Adventure 3: The New Plan

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Chance
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Re: Adventure 3: The New Plan

Post by Chance » Fri Oct 05, 2018 8:13 pm

Marduk sparked and stumbled and fell, and Lily's mouth fell open in dismay. Could she have prevented that? What was she doing?! Things were going too fast for her to spend time chasing signals...she had to help!

She sailed out to a spot where she could see the offending humans, and spears of intense red-violet light churned from her hands to stab out at a pair of the armed humans. Clear the room. Get to the ship. Then she could override the lockout, get what she needed, and prime the pod to self-destruct.

Marduk. I'm sorry.
Rolls: Shooting target 1: 3 (miss); Shooting target 2: 8, for 30 damage
Fly to C-10, shooting energy blasts at any two guards that seem unaffected, or minimally affected, by the bug swarms.
1d8 = 3: 3 or 1d6 = 1: 1, for 4d10 = 22: 2, 10, 9, 1 heavy dmg

1d8 = 8: 8 or 1d6 = 3: 3, for 4d10 = 30: 6, 9, 7, 8 heavy dmg

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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco » Sat Oct 06, 2018 8:48 am

Clean Sweep
Finally coming to his sense after the shock of the drug-fueled soldiers on the first level, and gun shots on the second, Bradley overtakes the mind of one of the guards ordering him to drop his weapons and turn over his access pass - both of which he does obligingly. Redirecting a swarm Gothm manages to keep another guard busy while Lily pops up from her computer work and simply blows one away in retribution for taking down Marduk.

Marduk lies on the stairs, robotic body unmoving, although the faint hum of working electronics can be heard.
Sitrep
All guards are either incapacitated, dead, or swarmed by bees. Bradley has control of one of them. The scientists ran way up the north hallway.
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Chance
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Re: Adventure 3: The New Plan

Post by Chance » Sat Oct 06, 2018 11:25 am

When she realized the coast was clear, Lily called, "Check on Marduk! I'll handle the ship!"

She then dove down to the floor and ran over to the escape pod to get it open. It was a small vessel, maybe just a little bigger than an interceptor but designed to hold six individuals...up to ten if absolutely necessary. Colored bright yellow so it would stand out against most natural terrains to rescue craft, it was a simple and sturdy thing with control surfaces on little winglets and a boxlike shape only somewhat streamlined. The landing gear had been damaged in the hard landing, but the terrans had suspended it from the ceiling with heavy cables that were holding it up. The hatch was open already.

Lily poked her head in cautiously, but the soft white gleam from the running lights revealed no obvious threats. The humans had instruments and tools scattered around the benches of the pod's oblong, padded cabin, particularly around the controls, but they'd depended on their guards to secure the ship, it seemed.

From here she could release whatever lockdown they'd put on it, and then interface with the ship.

"It'll just be a second!" she called out, then went to the console and looked over the humans' handiwork to see how to safely shut it off.

Lily got the DRUID out again and, with physical access to the controls, was able to slice through the interference and shut off the human instruments locking contacts out. From there it was simple to upload the contents of the escape pod's logs to her holocomm. The self destruct function was there as well, but before she triggered it, instinct caused Lily to do a diagnostic. What she found nearly took her breath away.

The pod still worked. Not just the computers, but the engines. The kinetic fields. It would fly. Almost. The landing had knocked some power hubs out, maybe...that'd explain the low energy errors from the ventral clusters.

Oh, why hadn't she taken the tech maintenance training?! A few minutes with some tools and the right skills, and she could maybe get this airborne!

But then again, it wasn't just her anymore.

"Guys!"

Lily dropped back out of the hatch and gestured towards herself, trying to get their attention.

"Are any of you good with mechanics? Electrical work? The ship isn't too badly damaged! I think we can get it running!"
Rolls: Computer 6
Computers 1d8-2 = 2: 4 or 1d6-2 = -1: 1 +4 if Interface applies
Extra effort, just in case I can't use Interface: 1d6 = 4: 4

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Probe
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Re: Adventure 3: The New Plan

Post by Probe » Sat Oct 06, 2018 2:50 pm

Emergency Automatic Repair Scavenger (EARS): Protocol active. Taking control of mobility system.

With blinding speed, Marduk rises to its feet and vanishes back the way they came. Reaching the collapsed room, it analyzes the collapse and works its way through to what Infrared sensors determine to be the location of the nearest dead Juicer. Slicing carefully to make a path without causing further collapse with the plasma whip.
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Bradley Collins
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Re: Adventure 3: The New Plan

Post by Bradley Collins » Mon Oct 08, 2018 10:51 am

Smarts to read mind vs. Smarts Total 12
Smarts: 1d12+4 = 9: 5
Wild: 1d6+4 = 10: 6
Rolling Ace: 1d6+10 = 12: 2
"umm..what is going on with Marduk? I could've sworn it was shot to non-functioning." Bradley points at where Marduk went with a look of shock.

In her mind without warning Bradley answers her question almost as it is being asked. Lily, is it? If Marduk is working, I think he is the only mechanic we have. You're not quite human are you? I notice you keep thinking of humans as humans and that's not a typical thing humans think about themselves. After asking he promptly stops scanning her mind not wanting to know what else he will find.

Oh better stop that, he thinks to himself, plus if Gramps knew I keep randomly reading people he might get on my case.
Bradley Collins
Attributes: Agility d8, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ; 
Skills: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
Edges: Mentalist, Luck, Great Luck, Attractive

Powers(55 Power Points)
[*]Mental Mastery: Switchable Mind Control, Mind Reading, and Telepathy
[*]Telekinesis: Strength 1d12+4, Heavy Weapon, Range 24
[*]Fast Telekinesis(2): Extra action, contingent on telekinesis
[*]Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
[*]Uncanny Reflexes (4): -2 to being hit

Bennies: 5/5

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Chance
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Re: Adventure 3: The New Plan

Post by Chance » Mon Oct 08, 2018 11:48 am

Lily's eyes widened and her fingers tightened on the frame of the pod's hatch.

Just like that, it was out. But then again, had she really intended to try to keep it a secret while she flew the pod out? And really...how had she planned to DO that anyway? She wasn't rated as a pilot. Using the DRUID to access the autopilot would probably be the best she could do, and that would be hard to play off as just dumb luck with the controls.

I'm going to explain shortly, she thought...unsure if Bradley was still 'listening...but it's kind of long and we don't really have time right now. Just trust me, okay? I'm on your side.

She then looked after the direction Marduk had run. He'd been a robot? Huh.

"All right. No mechanic. Guess I'll have to try to do this the hard way."

Lily ducked back into the pod and busted out the DRUID again, putting it into full interface mode. Holographic controls and displays blossomed in midair around the unit and roved in response to her head and eye movements and her user settings. It took a few seconds, but she had quickly established the connection.

The pod's autopilot had a database of the ship, she was sure. With any luck at all, she could bring it online and use it to walk her through the process of repairing the damage.

Rolls: Repair 7, 2 bennies spent
1 Benny spent to Power Stunt Super Skill: Repair from the Interface power.
Repair! 1d4 = 3: 3 or 1d6 = 3: 3

Bwaaaugh, ok 1 benny for extra effort. 1d6 = 4: 4

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Re: Adventure 3: The New Plan

Post by Probe » Mon Oct 08, 2018 5:28 pm

EARS: Located a Monoblade, it should be easier to control collateral damage using a blade than a plasma whip. Juicer File indicated IRMSS system is intended to coordinate with Biocomp. It also indicates the presence of chemicals useful to assist healing. EARS must recover at least one functioning IRMSS system, file indicates that there are normally two, as well as two Biocomp chips, on each Juicer. Biocomp chip must be implanted and programmed to function correctly. Beginning recovery.

TA: BP; link to IU and KA, attempt to interface with Biocomp. Attempt to reprogram for Prime Power (PP) physical interface. Interface with IRMSS, if possible override Biocomp link and establish control over IRMSS if any are still functional.

BP, IU, and KA: Acknowledged.

EARS: Located chemicals useful to control blood loss. Possibly may be able to restore Central Command (CC) input, records show that CC is expert at unorthodox solutions.

BP: Records indicate that CC will be a poorly functional state should it be restored.

TA: First prevent further deterioration of PP function, then restore CC. Unorthodox decisions will likely be required to restore anything resembling complete functionality."

EARS: Acknowledged, recovery efforts under way.
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Re: Adventure 3: The New Plan

Post by Walker » Tue Oct 09, 2018 8:35 am

OOC Comments
Smarts 1d10 = 8: 8
Wild Die 1d6 = 6: 6 Ace 1d6+6 = 9: 3

Spellcasting (-2 included) 1d12+2 = 7: 5
Wild 1d6+2 = 8: 6 Ace 1d6+8 = 10: 2
Seeing Marduk get up from what should have been a lethal blow Walker is a little surprised. But then again he had seen to many things to let it distract him for long. "Lets get back on track. Make sure the scientist are safe and get out of here before things go to far astray." turning towards the strange purple woman trying to get in the ship. She was acting like it was hers already and they had not found any proof of collaborations with the Seprah yet Walker asks. "Delilah, what is the most important objective here? Secure the craft and continue looking for proof of collaboration?"

It was obvious from Lily's reaction she knew the ship and not only expected it to be here, but was looking for it first and foremost. Knowing information like this would be important Walker sent it along with everything he he was thinking to Delilah via a spell of communication.
Walker
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Wed Oct 10, 2018 2:43 am

Mexico/Cartel airstrip/Lower level
Afternoon
Round 0

Delilah started quickly to move toward the downed Maduk, but suddenly the robot activated again and flew off.

“Marduk! Where are you going? You’re badly damaged!” she called after it.

Delilah turned to the new girl when she dropped out of the ship. “I’m not a mechanic, but I know a bit about engineering,” she said. Mostly how to integrate mechanical and biological systems, but she had the basics.

"Delilah, what is the most important objective here? Secure the craft and continue looking for proof of collaboration?" Walker asked.

Delilah paused. They hadn’t even known the ship was here. It was clearly alien, but it didn’t look like anything the Sarpah had used during the war.

“Collaboration,” Delilah said. “We’ll secure the ship as an exit, or destroy it if we need to, but we need to expose this.” She paused. “I need to find Horatio. Look for a computer system. See if we can get some incriminating files or something.” Great. And their computer hacker had just flown off after being blasted to pieces.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Gothm
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Re: Adventure 3: The New Plan

Post by Gothm » Wed Oct 10, 2018 10:01 am

Gothm, seeing the scientists running and the guards gone, allows the gathering windstorm to dissipate. He moves efficiently through the room, then, using the swarms of bullet ants to distract the guards until they can be rendered unconscious efficiently with the stun baton he carried--Baghs 'persuades' anyone who seems like they might resist to just accept the smack to the noggin as the lesser of three (or more) evils. As he goes, he turns to join Walker and Delilah's conversation.

"Do we follow the scientists, then, or attempt to pierce the barrier? The scientists could be 'encouraged' to tell what they know, maybe even in recordings; or we may have something more tangible that way. Or should we wait for the robot to return before deciding?"
Guardian of the Mother
OOC Comments
Gaian Superhero
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4; Persuasion d4
Edges: Killer Instinct, Brawny, Elan, Beast Master
Hindrances: Stubborn, Minor Ruthless, Major Vow (Prevent despoiling of Earth), Dependency: Unpolluted Soil
Bennies: 4/4
Powers: Animal Control, Matter (Plant) Control, Earthquake, Storm, Whirlwind, Immune: Disease, Infection w/Contingent Negation-Vigor, Flight, Aquatic, Super Skill: Swimming, Burrowing
  • Q4/18 Adventure Cards:
    Ace: "Play instead of rolling to make a trait test with a single automatic raise."
    Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
Baghs (Panther, Extra)
Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7 (Swim 6, Climb 5); Parry: 6; Toughness: 7 (1)
Edges: Frenzy, Trademark Weapon (bite)
Claw (Str+d8)
Bite (Str+d8+Grab)
Grab: Raise = Pin, need Opposed Strength Raise to escape
Scent, Low-Light Vision
Pounce: Leap d6" in straight line to gain +4 attack/damage and -2 Parry
Wall Walker on trees

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Re: Adventure 3: The New Plan

Post by Probe » Wed Oct 10, 2018 1:55 pm

EARS: Diverting extra computation capacity for fine control. Objective 1) Secure Biocomp Chip or chips. Objective 2) Secure IRMSS System or systems. Objective 3) Program Biocomp for subject, Objective 4) Implant Biocomp, Objective 5) Implant IRMSS, Objective 6) Deploy IRMSS to effect repairs, Objective 6) provide medically necessary drugs to enhance survival chances. Begin sequence.
TA: Locations of damage in subject indicate probable damage to chest Bio-comp, suggest head implant is more likely to have survived.
EARS: Acknowledged. Bio-comp located, Bio-comp secured.
BP & IU: Linking to Bio-comp, commencing programming.
TA: External housing for IRMSS appears damaged, suggest internal housing may be better protected.
EARS: Acknowledged, locating IRMSS internal housing. Housing accessed, housing recovered.
IU: Testing connection between IRMSS and Bio-comp. Connection established.
BP: Download complete, suggest Bio-comp be implanted as close to same location as possible. Removal of External systems required. Sterile operating conditions strongly suggested.
IU: Calculating means of removal of Prime Power without loss of mobility. Calculating means of establishing sterile working area. Determination, larger working zone required, additional materials required. Calculation: disassembly of Kenmark armor may provide some necessary materials. Other materials may be found in the following locations...

(Interlude of swift but well directed activity)
EARS: Working area established, sterilization begins. Completed. MARDUK removal procedure begins. Separate Left forearm, Separate left upper arm, place mobility unit arm actuators. Place KENMARK AI Unit in control positions, Move KENMARK thermal sensors to separated Arm Module. Anchor left arm Module to provide necessary leverage. Left arm module, proceed to separate right arm module place control AI unit. Once both arms are functional, follow designated removal sequence and rebuild MARDUK around mobility unity. Once MARDUK has functionality, implant procedure can begin/

(Interlude while MARDUK is Disassembled and reassembled, then Bio-comp is installed)
Biocomp (BC): On-line, Recommend chemical means be used to slow metabolism of subject while repairs are taking place.
EARS: Acknowledged, downloading list of available chemicals.

(Interlude while chemicals are injected and IRMSS is implanted)
Internal Medical Surgical System (IRMSS): On-line, Immediate repairs needed to prevent fatality, Deploying nanobots.
BC: Calculating...Additional materials will be required. Pumps to help circulation until primary pump is restored to full function. Cybernetic bypass circuitry to repair damaged neural tissue. Structural reinforcement for damaged skeletal systems. Motor segments to replace damaged musculature. List of basic requirements downloading.
TA: Calculating. Required materials available.
EARS: Gathering Materials.

(Interlude as MARDUK gathers materials from the other dead Juicers and then begins disassembling modules for further required parts.)
BC: Biological Unit will survive. Request further programming.
TA: Restore central processor function, input required.
BC: Not Recommended, considerable work is still required, current damage will result in high levels of pain if consciousness is restored.
TA: Is required, energy levels are at less than 40%, only Central Processor can make required decision on now best to proceed.
John groans, "Uhh, man do I hurt."
TA & IU: Restoring direct interface for swifter communications. Central is restored to function, decisions required. MARDUK unit can not function without symbiotic user. User damaged, repairs have restored basic functionality. Downloading current repair schematics.
John: Man, that energy discharge made a mess of me. It appears to me that the only way to get back into action is integration of systems, build in everything you can. If I am reading what the Bio-comp will be doing to me right, I will need physical motor implants, those pumps you implanted, structural reinforcement, and more just to keep from burning out.
TA: Orders received and understood, calculation optimal system design. Warning, some loss of function will occur because of required physical manipulation systems being kept separate.
BC: User returned to rest mode.
EARS: Beginning systems disassembly for implantation.

(Interlude as MARDUK systems are integrated into John's body)
TA: Integration complete
BP: Placing limiters on Bio-comp to prevent systems overload.
IU: Integration successful. Kenmark Armor unit scavenged to provide structural support systems, Plasma Whip Scavenged to provide neo-neural transmission cortex. Additional systems for optical and communications from Kenmark armor integrated.
IRMSS: Multi-system integration should optimize repair efficiency
MU: Calculating a significant reduction in speed over original system, maximum possibly half previous limit.
TA: Restoring functionality to Central Command.
John: Oh, I am back. Hmmm, looks like I lost my weapon and armor, but you managed amazingly well. This Monoblade will work for a weapon, anything around I can use as armor?
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Bradley Collins
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Re: Adventure 3: The New Plan

Post by Bradley Collins » Wed Oct 10, 2018 4:09 pm

OOC Comments
Notice: 1d10 = 6: 6
Wild: 1d6 = 2: 2
Mind Reading
Smarts: 1d12+4 = 10: 6
Wild: 1d6+4 = 6: 2
Staring around kind of at a loss for what to do, Bradley begins looking for anything that might be of use. "Umm.. hey D, anything in particular we should be looking for other than alien craft? I mean isn't getting that out pretty solid evidence? Did you ever find your husband?"
Not sure where to start he goes back to the guy he mind controlled earlier and begins scanning his brain for any incriminating evidence or locations where they might find something more concrete.
Bradley Collins
Attributes: Agility d8, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ; 
Skills: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
Edges: Mentalist, Luck, Great Luck, Attractive

Powers(55 Power Points)
[*]Mental Mastery: Switchable Mind Control, Mind Reading, and Telepathy
[*]Telekinesis: Strength 1d12+4, Heavy Weapon, Range 24
[*]Fast Telekinesis(2): Extra action, contingent on telekinesis
[*]Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
[*]Uncanny Reflexes (4): -2 to being hit

Bennies: 5/5

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Fri Oct 12, 2018 12:39 am

Mexico/Cartel airstrip/Lower level
Afternoon
Round 0

Delilah looked over at Bradley. “This is alien tech, yes, or appears to be, but not Sarpah tech. I’m not sure what it is, not not evidence of collaboration. See if you can get anything out of these guards, or maybe grab the scientists.” She looked to Gothm. “See if you can get the scientists. I’ll look at this barrier.”

Delilah headed over to the force field of some kind to examine it.
Notice 4
Notice 1d6+2 = 4: 2
Wild 1d6+2 = 4: 2
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Re: Adventure 3: The New Plan

Post by Probe » Fri Oct 12, 2018 3:42 pm

John locates the ways carved earlier to the Juicer bodies by the EARS controlled MARDUK. Sifting through he finds various pieces of undamaged armor. Using the remaining pieces of his modular central unit and of the KENMARK Armor, he constructs a new suit of armor. He keeps the MARDUK helmet so he can be recognized, as well as a few of the outer pieces. He would not want to be mistaken for another Juicer. He is not as mechanically efficient as the emergency system, but he is also not under the constraint of having only five minutes of power.

The armor would be heavy and awkward, but fortunately his augmented strength is up to the task. He then runs back into the hanger room holding the alien ship and states, "Repairs complete, danger of catastrophic failure in power unit averted. System integration and cannibalization for repairs have altered operating parameters of this unit. This units is no longer MARDUK, this unit is now MARC 2."

This statement will probably give the impression that MARDUK's power unit was about to explode, which hopefully will keep them from asking why he suddenly ran out of the area.
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Walker
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Re: Adventure 3: The New Plan

Post by Walker » Fri Oct 12, 2018 4:31 pm

Walker feels something must be wrong. He does not sense any necromantic energy but he was certain he saw Marduc's soul leave into the astral void. Focusing his mind on him he mumbles a few words and reassures himself. But his aura is different now, missing something. "I need to pay attention, something here is not right."
Walker
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Mon Oct 15, 2018 4:19 am

Mexico/Cartel airstrip/Lower level
Afternoon
Round 0

Delilah looked over in surprise when the robot returned, looking completely different, and announced a new call sign.

“Um...welcome...back,” Delilah said. They could deal with that later. “See what you can get out of the computers, or make of this force field,” she told MARC2.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Re: Adventure 3: The New Plan

Post by Probe » Mon Oct 15, 2018 5:39 am

John responds, "Acknowledged, priority one, obtain data. Priority two, defeat physical security."

Should be within his abilities. It will be a good test of his new systems.

MARC 2 moves over to the computer and studies it, locating the I/O ports and seeing if someone was dumb enough to put a password cheat sheet someplace easy to find (John has seen THAT a lot). Once he finishes looking things over he selects the right styles of I/O cable and attaches to the system.
OOC Comments
Knowledge (Engineering) 1d8 = 8: 8 Wild Engineering 1d6 = 4: 4 KE Ace 1d8 = 6: 6(mostly to check over the physical hardware before starting) Engineering = 14 (2 raises)
Notice 1d8 = 8: 8 Wild Notice 1d6 = 5: 5 Notice Ace 1d8 = 3: 3 Notice = 11 1 raise
Knowledge (Computers) 1d6+4 = 6: 2 Wild Computers 1d6+4 = 10: 6 WC Ace 1d6 = 3: 3 Wild Computer = 13 (2 raises)
1d4+4 = 7: 3 Ignore this, wrote a roll wrong.
Last edited by Probe on Mon Oct 15, 2018 4:15 pm, edited 1 time in total.
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Re: Adventure 3: The New Plan

Post by Walker » Mon Oct 15, 2018 1:15 pm

Nodding to Delilah as she lays out the plan Walker says. "I will scout again." then sliding into the astral realm deep enough he cannot be seen or touched me moves after the fleeing scientist to see where they are going, so he can report back.
Walker
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1

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Gothm
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Re: Adventure 3: The New Plan

Post by Gothm » Tue Oct 16, 2018 11:42 am

OOC Comments
Sasha Tracking 1d8 = 7: 7

Baghs Tracking 1d8 = 2: 2

Gothm Notice 1d6 = 4: 4
Wild Notice 1d6 = 3: 3
Gothm nods to Delilah, and begins heading after the scientists. In addition to Baghs, he dismisses the swarms and recalls Sasha the Tiger to proceed ahead of him. He'll let the cats focus on the scents, and be wary of any sign that they're coming up on more than just scared scientists
Guardian of the Mother
OOC Comments
Gaian Superhero
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4; Persuasion d4
Edges: Killer Instinct, Brawny, Elan, Beast Master
Hindrances: Stubborn, Minor Ruthless, Major Vow (Prevent despoiling of Earth), Dependency: Unpolluted Soil
Bennies: 4/4
Powers: Animal Control, Matter (Plant) Control, Earthquake, Storm, Whirlwind, Immune: Disease, Infection w/Contingent Negation-Vigor, Flight, Aquatic, Super Skill: Swimming, Burrowing
  • Q4/18 Adventure Cards:
    Ace: "Play instead of rolling to make a trait test with a single automatic raise."
    Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
Baghs (Panther, Extra)
Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7 (Swim 6, Climb 5); Parry: 6; Toughness: 7 (1)
Edges: Frenzy, Trademark Weapon (bite)
Claw (Str+d8)
Bite (Str+d8+Grab)
Grab: Raise = Pin, need Opposed Strength Raise to escape
Scent, Low-Light Vision
Pounce: Leap d6" in straight line to gain +4 attack/damage and -2 Parry
Wall Walker on trees

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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco » Fri Oct 19, 2018 5:56 pm

Ship Shape
As Marduk, now MARC 2, appears in the room Lily is able to get the ship up and running. Although there is still the matter of the collapsed hangar above them. Helping matters somewhat Marduk finds the controls for the hangar doors, which open to the floor above. No doubt opening them would trigger falling debris from above. Additionally, he is able to find the technical readouts of the ship they were studying and an incident report outlining its capture. Perhaps most unnerving is the file on alien gene research being done further into the facility...apparently the force field was a safety precaution against escaping experiments.

In his astral form Walker can easily see the room the scientists are holed up in. It's a lab/engineering shop with lots of work benches, wires, parts, and other materials - some of which look very exotic. The force field prevents him from searching in the other direction.

Meanwhile, Sasha and Gothm stalk after the scientists. Catching up to them is no problem, as they have barricaded themselves in some labs in the northern hallway. The force field looks like it needs biometric scans to open. A small security keypad sits there. Behind the field Delilah can see down some corridors to more labs and some environmentally sealed doors.
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Re: Adventure 3: The New Plan

Post by Gothm » Fri Oct 19, 2018 6:15 pm

Gothm sighs at the scientists' barricade. He clears his voice and speaks loudly. "Gentlemen, we have two ways to do this. In the first, you unblock the door, come out, and answer our questions, remaining relatively uninjured in the process. In the other, my associate Krieg here-- He gestures to the woolly rhinoceros who has replaced Sasha in the corridor. "--batters down the bockade, then I summon a gorilla to drag you out one by one, while the rest of you get battered into submission by Mother's breath I was calling upon when you vacated the hangar. The choice, of course, is entirely yours."
OOC Comments
Intimidation 1d4 = 1: 1
Wild Intimidate 1d6 = 3: 3


Krieg Stats:
Woolly rhinoceros
No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Notice d12, Tracking d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 15 (3)
Edges: Hard to Kill
Special Abilities
• Armour +3: Brown fur.
• Horn: Str+d8.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
• Gore: +4 damage if move 6" or more in straight line before attacking.
• Hardy: A second Shaken result doesn't become a wound.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
Guardian of the Mother
OOC Comments
Gaian Superhero
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4; Persuasion d4
Edges: Killer Instinct, Brawny, Elan, Beast Master
Hindrances: Stubborn, Minor Ruthless, Major Vow (Prevent despoiling of Earth), Dependency: Unpolluted Soil
Bennies: 4/4
Powers: Animal Control, Matter (Plant) Control, Earthquake, Storm, Whirlwind, Immune: Disease, Infection w/Contingent Negation-Vigor, Flight, Aquatic, Super Skill: Swimming, Burrowing
  • Q4/18 Adventure Cards:
    Ace: "Play instead of rolling to make a trait test with a single automatic raise."
    Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
Baghs (Panther, Extra)
Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7 (Swim 6, Climb 5); Parry: 6; Toughness: 7 (1)
Edges: Frenzy, Trademark Weapon (bite)
Claw (Str+d8)
Bite (Str+d8+Grab)
Grab: Raise = Pin, need Opposed Strength Raise to escape
Scent, Low-Light Vision
Pounce: Leap d6" in straight line to gain +4 attack/damage and -2 Parry
Wall Walker on trees

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Re: Adventure 3: The New Plan

Post by Probe » Fri Oct 19, 2018 6:22 pm

MARC 2 comments, "Information, this station controls the hangar bay doors. Additionally the following information has been accessed: 1) Technical profile of alien ship, 2) details of capture of alien ship, 3) alien genetic research file, 4) warning that force field is created to prevent escape of alien genetic experiments."

MARC 2 adds, "It should be possible to fool the biometric scanner into returning an acceptable result, shall I proceed to do so?"
His interface unit and Lockpicking skill have a fair chance of success at this.
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Sat Oct 20, 2018 2:36 am

Mexico/Cartel airstrip/Lower level
Afternoon
Round 0

Delilah listened to the MARC2’s report as she walked over to study the force field, one of the many technical advances they had gotten from salvaged Serpah technology.

“Download it all,” Delilah told the new-old robot. “Any indication what kind of alien genetic experiments?” she asked him. She lightly brought her hand close to the field, feeling the painful tingle of the electrostatic shock.

“We should probably at least get some footage.”

***
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 15 (6, negates 4 ballistic AP)
Super Vigor: +2 die types Vigor= d12, Toughness 15
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:
  • Contact: Your hero sees an old friend or acquaintance who might help her in her current quest somehow. Of course, he may also ask for a favor in return.
  • 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.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Re: Adventure 3: The New Plan

Post by Probe » Sat Oct 20, 2018 5:19 am

John responds, "This unit is not programmed with technical data on biology and genetics. Interpretation of such data is beyond my current functionality."

Which is a fancy way of saying he never studied biology and has no idea what the information on the file means. He transfers the files to the on-board memory in his interface as directed.

He adds, "If they felt a need to create this force field and post a warning about it being for containment, it seems probable there is some form of danger involved. Perhaps alternate means of examining what lies beyond may be recommended first."

He is pretty confident he would survive the encounter, but it would be a shame to lose any of his allies. He checks to see if there are any active cameras from beyond the barrier.
OOC Comments
Computers 1d6+4 = 5: 1 Wild Computer 1d6+4 = 5: 1 2 things: saving the files for later study and looking for cameras
Better spend a bennie to re-roll that, I do not want to destroy anything
Computer 1d6+4 = 9: 5 Wild Computer 1d6+4 = 6: 2 Computer =9, 1 raise
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Re: Adventure 3: The New Plan

Post by Chance » Sat Oct 20, 2018 4:22 pm

The ship's external lights suddenly clicked and lit up as whatever Lily was doing inside yielded fruit. She whooped and poked her head out the hatch.

"Guys, if we can clear a way out, we have an exit plan."

Having caught the tail end of Marduk's summary, she added, "Where the heck did Ear...their scientists get ahold of alien genetic material to experiment with though? Sarpah don't leave their dead behind."

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Mon Oct 22, 2018 12:38 am

Mexico/Cartel airstrip/Lower level
Afternoon
Round 0

“That doesn’t mean we never got any DNA,” Delilah answered Lily. “Plenty of Sarpah blood got left behind, whether on scene or on weapons. And we did get a few bodies in ops that were particularly successful. Ambushes and the like.” She paused. “Not to mention we discovered recently that the Aegis is working with the Sarpah. There are still Sarpha on Earth.”

Delilah looked over at Marduk. “Let me see what the data says.”
K. Medicine 9
K. Medicine 1d8 = 8: 8
Ace 1d8+8 = 9: 1
Wild 1d6 = 4: 4
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Re: Adventure 3: The New Plan

Post by Probe » Mon Oct 22, 2018 3:37 pm

John accesses the genetic experimentation files for display on the computer terminal.
OOC Comments
Computer 1d6+4 = 7: 3, Wild Computer 1d6+4 = 8: 4 Computer = 8, 1 raise
Notice 1d8 = 8: 8 Wild Notice 1d6 = 1: 1 Notice Ace 1d8 = 1: 1 Notice 9 = 1 raise
After bringing up the file on the computer display, Marduk states, "This is the file I downloaded. I note a discrepancy in system activity. Checking, security subroutines involving class 'camera' now active, there is a substantial probability we are now under observation."
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Re: Adventure 3: The New Plan

Post by Walker » Tue Oct 23, 2018 5:38 pm

Returning to the others Walker reports what he sees.
Venatus Vinco wrote:
Fri Oct 19, 2018 5:56 pm
In his astral form Walker can easily see the room the scientists are holed up in. It's a lab/engineering shop with lots of work benches, wires, parts, and other materials - some of which look very exotic. The force field prevents him from searching in the other direction.
"This is not good, it means they have a sorcerer with them or the alien technology has advanced to the point it can affect my magic.

"I do not want to scare the Scientist, but they will have minds powerful enough a simple sleep spell will not work on them. How do you want this handled?"
Walker
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1

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Bradley Collins
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Re: Adventure 3: The New Plan

Post by Bradley Collins » Thu Oct 25, 2018 5:40 pm

Still not too sure of himself and worried about the things the force field might be keeping at bay. Bradley walks to the door near the office in which the scientists were hiding. "Hey Gramps! I got an idea." Bradley says to Walker. Reaching out with his mind he find the minds of the scientists and attempts to take control of them.
Opposed Smarts for MC
-2 for Unseen, +2 Psionics
Smarts: 1d12+2 = 7: 5
Wild: 1d6+2 = 8: 6 Ace: 1d6+8 = 9: 1
Intentions are to take control and have them surrender and give us any information they have.
Bradley Collins
Attributes: Agility d8, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ; 
Skills: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
Edges: Mentalist, Luck, Great Luck, Attractive

Powers(55 Power Points)
[*]Mental Mastery: Switchable Mind Control, Mind Reading, and Telepathy
[*]Telekinesis: Strength 1d12+4, Heavy Weapon, Range 24
[*]Fast Telekinesis(2): Extra action, contingent on telekinesis
[*]Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
[*]Uncanny Reflexes (4): -2 to being hit

Bennies: 5/5

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Re: Adventure 3: The New Plan

Post by Chance » Thu Oct 25, 2018 8:33 pm

"Surveillance, eh? Lets take those cameras out. Give me a second..."

She ducks back into the ship for a moment so she can fiddle with her holocomm. After a moment of adjusting she starts tracking the various radio signals in the area and subjecting them to the comm's decryption protocols, hunting for the comm frequency that these paramilitary types were using. Keeping informed was keeping alive after all.

(Using Broadcast to try to tap into encrypted frequency, Smarts -2)
Rolls: Smarts -2: 5!
1d8-2 = 5: 7 or 1d6-2 = 1: 3

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Re: Adventure 3: The New Plan

Post by Walker » Fri Oct 26, 2018 3:57 pm

Bradley Collins wrote:
Thu Oct 25, 2018 5:40 pm
Still not too sure of himself and worried about the things the force field might be keeping at bay. Bradley walks to the door near the office in which the scientists were hiding. "Hey Gramps! I got an idea." Bradley says to Walker. Reaching out with his mind he find the minds of the scientists and attempts to take control of them.
Opposed Smarts for MC
-2 for Unseen, +2 Psionics
Smarts: Original post: 1d12+2 = 7: 5
Wild:Original post: 1d6+2 = 8: 6 Ace: Original post: 1d6+8 = 9: 1
Intentions are to take control and have them surrender and give us any information they have.
Watching Bradley find a peaceful way to resolve the situation with the scientist that will allow everyone to live Walker nods to himself. "I guess sometimes brute force is the better approach." Then speaking up he says. "Well done Bradley."
Walker
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1

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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco » Sun Oct 28, 2018 9:04 am

Pressure Cooker
With Krieg snorting outside the door the scientists are unable to resist Bradley's mind control attempts and a half dozen of them obediently emerge from the labs. Before too long they reveal that the facility is actually an AEGIS black research centre where they have been continuing experiments designed to induce super abilities in humans and aliens! The chemically augmented soldiers were part of the research project, so too was the reverse engineering of the ship in the bay. They also seem extremely concerned about what is behind the force field...apparently an alien/animal hybrid created with gene splicing that has developed a taste for human flesh.

To punctuate the point, the force field drops and a loud, vicious, roar, echoes through the hangar. Klaxons sound and large lock down doors descend over the stairwells, trapping the heroes on the lower level.

A half dozen more chemical warriors come running into the bay from behind the field, charging toward Lily's ship! They appear to be running from something deep in the containment area. One of the scientists's blanches, "They have released the experiment! We are racing those augments to get out of here before it consumes us all!"
Stay and Fight
If you choose to stay and Fight it will be a quick combat against six more juicers (Quick combat -4), followed by a "boss battle" with the alien animal hybrid.
Bail
You can try to get Lily's ship and fly the heck out of here. This will be a dramatic task as you fight off the juicers, get the bay doors open, and get the ship moving. The task will use Repair or Knowledge (Engineering) at -4
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Re: Adventure 3: The New Plan

Post by Walker » Sun Oct 28, 2018 9:23 am

"We cannot leave this thing to destroy the countryside and the innocent people of Mexico."


Please see poll

viewtopic.php?t=3262
Walker
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1

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Re: Adventure 3: The New Plan

Post by Probe » Sun Oct 28, 2018 9:24 am

John states, "If the creature is a threat, it must be destroyed lest it cause loss of human life. We, as a group, have a better chance of eliminating the threat than most. Further information may be helpful, in specific what kind of animal was used in the experiment and what abilities was it infused with."

He could work on the hanger controls if the others elect to flee, he has the skills, especially if someone else helps him out.
OOC Comments
Fighting 1d6 = 6: 6, Wild Fighting 1d6 = 3: 3, Fighting Ace 1d6 = 3: 3 =9 1 raise
Notice 1d8 = 8: 8, Wild Notice 1d6 = 4: 4, Notice Ace 1d8 = 7: 7 =13 2 raises

OR

Repair 1d8-4 = 3: 7, Wild Repair 1d6-4 = -1: 3 =3 if we are running, will push his skill to succeed using a bennie
Engineering 1d8-4 = -3: 1, Wild Repair 1d6-4 = -1: 3 = 1
Last edited by Probe on Sun Oct 28, 2018 9:29 am, edited 1 time in total.
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Re: Adventure 3: The New Plan

Post by Gothm » Sun Oct 28, 2018 9:28 am

Gothm narrows his eyes as the scientists explain the situation, and then again as the breach occurs.

"Bradley, since I do not trust these men to answer honestly, could you please plumb their minds and determine if this abomination they have created is capable of mating with native fauna if it should escape?"
Guardian of the Mother
OOC Comments
Gaian Superhero
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4; Persuasion d4
Edges: Killer Instinct, Brawny, Elan, Beast Master
Hindrances: Stubborn, Minor Ruthless, Major Vow (Prevent despoiling of Earth), Dependency: Unpolluted Soil
Bennies: 4/4
Powers: Animal Control, Matter (Plant) Control, Earthquake, Storm, Whirlwind, Immune: Disease, Infection w/Contingent Negation-Vigor, Flight, Aquatic, Super Skill: Swimming, Burrowing
  • Q4/18 Adventure Cards:
    Ace: "Play instead of rolling to make a trait test with a single automatic raise."
    Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
Baghs (Panther, Extra)
Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7 (Swim 6, Climb 5); Parry: 6; Toughness: 7 (1)
Edges: Frenzy, Trademark Weapon (bite)
Claw (Str+d8)
Bite (Str+d8+Grab)
Grab: Raise = Pin, need Opposed Strength Raise to escape
Scent, Low-Light Vision
Pounce: Leap d6" in straight line to gain +4 attack/damage and -2 Parry
Wall Walker on trees

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Mon Oct 29, 2018 12:10 am

Mexico/Cartel airstrip/Lower level
Afternoon
Round 0

“We can’t let it get loose,” Delilah agreed with the others. She looked to the scientists. “Does it have a weakness? Did you build any safeties into its genetic structure?” she asked. “Get on the ship. You should be safe there while we fight it.”

Delilah shifted her nanites to strength, having a feeling she would need it. Then she unshipped her rifle, just in case.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Gothm
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Re: Adventure 3: The New Plan

Post by Gothm » Tue Oct 30, 2018 5:40 am

"May I suggest, Doctor Carter, that we not leave these men unattended on the craft? I suspect that their many ethical deficiencies would extend to abandoning us here, maybe even catching us in the jets' blast area as they go. I believe Bradley and Walker would both be capable of fighting as well from inside the craft as without."

He shakes his head at such malfeasance, and begins summoning the whirlwind.
Guardian of the Mother
OOC Comments
Gaian Superhero
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4; Persuasion d4
Edges: Killer Instinct, Brawny, Elan, Beast Master
Hindrances: Stubborn, Minor Ruthless, Major Vow (Prevent despoiling of Earth), Dependency: Unpolluted Soil
Bennies: 4/4
Powers: Animal Control, Matter (Plant) Control, Earthquake, Storm, Whirlwind, Immune: Disease, Infection w/Contingent Negation-Vigor, Flight, Aquatic, Super Skill: Swimming, Burrowing
  • Q4/18 Adventure Cards:
    Ace: "Play instead of rolling to make a trait test with a single automatic raise."
    Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
Baghs (Panther, Extra)
Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7 (Swim 6, Climb 5); Parry: 6; Toughness: 7 (1)
Edges: Frenzy, Trademark Weapon (bite)
Claw (Str+d8)
Bite (Str+d8+Grab)
Grab: Raise = Pin, need Opposed Strength Raise to escape
Scent, Low-Light Vision
Pounce: Leap d6" in straight line to gain +4 attack/damage and -2 Parry
Wall Walker on trees

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Walker
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Re: Adventure 3: The New Plan

Post by Walker » Tue Oct 30, 2018 8:24 am

Gothm wrote:
Tue Oct 30, 2018 5:40 am
"May I suggest, Doctor Carter, that we not leave these men unattended on the craft? I suspect that their many ethical deficiencies would extend to abandoning us here, maybe even catching us in the jets' blast area as they go. I believe Bradley and Walker would both be capable of fighting as well from inside the craft as without."

He shakes his head at such malfeasance, and begins summoning the whirlwind.
"An excellent observation Mr Gothm and I agree that fighting from within would indeed be a safer position for us to fight from." Looking about at the facility and the decisions the scientist have made Walker says. "It would be quite a Shakespearean Tragedy for their own hubris in creating such abominations to lead the very thing of their creation to be what ends them. I would struggle for sympathy to be honest."

The words spoken Walker helps lead the scientist in and binds them as needed to prevent them from causing trouble ones the fighting begins.
Walker
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Thu Nov 01, 2018 1:32 am

Mexico/Cartel airstrip/Lower level
Afternoon
Round 0

“Good idea,” Delilah replied to Gothm. “Tie them up, too, so they can’t overwhelm you by numbers.” Walker already seemed to have that idea, too, as he was binding them already.

“Everyone get ready for this thing,” Delilah said, finding cover at the far end of the room from where the beast would be arriving.
OOC Comments
Can we lay ambush for this thing? Be on Hold?
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Re: Adventure 3: The New Plan

Post by Probe » Thu Nov 01, 2018 3:44 am

John has no idea what is coming, but feels confident we can handle it, he just survived what should have been fatal attacks twice in less than an hour, he can handle just about anything. He swings his blade to get a feel for it's balance and waits.
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Bradley Collins
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Re: Adventure 3: The New Plan

Post by Bradley Collins » Wed Nov 07, 2018 1:34 pm

Opposed Smarts for Mind Reading (15)
Smarts: 1d12+4 = 9: 5
Wild: 1d6+4 = 10: 6 Ace: 1d6+10 = 15: 5
Bradley doesn't need to be told twice when it comes to getting out of harms way. He hurriedly gets into the craft. After they get tied up he gives the scientists back control of their bodies. Bradley reaches into their minds to determine the answer to Gothm's question. "If need be afterwards I can change these guys memories. All they will remember is some really nice passersby that pulled them from a building after an accident"
Bradley Collins
Attributes: Agility d8, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ; 
Skills: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
Edges: Mentalist, Luck, Great Luck, Attractive

Powers(55 Power Points)
[*]Mental Mastery: Switchable Mind Control, Mind Reading, and Telepathy
[*]Telekinesis: Strength 1d12+4, Heavy Weapon, Range 24
[*]Fast Telekinesis(2): Extra action, contingent on telekinesis
[*]Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
[*]Uncanny Reflexes (4): -2 to being hit

Bennies: 5/5

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Gothm
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Re: Adventure 3: The New Plan

Post by Gothm » Thu Nov 08, 2018 3:49 pm

Without even hesitating, Gothm asks, "How much can you erase? Eliminating whatever they learned over the last few months, after we have the intelligence ourselves, would rob Aegis of that knowledge."
Guardian of the Mother
OOC Comments
Gaian Superhero
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4; Persuasion d4
Edges: Killer Instinct, Brawny, Elan, Beast Master
Hindrances: Stubborn, Minor Ruthless, Major Vow (Prevent despoiling of Earth), Dependency: Unpolluted Soil
Bennies: 4/4
Powers: Animal Control, Matter (Plant) Control, Earthquake, Storm, Whirlwind, Immune: Disease, Infection w/Contingent Negation-Vigor, Flight, Aquatic, Super Skill: Swimming, Burrowing
  • Q4/18 Adventure Cards:
    Ace: "Play instead of rolling to make a trait test with a single automatic raise."
    Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
Baghs (Panther, Extra)
Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7 (Swim 6, Climb 5); Parry: 6; Toughness: 7 (1)
Edges: Frenzy, Trademark Weapon (bite)
Claw (Str+d8)
Bite (Str+d8+Grab)
Grab: Raise = Pin, need Opposed Strength Raise to escape
Scent, Low-Light Vision
Pounce: Leap d6" in straight line to gain +4 attack/damage and -2 Parry
Wall Walker on trees

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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco » Fri Nov 09, 2018 6:23 am

Showdown
With Bradley's help, the scientists are very forthcoming about the alien monstrosity about to be released. Nothing about it sounds good, and while it cannot mate with anything in the local countryside, there is also very little that could be done to stop it. They also reveal that the Lopez gang and AEGIS big wigs already fled via an emergency exit...taking the codes to stop the lock down with them. The juicers don't seem interested in talking or being mind controlled. In fact, they must be rejects from the program because their minds are basically void.
This is your brain on Drugs
A roar emanates from deep within the facility and the drug crazed super soldiers charge toward our heroes.
Round 1
Task 1: Stop the Juicers
Difficulty: -2
Skills: Battle, Boating, Driving, Fighting, Notice, Piloting, Riding, Shooting, Survival, Throwing, and Tracking or any super power
Successes Needed: 2

Task 2: Determine the Monster's Weakness
Difficulty: +2
Skills: Computers, Electronics, Healing, Intimidation, Investigation, Logistics, Repair, Science, and any super powers
Successes Needed: 2

Instructions:
Pick a Leader for Each Task: The leader must roll one of the listed skills
Pick a Support Team for Each Task: Support team can roll any skill, each success and raise adds +1 to the leader's roll (max +4).
Roll & Narrate the results
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Re: Adventure 3: The New Plan

Post by Probe » Sun Nov 11, 2018 5:21 am

John hefts his sword but pauses, perhaps there are better ways, "These enemies are on drugs that make them strong and aggressive, it should be easy for a telepath to confuse them about who their enemy is so that attack each other instead of us."

While he is confident he will survive a fight, better still not to have to fight at all.

Hmmm, perhaps that logic extends to the creature that was confined behind the force field as well. John still has access to the computer, perhaps he can find out more about it.
OOC Comments
Computers 1d6+6 = 11: 5, Wild Computers 1d6+6 = 11: 5
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Chance
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Re: Adventure 3: The New Plan

Post by Chance » Sun Nov 11, 2018 5:54 pm

On hearing the oncoming augmented soldiers, Lily looked at MARC and said, "We'll hold them off...see what you can find out about this monster they made!"

She then soared out of the pod, blades of energy manifesting around her hands as she swiftly closed the distance. From there, her fight was something like a wire-fu battle scene married to some kind of rave, full of flashing light, whirling bodies and frantic movement. The drug-fueled warriors were formidable, but Lily was holding her own against a small group of them and keeping them from getting any farther in!

Rolls: Fighting 4, 2 bennies spent
Fighting 1d12-2 = 0: 2 or 1d6-2 = 3: 5
Benny! 1d12-2 = -1: 1 or 1d6-2 = 1: 3
lol...missing Extra Effort right now...
Another benny 1d12-2 = 4: 6 or 1d6-2 = 2: 4
Last edited by Chance on Tue Nov 20, 2018 3:21 pm, edited 3 times in total.

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Mon Nov 12, 2018 4:37 am

Challenge 1: Fighting 5; 1 success
-2 difficulty
Fighting 1d8-2 = 5: 7
Wild 1d6-2 = 0: 2
MARC2 didn’t seem like he needed any help with the computers, so Delilah headed out to defend the landing craft from the juicers.

“I can’t believe they continued the program,” Delilah murmured as she slipped into a fighting stance. “The chemicals were too toxic. They fried the brain and slowly killed the body. The juicer program was a failure.”

Delilah slipped into the midst of the juicers, punching, kicking, blocking, taking blows. The failure of the program was one of the reasons she had started the nanite project that now gave her powers nearly equal to the juicers as she flowed through the battle.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Re: Adventure 3: The New Plan

Post by Walker » Tue Nov 13, 2018 9:25 am

Roll 9, select leader of team after roll is made
Walker on task as assigned my Gothm in hangout

We get to select the leader for my team after the dice are rolled. Narrative coming soon.

Spellcasting 1d12+4 = 6: 2
Wild Die 1d6+4 = 9: 5
Walker stays within the shelter of the ship while working his magic. Focusing on supporting the others and amplifying their effects as opposed to his own interest Walker ensure the team is able to succeed.
Walker
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1

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Gothm
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Re: Adventure 3: The New Plan

Post by Gothm » Tue Nov 20, 2018 9:59 am

Weather control Success; Tracking Success
Stop the Juicers:
Using Weather Control/Animal Command Powers to scatter/disrupt their attacks.

Spirit 1d10-2 = 5: 7
Wild Spirit 1d6-2 = 4: 6

Also, Baghs is deployed to track down the Juicers and keep them from being sneaky.
Tracking 1d8 = 6: 6
Gothm continues to summon his whirlwind; when the Juicers arrive, they find themselves being tossed about and battered with grim abandon, or covered in more ant-swarms. Meanwhile, Baghs the panther begins prowling, ferreting out Juicers who were not so drug-addled as to fail to take cover, so the rest of the team can engage them properly.
Guardian of the Mother
OOC Comments
Gaian Superhero
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4; Persuasion d4
Edges: Killer Instinct, Brawny, Elan, Beast Master
Hindrances: Stubborn, Minor Ruthless, Major Vow (Prevent despoiling of Earth), Dependency: Unpolluted Soil
Bennies: 4/4
Powers: Animal Control, Matter (Plant) Control, Earthquake, Storm, Whirlwind, Immune: Disease, Infection w/Contingent Negation-Vigor, Flight, Aquatic, Super Skill: Swimming, Burrowing
  • Q4/18 Adventure Cards:
    Ace: "Play instead of rolling to make a trait test with a single automatic raise."
    Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
Baghs (Panther, Extra)
Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7 (Swim 6, Climb 5); Parry: 6; Toughness: 7 (1)
Edges: Frenzy, Trademark Weapon (bite)
Claw (Str+d8)
Bite (Str+d8+Grab)
Grab: Raise = Pin, need Opposed Strength Raise to escape
Scent, Low-Light Vision
Pounce: Leap d6" in straight line to gain +4 attack/damage and -2 Parry
Wall Walker on trees

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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco » Sun Nov 25, 2018 9:02 am

Monster Mash
Round 1 Results
Challenge 1: 13, 3 successes
Challenge 2: 13, 3 successes
Total Successes: 3/18
The team overwhelms the juicers, who despite their physical prowess are nothing more than half baked zombies at this point. This is either a group of early experiments gone wrong, or the eventual fate of those who undergo the process. Seems like a hard way to go. Inside the mainframe MARC 2 reads up on the genetic processes that made the creature, combining Sarpah DNA with earth varietal reptiles. Like most reptiles, the creature is very susceptible to sudden drops in temperature. Finding a way to blast the thing with cold could kill it.

Of course, there was still the matter of escaping. The security doors remain locked down, and the collapsed hangar on level above is blocking the access hatch for the ship to potentially fly out.

Challenge 1: Cool It
Knowing the beast's weakness give the group a leg up in fighting it. However, it is still big, strong, and angry!
  • Modifier: +2 (+4 if you can creatively work the use of cold attacks into your narrative)
    Leader Skills: Battle, Boating, Driving, Fighting, Notice, Piloting, Riding, Shooting, Survival, Throwing, and Tracking or any super power
Challenge 2: Lockdown
The security system still need to be overridden in order to force any doors to be opened, whether leaving on foot or via ship.
  • Modifier: -2
    Leader Skills: Computers, Electronics, Healing, Intimidation, Investigation, Logistics, Repair, Science, and any super powers
Challenge 3: Recruiting Drive
To this point the scientists and captured guards have been helpful only when mind controlled. If they can be convinced to lend a hand, it will drastically increase the odds of escape.
  • Modifier: None
    Leader Skills: Intimidation, Investigation, Performance, Super Powers, Streetwise, and Taunt.
    Special: For each success on this challenge gain a d10 assistant for next round. If three or more successes, one of them is a Wild Card.
Instructions:
  • Pick a Leader for Each Task: The leader must roll one of the listed skills
    Pick a Support Team for Each Task: Support team can roll any skill, each success and raise adds +1 to the leader's roll (max +4).
    Roll & Narrate the results
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Re: Adventure 3: The New Plan

Post by Probe » Sun Nov 25, 2018 1:39 pm

Having made a ballpark analysis of the data he downloaded (which is about all he can do, biology not being his forte) MARC 2 says, "Attention, the creature is cold blooded, it can be slowed or harmed by severe cold. Gothm, my memory core indicates that you are capable of producing sufficient levels of cold, I suggest you work on that. We have a number of prisoners, perhaps they can be persuaded to switch sides, I suggest Delia and her daughter as the most convincing. The lockdown will need to be ended for us to exit, I have reasonable skill with computers and will assist with that, though I will defer to anyone with similar abilities."
OOC Comments
Notice 1d8 = 5: 5, Wild Notice 1d6 = 4: 4
Computers (Assist) 1d6+4 = 8: 4 Wild Computer (Assist) 1d6+4 = 6: 2
Forgot the -2 on the computer rolls, so my best roll was a 6.
Last edited by Probe on Sun Nov 25, 2018 5:56 pm, edited 1 time in total.
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Re: Adventure 3: The New Plan

Post by Chance » Sun Nov 25, 2018 4:12 pm

"I was already started on that," Lily piped up, holding up a small device in her hand. "Hang on, lemme go back in..."

She fiddled with the thing briefly, then nodded. "MARC, lemme shoot you some network addresses to attack. That'll make this go a lot easier for me!"

Rolls: Computers 7, 1 benny spent
Computers (inc Interface) 1d8+4 = 6: 2 or 1d6+6 = 8: 2 Oops, that should be a 6 on both; put the bonus on Wild wrong.

And forgot scene modifier! Hah! So 4 on both.

Pretty crummy, on an important roll. Lets benny.

1d8+2 = 4: 2 or 1d6+2 = 7: 5 Well sheeyoot. Oh well.

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Re: Adventure 3: The New Plan

Post by Probe » Sun Nov 25, 2018 5:58 pm

MARC 2 quickly links with Lily, providing her with access to the specialized programs he was given earlier.
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Tue Nov 27, 2018 2:43 am

Investigation 9; Team lead Challenge 3
Investigation 1d6 = 2: 2
Wild 1d6 = 2: 2
Benny to reroll
Investigation 1d6 = 6: 6
Ace 1d6+6 = 9: 3
Wild 1d6 = 1: 1
Mexico/Cartel airstrip/Secret lab
Afternoon
Round 0

Delilah grabbed up the tablet of data Mark had given her and went over to the group of scientists. “Andrew!” she called, “Julia. This is your work, right?” She showed them the tablet. “I recognize your gene sequencing.” She indicated the spliced genes in the genome. “Can you help us? If we don’t stop this thing from eating us here, it’s going to get to the surface and ravage the area. You don’t want that. I have some ideas, but I can use your help.” She started pulling up various information on the creature on how they could stop it.
Last edited by Delilah Carter on Tue Nov 27, 2018 2:49 am, edited 1 time in total.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Re: Adventure 3: The New Plan

Post by Walker » Tue Dec 04, 2018 9:06 am

Walker starts looking at the door closing and trying to prevent the monsters escape. "That thing is going to get us all killed, before the creature tears it down. I do not believe it will hold him at all." He mumbles to himself. Then out loud he says. "Unless you have something else for me Delilah I will focus on getting us out of here, if you more combat types can slow that monster down."

Lock Down 13 + Team Leader Edge
Team Leader lets me move leadership after rolls are rolled.
Lockdown Modifier -2 Spellcasting d12+4 = d12+2
Spellcasting 1d12+2 = 11: 9 Elan makes this a 13
Wild 1d12+2 = 6: 4

Benny to reroll (I got 6 and Elan, so why not?)
Spellcasting 1d12+4 = 8: 4
Wild 1d6+4 = 5: 1

Benny to reroll (I got 5 and Elan, so why not?)
Spellcasting 1d12+4 = 7: 3
Wild 1d6+4 = 6: 2

Benny to reroll (I got 4 and Elan, so why not?)
Spellcasting 1d12+4 = 9: 5
Wild 1d6+4 = 8: 4

Benny to reroll (I got 3 and Elan, so why not?)
Spellcasting 1d12+4 = 8: 4
Wild 1d6+4 = 7: 3
Walker
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1

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Gothm
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Re: Adventure 3: The New Plan

Post by Gothm » Tue Dec 11, 2018 3:57 pm

Spirit 12, double raise
Weather Control Trick to make a cold attack.

Spirit 1d8+4 = 8: 4
Wild Spirit 1d6+4 = 10: 6
ACE 1d6+10 = 12: 2
Gothm taps the winds still whirling from the prior battle, calling upon the Mother to create a weather front that is as out of place as the abomination arriving to attack. The air chills instantly, and the windstorm turns into a bitter, icy blizzard straight from the peaks of the Himalayas.
Guardian of the Mother
OOC Comments
Gaian Superhero
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4; Persuasion d4
Edges: Killer Instinct, Brawny, Elan, Beast Master
Hindrances: Stubborn, Minor Ruthless, Major Vow (Prevent despoiling of Earth), Dependency: Unpolluted Soil
Bennies: 4/4
Powers: Animal Control, Matter (Plant) Control, Earthquake, Storm, Whirlwind, Immune: Disease, Infection w/Contingent Negation-Vigor, Flight, Aquatic, Super Skill: Swimming, Burrowing
  • Q4/18 Adventure Cards:
    Ace: "Play instead of rolling to make a trait test with a single automatic raise."
    Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
Baghs (Panther, Extra)
Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7 (Swim 6, Climb 5); Parry: 6; Toughness: 7 (1)
Edges: Frenzy, Trademark Weapon (bite)
Claw (Str+d8)
Bite (Str+d8+Grab)
Grab: Raise = Pin, need Opposed Strength Raise to escape
Scent, Low-Light Vision
Pounce: Leap d6" in straight line to gain +4 attack/damage and -2 Parry
Wall Walker on trees

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Bradley Collins
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Re: Adventure 3: The New Plan

Post by Bradley Collins » Tue Dec 11, 2018 10:30 pm

OOC Comments
Spending benny for trading Telekinesis (15) for Ice Matter Control(15)Lvl 8, requires material.
I am basically using TK to control the snow created by Gothm.
Strength d12+6
+4 for using ice
Str: 1d12+10 = 13: 3
Wild: 1d6+10 = 12: 2
As things begin to spiral out of control Bradley looks around trying to get a grip on the situation. Barely able to get over his fear I thought comes to mind when he see the blizzard begin to form. Using his telekinesis he melds as much of the snow and ice as he can into a giant icicle attempting to impale the giant lizard being as it slows due to the cold already surrounding it.
Bradley Collins
Attributes: Agility d8, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ; 
Skills: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
Edges: Mentalist, Luck, Great Luck, Attractive

Powers(55 Power Points)
[*]Mental Mastery: Switchable Mind Control, Mind Reading, and Telepathy
[*]Telekinesis: Strength 1d12+4, Heavy Weapon, Range 24
[*]Fast Telekinesis(2): Extra action, contingent on telekinesis
[*]Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
[*]Uncanny Reflexes (4): -2 to being hit

Bennies: 5/5

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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco » Fri Dec 14, 2018 4:38 pm

Up, Up, and Away!
As the creature bursts in the hangar bay it is greet by a massive wall of cold as Gothm and Bradley put the creature on ice with an amazing display of super powers. The creature's circulation system can't keep up with the massive, sudden, temperature change and it collapse on the ground. It's massive jaws snapping one last time with a heavy clunk. The frigid body lay half in the hangar half in the old lab. Meanwhile, Lily, Walker, Marc 2, and Delilah, manage to over come the security system and win over a few scientists.

The hangar door above remains blocked but the threat it neutralized for now. With the lockdown averted, radio communications resume and the hovercraft reports from the surface, "Incoming Mexican military forces. Recommend we get out of here before we have some explaining to do."

5 minute until the military shows up
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Venatus Vinco
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Re: Adventure 3: The New Plan

Post by Venatus Vinco » Sat Dec 15, 2018 6:26 am

Remove the rubble.

Strength Test (Cooperative) with a Target Number of 10.

VV
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Re: Adventure 3: The New Plan

Post by Walker » Sat Dec 15, 2018 8:31 am

While never much for physical labor, Walker knew how to use his gifts. Reaching out with his will and reinforcing his Astral Power he provided tools and jams to prevent the door from smashing closed again on the others as the work was done to open the path out.
14, 4 Successes
14 points in Matter Control for Strength d12+5
Matter Control 1d12+5 = 15: 10
Wild 1d6+5 = 6: 1
Extra Effort 1d6+15 = 16: 1

Meta, yes I know by using matter control metal I can simply move it outside of a contest ignoring defenses, but that does not fit the concept of the challenge.
Walker
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1

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Re: Adventure 3: The New Plan

Post by Probe » Sat Dec 15, 2018 8:52 am

It seems a good test of his current strength, John has not yet had a chance to discover his limits. However, he needs to remember his engineering skills, force is not as important as knowing where to apply that force.
OOC Comments
I want to use Engineering to assist my strength check, if possible.
Strength 1d12 = 6: 6 Wild Strength 1d6 = 4: 4
Knowledge: Engineering 1d8 = 6: 6 Wild Engineering 1d6 = 2: 2
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Re: Adventure 3: The New Plan

Post by Gothm » Sat Dec 15, 2018 10:53 am

Gothm 1 Success, Krogg the Dire Ape 3 successes
Whirlwind using Spirit for Strength
Spirit 1d8 = 5: 5
Wild Spirit 1d6 = 1: 1

Krogg Strength 1d12+4 = 13: 9
Under Walker's direction, Gothm targets some of the looser debris with the tornado, moving it around so that it can pick up and toss away bricks and other easily carried materials--wisely, they opt not to try to use it on the larger pieces, which prove difficult to control once in the Mother's grasp--rather than risk injury of a teammate, they deem it wiser to focus the winds on the lesser obstacles.

On the other hand, they are able to make precision use of Krogg, the Dire Ape the Mother sends to aid in response to Gothm's call to aid. At one point, the great beast manages to pull away the largest segment of the roof, nearly two tons of steel and concrete, on its own.
Guardian of the Mother
OOC Comments
Gaian Superhero
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4; Persuasion d4
Edges: Killer Instinct, Brawny, Elan, Beast Master
Hindrances: Stubborn, Minor Ruthless, Major Vow (Prevent despoiling of Earth), Dependency: Unpolluted Soil
Bennies: 4/4
Powers: Animal Control, Matter (Plant) Control, Earthquake, Storm, Whirlwind, Immune: Disease, Infection w/Contingent Negation-Vigor, Flight, Aquatic, Super Skill: Swimming, Burrowing
  • Q4/18 Adventure Cards:
    Ace: "Play instead of rolling to make a trait test with a single automatic raise."
    Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
Baghs (Panther, Extra)
Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7 (Swim 6, Climb 5); Parry: 6; Toughness: 7 (1)
Edges: Frenzy, Trademark Weapon (bite)
Claw (Str+d8)
Bite (Str+d8+Grab)
Grab: Raise = Pin, need Opposed Strength Raise to escape
Scent, Low-Light Vision
Pounce: Leap d6" in straight line to gain +4 attack/damage and -2 Parry
Wall Walker on trees

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Re: Adventure 3: The New Plan

Post by Chance » Sat Dec 15, 2018 11:16 am

Lily soars up to the debris-crusted overhead shaft where the hangar above had collapsed and starts breaking pieces of rubble free with her energy swords and hauling the chunks away!

The team quickly fell into a sort of instinctive organization under Walker's instructions, with Lily cutting out chunks from above, Walker and Gothm's ape catching the falling pieces, and everyone else helping clear the passage of smaller pieces of rubble; freeing Lily to focus on the big chunks that were otherwise too heavy.

With only minutes to spare, it was tense, hard work...there was no chance to catch one's breath, no chitchat...just the strain of muscles and mind, the crash of rock and metal.

And then light burst down from above through the hole in the top of the installation. Lily shouted and whirled even faster, widening the aperture. Rocks fell like rain, with the dire ape leaping about to catch the pieces that Walker couldn't grab with his magic. Delilah, MARDUK, BRadley all had to rush around shoring up the edges and walls to keep the structure stable, lest its collapse complete itself.

"That's enough!" cried Lily from above, shrouded in a haze of red-violet light. "We don't have to cut it ALL away, just enough so that the pod can get out! Everyone get in!"

Outside, the sound of motors could be heard, the squeal of brakes. Their time was up.

Lily plummeted from above as everyone else scrambled into the oblong, almost egg-like alien craft that hovered just a foot or so off the ground in front of them. She touched down and bolted inside, sealing the hatch behind her.

"If someone knows a good destination, this is a good time," she said as she brought the DRUID out to interface with the pod's controls. It had its own control interface as well of course, but under pressure she was more familiar with her own equipment. The difference could be life or death.

Holographic images appeared in the air around Lily, showing information scrolling in panels and images, alien text parading around. In front of her appeared an image of the hangar, which panned up to show the path out.

"We're going to have to avoid national airspaces," Lily went on, almost conversationally, as her eyes tracked over the readouts. The repairs the Earth scientists had made weren't the best...but they'd restored enough power for this at least.

Acceleration pressed everyone down suddenly, and on the main display everyone could see the light of the opening abruptly expand. The ship shook, and there was a crashing, scraping noise as it dinged against places where the cleared tunnel was a little too small. Not enough to truly damage it, but surely its paint was ruined...if it had paint.

Secondary displays blossomed in midair under the first, little squares showing several jeeps and humvees that had pulled up to the airbase. Men in uniforms were already piling out, pointing up, shouting. Aiming weapons.

"Gonna hafta say...nope to that..." muttered Lily, and again an invisible hand of acceleration pressed against everyone in the ship...this time pressing them back. The airbase, the Mexican soldiers...it all rushed away. The tactical display monitors reconfigured, showing a course projection that led over Mexico to the west, out over the sea.

Lily sighed and looked back with a wan smile. "So. I...guess I have some explaining to do."

Strength 8, 2 successes
1d10 = 7: 7 or 1d6 = 6: 6
Ace on wild: 1d6 = 2: 2

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Re: Adventure 3: The New Plan

Post by Probe » Sat Dec 15, 2018 2:12 pm

Once the way is clear, Marc 2 waits. He knows he is likely the fastest of them, so his going last makes some sense. He can get on after making sure everyone else is on board.

He takes a look around to see if there is anything he sees that looks important that may have been overlooked.

He rushes on board at the last moment and braces himself for acceleration.
OOC Comments
Notice 1d8 = 6: 6 Wild Notice 1d6 = 1: 1
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Mon Dec 17, 2018 2:23 am

Strength 8; 2 successes
Strength 1d10 = 8: 8
Wild 1d6 = 5: 5
Mexico/Cartel airstrip/Secret lab
Afternoon
Round 0

Delilah shifted her nanites to enhance her strength and went to work helping clear the rubble. When it was cleared, she helped the other scientists they had recruited into the ship.

“Stay low, beneath the radar,” Delilah advised, noting how easily she took to the alien craft. She studied the girl closely again as they soared out over the ocean.

“You aren't human, are you?” she asked. “You fly this alien craft like a natural.”
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Re: Adventure 3: The New Plan

Post by Chance » Mon Dec 17, 2018 9:34 am

Lily shrugged that off. "That's as much from my equipment as anything, but...to answer your question, no. I'm not from Earth. I'm not Sarpah either, if that helps."

She sighs and leans back to look at the curve of the ceiling of the pod. Being inside it is a little like being inside a giant seashell, with its smooth, organic curvature and pearly building material.

"We've been at war with them for...a long time now. When our intelligence discovered they were targeting Earth, and that Earth was close enough for us to reach quickly, we sent a ship. Turns out, we should have sent a fleet. The intel on how soon the invasion would happen was wrong...or maybe the Sarpah stepped up their schedule. Either way, the system was occupied when we arrived, and...things went about as well as one would expect under the circumstances, I guess."


"We had a choice. Abandon the mission and leave the Earth as lost...or try to push through against the odds. The Speaker chose the second...as far as I know, I'm the only survivor."

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Re: Adventure 3: The New Plan

Post by Delilah Carter » Tue Dec 18, 2018 1:07 am

Mexico
Afternoon
Round 0

Delilah stared at Lily in amazement. “There are other...aliens out there?” she said in awe. “We only knew the Sarpah. You say you are at war with them. Why would you help Earth? What do you want with us?” she asked skeptically. “Do you want to enslave us too?” She looked around at the clearly superior technology of their small craft.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Re: Adventure 3: The New Plan

Post by Chance » Tue Dec 18, 2018 7:54 am

"Enslave you?!" Lily blurted, shocked. "Bazaa no! We were coming to warn you! And we wanted to help...in exchange for your help in return."

She took a deep breath, playing for time as she organized her thoughts.

"Look, the Dalaraan...that's my people...we're...there's not a lot of us. We've already had to pull back from most of our outsystem colonies. And, to put it delicately, we're not as prolific as you. The details of the proposal will be in the Speaker's files, which should be in this pod's archives, but the gist is that we wanted to equip Earth to fight the Sarpah, and then ask for soldiers to help us do the same."

Lily nodded quickly and held a hand out, "Which I know...sending your people off to maybe die helping aliens probably doesn't sound great. I'm not the Speaker, I wasn't briefed for the negotiations and all that. This is just the toe-tip treatment. What it comes down to was that our perception was that Earth and Dalaraan each had something the other was missing."

"...but then you guys fought the Sarpah off without us. So..." She sighs and shrugs. "Though I will say I'm suspicious about that, and it's not just because I have a vested interest in that way of seeing things. Our past encounters with the Sarpah reveal them as tenacious. It's not like them to pass up resources like Earth has just because they got a kick in the teeth when they didn't expect it."

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Re: Adventure 3: The New Plan

Post by Gothm » Thu Dec 20, 2018 9:04 pm

As the vessel flies away in the storm, Gothm strokes Baghs' head as the panther rests it in his lap. "So you are to be my permanent companion? I think that will do just fine, yes."

Then Lily drops the bomb. Immediately, Gothm tenses, then, listening to her story, re-seals his armor (which had been opened after they were underway). "You should have told us this before. I could have killed you unintentionally, with nothing more than a handshake. I am literally the Mother's immune system--and much like that of animals here on Earth, I do not--CAN not--discriminate between different invasive microbes. Direct contact with me would likely cause you severe, possibly fatal illness."

He then moves to a further seat from her, just to be safe.
Guardian of the Mother
OOC Comments
Gaian Superhero
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4; Persuasion d4
Edges: Killer Instinct, Brawny, Elan, Beast Master
Hindrances: Stubborn, Minor Ruthless, Major Vow (Prevent despoiling of Earth), Dependency: Unpolluted Soil
Bennies: 4/4
Powers: Animal Control, Matter (Plant) Control, Earthquake, Storm, Whirlwind, Immune: Disease, Infection w/Contingent Negation-Vigor, Flight, Aquatic, Super Skill: Swimming, Burrowing
  • Q4/18 Adventure Cards:
    Ace: "Play instead of rolling to make a trait test with a single automatic raise."
    Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
Baghs (Panther, Extra)
Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7 (Swim 6, Climb 5); Parry: 6; Toughness: 7 (1)
Edges: Frenzy, Trademark Weapon (bite)
Claw (Str+d8)
Bite (Str+d8+Grab)
Grab: Raise = Pin, need Opposed Strength Raise to escape
Scent, Low-Light Vision
Pounce: Leap d6" in straight line to gain +4 attack/damage and -2 Parry
Wall Walker on trees

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Fri Dec 21, 2018 4:00 am

Mexico
Afternoon
Round 0

Delilah turned over Lily’s words, considering. “I am not sure we fought off the Sarpah like we thought,” she admitted. “We recently found a secret Sarpah enclave beneath an AEGIS facility and evidence they are working with the world governments and doing research on the superhumans we made during the war.” She paused. “That creature in that lab was made using Sarpah DNA as well.”
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Re: Adventure 3: The New Plan

Post by Walker » Fri Dec 21, 2018 6:53 am

Walker nods listening. "Based on the evidence it would seem that higher ups in AEGIS signed a deal with the Sarpah and are working with them. The only question I have is if government officials outside of the agency are also in of the secret.
"It seems obvious that some of the lower positions in the company are not in on the secret. Our government have always only served the interest of those in office. Corruption is very high. If your speaker offers technology, he may as well be handing it over to the Sarpah."
Walker
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 12 (6)
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Currently Memorized: Phasing on Astral Form and Teleport.

Current Status
Wounds: 0/3
Fatigue: 0/2

Bennies: 1

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Chance
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Re: Adventure 3: The New Plan

Post by Chance » Fri Dec 21, 2018 8:32 pm

Lily lifted an inquisitive eyebrow at Gothm, repeating 'invasive microbe' silently to herself as he scooted away. What was he on about then? Afraid she had alien germs? She'd have to let him know she'd had her panimmunity treatments before coming to Earth, but first...

"What you're saying makes sense. It fits the pattern we've seen. They never really give up, but they will pull back, reassess, and try again with new tactics. Taking early losses makes them careful, we've found. It can buy time, but...you can't let your guard down."

The young woman shook her head slowly.

"I don't know how they got the cooperation of people on your planet though, so soon after trying to invade. You say they're corrupt, but they must understand the Sarpah won't leave them anything but ashes to rule over when they go."

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Re: Adventure 3: The New Plan

Post by Delilah Carter » Sat Dec 22, 2018 12:04 am

Mexico
Afternoon
Round 0

“We don’t know what happened,” Delilah admitted with a sigh. “We thought we’d won. They’d left. Then the government turned on us, started hunting us down. Now we discover this Sarpah...deep state, at least within AEGIS. We came her to Mexico because we got a line on that AEGIS facility, and it seemed remote enough to deal with without collateral damage.”
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Re: Adventure 3: The New Plan

Post by Chance » Mon Dec 24, 2018 11:38 am

Lily frowned.

"That does explain a few things. Earth turning on the people that basically stopped the invasion, for example. It doesn't explain how the Sarpah got to AEGIS in the first place though. I mean, it has a single director, but their decisions have to be carried out through multiple levels of bureaucracy...which means a conspiracy would have to involve potentially hundreds of people. It's just not practical."

She looked back at the display panel, drumming a finger against her upper lip thoughtfully.

"Unless the organization of AEGIS has changed, or was never what we thought it was, maybe. Or...hmmm. We need to get more intel. Where does AEGIS keep their data? Specifically, personnel data?"

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Wed Dec 26, 2018 12:45 am

Mexico
Afternoon
Round 0

“Some kind of mind control, maybe?” Delilah mused. “That wasn’t really a technique we saw during the war. Anyway, when ARES restructured as AEGIS, I had to go on the run, so I am not sure how accurate a lot of what I know still is. Originally we had the directorate in Washington DC, but obviously that was a big target during the war. A lot of stuff moved to Cheyenne Mountain and Area 51, and much of it went underground to avoid Sarpah targeting. We decentralized a lot during the war. Part of the transition from ARES to AEGIS was recentralizing all of that into a more traditional structure again.”
OOC Comments
I feel Lily’s question might be something Delilah knew, but I wasn’t sure, so I gave a reason why she might not. Let me know if she does know.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Bradley Collins
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Re: Adventure 3: The New Plan

Post by Bradley Collins » Fri Dec 28, 2018 1:42 pm

Not really sure how he can chime in, Bradley sits in the ship minding his own business and listening to the interactions especially between Delilah and Lilly. Then left to wander in his own thoughts he began to think about how good Lilly looks especially for an alien. Shaking his head after a moment when he realized he might be staring he finally chimes in "So where should we go next? It seems like it will be near impossible to trust anyone in any position of authority. I mean I have been in captivity most of my life so I find it hard to trust people anyway. Perhaps if we can get into or near some big decision makers I can try to determine what they know and if they have been persuaded."
Bradley Collins
Attributes: Agility d8, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ; 
Skills: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
Edges: Mentalist, Luck, Great Luck, Attractive

Powers(55 Power Points)
[*]Mental Mastery: Switchable Mind Control, Mind Reading, and Telepathy
[*]Telekinesis: Strength 1d12+4, Heavy Weapon, Range 24
[*]Fast Telekinesis(2): Extra action, contingent on telekinesis
[*]Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
[*]Uncanny Reflexes (4): -2 to being hit

Bennies: 5/5

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Gothm
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Re: Adventure 3: The New Plan

Post by Gothm » Sat Dec 29, 2018 7:52 pm

At Bradley's suggestion, Gothm turns to Walker. "Can your magics allow us to assume other forms? Being able to change our appearances would help with tactics such as young Mr. Bradley suggested. I suspect that AEGIS agents are watching any significant 'movers and shakers' closely--especially if the individual in question is not part of their conspiracy."
Guardian of the Mother
OOC Comments
Gaian Superhero
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4; Persuasion d4
Edges: Killer Instinct, Brawny, Elan, Beast Master
Hindrances: Stubborn, Minor Ruthless, Major Vow (Prevent despoiling of Earth), Dependency: Unpolluted Soil
Bennies: 4/4
Powers: Animal Control, Matter (Plant) Control, Earthquake, Storm, Whirlwind, Immune: Disease, Infection w/Contingent Negation-Vigor, Flight, Aquatic, Super Skill: Swimming, Burrowing
  • Q4/18 Adventure Cards:
    Ace: "Play instead of rolling to make a trait test with a single automatic raise."
    Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
Baghs (Panther, Extra)
Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7 (Swim 6, Climb 5); Parry: 6; Toughness: 7 (1)
Edges: Frenzy, Trademark Weapon (bite)
Claw (Str+d8)
Bite (Str+d8+Grab)
Grab: Raise = Pin, need Opposed Strength Raise to escape
Scent, Low-Light Vision
Pounce: Leap d6" in straight line to gain +4 attack/damage and -2 Parry
Wall Walker on trees

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Chance
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Re: Adventure 3: The New Plan

Post by Chance » Sun Dec 30, 2018 6:50 pm

"ARES...hey yeah, they DID use a different name, didn't they?" Lily muses. "I wonder if that change is related to this. Do we know anyone who was in ARES who isn't in AEGIS now? Also, anyone know a safe place to stash this ship? Hideout or safehouse or something?"

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Tue Jan 01, 2019 3:08 am

Mexico
Afternoon
Round 0

Delilah raised her hand. “I was a medical director and scientist for the ARES experiments,” she told Lily. “And no affiliation with AEGIS. My husband was a director as well, for the military side. He’s now AEGIS. And we have a base we can put this. What kind of stealth tech does this have? We might need to wait until night and fly low, under the radar, to get it back to base.”
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Chance
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Re: Adventure 3: The New Plan

Post by Chance » Thu Jan 03, 2019 9:02 pm

"They're supposed to have full camelflage and anti-sensor counter..." she pauses at the subdermal whispers of her translator. "Camouflage. And anti-sensor...right, the point is that they're meant for surveillance and extraction in combat zones so they can avoid detection. This one's got some, um, dents in the fender, so I wasn't depending on that still working. But if that's what it takes..." She shrugs. "We'll risk it."

"Maybe your husband is who we should be talking to then though. It sounds like he matches the profile of the kind of insider we need, and your shared history gives us an advantage with him."

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Fri Jan 11, 2019 5:15 am

Mexico
Afternoon
Round 0

Delilah gave a wry smile. “Well, my husband just ran off with a Mexican drug lord and was here checking up on how they were doing cracking your ship, so I am not sure he would be all that amenable. Last time I saw him, I was tied to a chair while he waited for his containment squad to arrive and take me in.”
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Chance
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Re: Adventure 3: The New Plan

Post by Chance » Fri Jan 11, 2019 9:26 am

Lily shrugs. "I didn't say he had to be willing," she points out. "It sounds like he's definitely involved, and you know him pretty well which would give us an advantage when interrogating him. He's a better target than just some random AEGIS official."

She scowls. "Its too bad I was in such a hurry to get out of there. We had a chance to intercept and catch him."

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Delilah Carter
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Re: Adventure 3: The New Plan

Post by Delilah Carter » Sat Jan 12, 2019 12:40 am

Delilah looked uncomfortable. “So put him in the exact situation he put me in when he wanted to know the whereabouts of the other ARES I had helped?” she said, a bit of a sharp tone in her voice. “As it is, I don’t know where to find him now. It isn’t as if we exchange Christmas cards anymore.” She took a breath to calm herself.
Character Tracker
Delilah Carter Character Sheet
Pace: 6; Parry: 6; Toughness: 13 (6, negates 4 ballistic AP)
Super Strength: +2 die types Strength= d10
Uncanny Reflexes: -2 on incoming attacks
Improved Nerves of Steel: Ignore 2 points of Wound modifiers
Level Headed: Best of two initiative cards
Blinding Reflexes: Can make an Agility roll to move out of AoE effects
Regeneration: Roll natural healing every round, halve time recovering from Fatigue, all injuries are temporary
Gifted: Ignore -2 penalty when making unskilled rolls
Eagle Eyes: Halve range penalties
Infra/Low-Light Vision: Ignore illumination penalties
Pulse Blaster Rifle: 22 shots
Bennies: 3/3
Adventure Cards:

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Chance
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Re: Adventure 3: The New Plan

Post by Chance » Sat Jan 12, 2019 3:36 pm

The expression on Lily's face was one of sympathy. "We're going to have to put someone in that situation. We have a critical lack of intel. We can't fight this blind. But okay, we lost him. We should put together a watchlist of people who could be sources of info, see who we can track down."

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Gothm
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Re: Adventure 3: The New Plan

Post by Gothm » Sat Jan 12, 2019 5:17 pm

Gothm, attempting to be kind, breaks in. "Do note, Ms. Carter, that we do not have to be... unpleasant about it, beyond the initial process of capture, in any case. After all, our young Bradley seems more than capable of extracting intelligence quite painlessly. So yes, the alien's suggestion of isolating suitable targets is most likely a sound one."
Guardian of the Mother
OOC Comments
Gaian Superhero
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4; Persuasion d4
Edges: Killer Instinct, Brawny, Elan, Beast Master
Hindrances: Stubborn, Minor Ruthless, Major Vow (Prevent despoiling of Earth), Dependency: Unpolluted Soil
Bennies: 4/4
Powers: Animal Control, Matter (Plant) Control, Earthquake, Storm, Whirlwind, Immune: Disease, Infection w/Contingent Negation-Vigor, Flight, Aquatic, Super Skill: Swimming, Burrowing
  • Q4/18 Adventure Cards:
    Ace: "Play instead of rolling to make a trait test with a single automatic raise."
    Riled Up: "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
Baghs (Panther, Extra)
Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7 (Swim 6, Climb 5); Parry: 6; Toughness: 7 (1)
Edges: Frenzy, Trademark Weapon (bite)
Claw (Str+d8)
Bite (Str+d8+Grab)
Grab: Raise = Pin, need Opposed Strength Raise to escape
Scent, Low-Light Vision
Pounce: Leap d6" in straight line to gain +4 attack/damage and -2 Parry
Wall Walker on trees

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Chance
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Re: Adventure 3: The New Plan

Post by Chance » Sat Jan 12, 2019 7:40 pm

"The alien has a name," Lily reminds Gothm with a little wave. "She's sitting right here. Juuuuust sayin'."

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Probe
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Re: Adventure 3: The New Plan

Post by Probe » Sun Jan 13, 2019 9:20 am

John evaluates, "Probability of mind control low, probability of other forms of control high. Note this place where we just were belonged to drug lords. Possibility that some form of addictive substance is being used to influence behavior moderately high."

Well, hopefully that makes as much sense to the others as it does to him. Mind control is tough, it has to be constantly maintained and reinforced...but an addict will often do anything to maintain their addiction.
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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