could. and doing what she could regain her sense of smell.
PFC Dina Perry - CS Ranger - TAG Specialist
Pace: 6; Parry: 4; Toughness: 5; Strain: 0;
Weapons

CP-30 Laser Pistol
DMG: 2d6+1, AP 2
RANGE: 12/24/48
ROF: 3, 3RB
CM-940PR Precision Rifle
DMG: 2d8+5, AP 5
RANGE: 30/60/120
ROF: 1, Snapfire
MODS:
  • offset 2 points of range and/or darkness penalties
Venting
  • +1 to Shooting when using the aim action

CM-RG-15X Manpack Electromagnetic Rail Gun
DMG: 3d10+5 AP 15
RANGE: 125/250/500
ROF: 1
MODS:
  • offset 2 points of range and/or darkness penalties
  • double the benefits of the Aim action.

Note: SHOTS is current clip, AMMO is extra magazines.
CP-30 Laser Pistol SHOTS: 30/30 AMMO: 4/4
CM-940PR Precision Rifle SHOTS: 7/7 AMMO: 3/3
CM-RG-15X Manpack Electromagnetic Rail Gun SHOTS: 5/12 AMMO: 2/2
2 Fragmentation Grenades
2 Smoke Grenades
Vibro Knife
Toughness in Armor: 15(7)
Bennies: 0/3
User avatar
Cassandra Maverick
Posts: 69
Joined: Thu Aug 02, 2018 10:32 pm

Re: Aftermath Interlude - Fortune and Glory 1

Post by Cassandra Maverick »

[ooc=Fortune and Glory 12 Choose Your Fate: Select any other result on this table, or roll twice on your choice of the Cybernetics, Education, Experience & Wisdom, Training, and Underworld & Black Ops Hero's Journey Tables.
Smart and Learned: Your hero adds one die type to Smarts and adds 2 skill points in any three Smarts-linked skills.][dice]0[/dice][/ooc]

Cassandra found herself wandering through the command camp after lunch. She had an hour until mustering to go into some tunnel system one of the combat engineer teams had found that had some weird kind of D-Bee in it. Cass mingled with the more experienced troops, talking and chatting. They helped her get a layout of the streets and tunnels in the area, how not to get lost.

Once they hit the tunnels, some strange resin on the walls fouled their sensors, leaving them half blind. “Give me a second, Sarge,” Cassandra said. She focused to unlock her brain’s potential, overfiring the synapses, allowing her to access more of her training memories and those of the soldiers around her, almost linking their minds to increase her brain’s processing power. Cass took off her helmet and fiddled with the sensor controls. “Okay, I think I found a workaround,” she told her team leader, and proceeded to tell them out to push through the interference.

They pushed on through the tunnels. They found one junction where it looked like another team had run into trouble. Deadboys lay on the ground, unmoving. Some of their black armor looked...melted. Others were punctured through the helmet.and chest.

“Weird,” Cassandra said. “Acid. Whatever we’re fighting, extremely corrosive. Everyone keep your canteens available. Might need it to dilute this.”

She picked up something beside one of the men. It was a bit like a leathery spider, but shriveled and dead. There was movement from one of the bodies.

“Wait, I think this guy’s still alive!” one of her fellow soldiers said, moving over to the body.

Cassandra’s danger sense tingled. “No, wait!” she exclaimed, but too late as an eel-like creature suddenly burst from the chest. Time seemed to slow as Cass kicked into combat mode. She lifted her rifle and fired, blasting the thing with her rifle. “Let’s not touch anything.”

“You heard her! Now let’s get moving clearing these tunnels!” the sergeant barked. “Good job, Maverick.”

“Just trying to keep us alive, sir.”
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