Adventure 3: The New Plan

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Lily Coleman
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Re: Adventure 3: The New Plan

Post by Lily Coleman » 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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Lily Coleman
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Re: Adventure 3: The New Plan

Post by Lily Coleman » 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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MARC 2
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Re: Adventure 3: The New Plan

Post by MARC 2 » 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:
Cyborg Frame: Strength 1d12, Agility 1d12, Vigor 1d12, Toughness 8, Speed 7 (Pace 48/120 mph), Jumping 1 (2" high or 4"long)
Cybernetic Senses: Danger Sense, Eagle Eyes, Low-light vision
Upgraded IRMSS: Regeneration 5, gets Healing rolls every round
Cybernetic Systems: Interface unit (Interface with Code Breaker, +4 on rolls involving computers and electronics, including lock picking rolls involving electronic locks and attempts to override electronic security), Cybernetic Lung Enhancement (Doesn't Breathe), Internal Radio (Broadcast)

Juicer Plate: Armor 6, Toughness 1, Minimum Strength d10, Weight 15
Juicer Monoblade: Damage Str+2d8, AP 2, Mega Damage, Weight 15

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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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Lily Coleman
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Re: Adventure 3: The New Plan

Post by Lily Coleman » 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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MARC 2
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Re: Adventure 3: The New Plan

Post by MARC 2 » 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:
Cyborg Frame: Strength 1d12, Agility 1d12, Vigor 1d12, Toughness 8, Speed 7 (Pace 48/120 mph), Jumping 1 (2" high or 4"long)
Cybernetic Senses: Danger Sense, Eagle Eyes, Low-light vision
Upgraded IRMSS: Regeneration 5, gets Healing rolls every round
Cybernetic Systems: Interface unit (Interface with Code Breaker, +4 on rolls involving computers and electronics, including lock picking rolls involving electronic locks and attempts to override electronic security), Cybernetic Lung Enhancement (Doesn't Breathe), Internal Radio (Broadcast)

Juicer Plate: Armor 6, Toughness 1, Minimum Strength d10, Weight 15
Juicer Monoblade: Damage Str+2d8, AP 2, Mega Damage, Weight 15

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Walker
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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: 2

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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: 2/3
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.

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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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MARC 2
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Re: Adventure 3: The New Plan

Post by MARC 2 » 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:
Cyborg Frame: Strength 1d12, Agility 1d12, Vigor 1d12, Toughness 8, Speed 7 (Pace 48/120 mph), Jumping 1 (2" high or 4"long)
Cybernetic Senses: Danger Sense, Eagle Eyes, Low-light vision
Upgraded IRMSS: Regeneration 5, gets Healing rolls every round
Cybernetic Systems: Interface unit (Interface with Code Breaker, +4 on rolls involving computers and electronics, including lock picking rolls involving electronic locks and attempts to override electronic security), Cybernetic Lung Enhancement (Doesn't Breathe), Internal Radio (Broadcast)

Juicer Plate: Armor 6, Toughness 1, Minimum Strength d10, Weight 15
Juicer Monoblade: Damage Str+2d8, AP 2, Mega Damage, Weight 15

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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: 2/3
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.

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MARC 2
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Re: Adventure 3: The New Plan

Post by MARC 2 » 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:
Cyborg Frame: Strength 1d12, Agility 1d12, Vigor 1d12, Toughness 8, Speed 7 (Pace 48/120 mph), Jumping 1 (2" high or 4"long)
Cybernetic Senses: Danger Sense, Eagle Eyes, Low-light vision
Upgraded IRMSS: Regeneration 5, gets Healing rolls every round
Cybernetic Systems: Interface unit (Interface with Code Breaker, +4 on rolls involving computers and electronics, including lock picking rolls involving electronic locks and attempts to override electronic security), Cybernetic Lung Enhancement (Doesn't Breathe), Internal Radio (Broadcast)

Juicer Plate: Armor 6, Toughness 1, Minimum Strength d10, Weight 15
Juicer Monoblade: Damage Str+2d8, AP 2, Mega Damage, Weight 15

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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: 2

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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: 2/3
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.

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MARC 2
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Re: Adventure 3: The New Plan

Post by MARC 2 » 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 MARC 2 on Mon Oct 15, 2018 4:15 pm, edited 1 time in total.
In Effect:
Cyborg Frame: Strength 1d12, Agility 1d12, Vigor 1d12, Toughness 8, Speed 7 (Pace 48/120 mph), Jumping 1 (2" high or 4"long)
Cybernetic Senses: Danger Sense, Eagle Eyes, Low-light vision
Upgraded IRMSS: Regeneration 5, gets Healing rolls every round
Cybernetic Systems: Interface unit (Interface with Code Breaker, +4 on rolls involving computers and electronics, including lock picking rolls involving electronic locks and attempts to override electronic security), Cybernetic Lung Enhancement (Doesn't Breathe), Internal Radio (Broadcast)

Juicer Plate: Armor 6, Toughness 1, Minimum Strength d10, Weight 15
Juicer Monoblade: Damage Str+2d8, AP 2, Mega Damage, Weight 15

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Walker
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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: 2

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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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Gothm
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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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MARC 2
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Re: Adventure 3: The New Plan

Post by MARC 2 » 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:
Cyborg Frame: Strength 1d12, Agility 1d12, Vigor 1d12, Toughness 8, Speed 7 (Pace 48/120 mph), Jumping 1 (2" high or 4"long)
Cybernetic Senses: Danger Sense, Eagle Eyes, Low-light vision
Upgraded IRMSS: Regeneration 5, gets Healing rolls every round
Cybernetic Systems: Interface unit (Interface with Code Breaker, +4 on rolls involving computers and electronics, including lock picking rolls involving electronic locks and attempts to override electronic security), Cybernetic Lung Enhancement (Doesn't Breathe), Internal Radio (Broadcast)

Juicer Plate: Armor 6, Toughness 1, Minimum Strength d10, Weight 15
Juicer Monoblade: Damage Str+2d8, AP 2, Mega Damage, Weight 15

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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: 2/3
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.

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MARC 2
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Re: Adventure 3: The New Plan

Post by MARC 2 » 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:
Cyborg Frame: Strength 1d12, Agility 1d12, Vigor 1d12, Toughness 8, Speed 7 (Pace 48/120 mph), Jumping 1 (2" high or 4"long)
Cybernetic Senses: Danger Sense, Eagle Eyes, Low-light vision
Upgraded IRMSS: Regeneration 5, gets Healing rolls every round
Cybernetic Systems: Interface unit (Interface with Code Breaker, +4 on rolls involving computers and electronics, including lock picking rolls involving electronic locks and attempts to override electronic security), Cybernetic Lung Enhancement (Doesn't Breathe), Internal Radio (Broadcast)

Juicer Plate: Armor 6, Toughness 1, Minimum Strength d10, Weight 15
Juicer Monoblade: Damage Str+2d8, AP 2, Mega Damage, Weight 15

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Lily Coleman
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Re: Adventure 3: The New Plan

Post by Lily Coleman » 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: 2/3
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.

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MARC 2
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Re: Adventure 3: The New Plan

Post by MARC 2 » 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:
Cyborg Frame: Strength 1d12, Agility 1d12, Vigor 1d12, Toughness 8, Speed 7 (Pace 48/120 mph), Jumping 1 (2" high or 4"long)
Cybernetic Senses: Danger Sense, Eagle Eyes, Low-light vision
Upgraded IRMSS: Regeneration 5, gets Healing rolls every round
Cybernetic Systems: Interface unit (Interface with Code Breaker, +4 on rolls involving computers and electronics, including lock picking rolls involving electronic locks and attempts to override electronic security), Cybernetic Lung Enhancement (Doesn't Breathe), Internal Radio (Broadcast)

Juicer Plate: Armor 6, Toughness 1, Minimum Strength d10, Weight 15
Juicer Monoblade: Damage Str+2d8, AP 2, Mega Damage, Weight 15

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Walker
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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: 2

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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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Lily Coleman
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Re: Adventure 3: The New Plan

Post by Lily Coleman » 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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Walker
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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: 2

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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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Walker
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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: 2

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MARC 2
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Re: Adventure 3: The New Plan

Post by MARC 2 » 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 MARC 2 on Sun Oct 28, 2018 9:29 am, edited 1 time in total.
In Effect:
Cyborg Frame: Strength 1d12, Agility 1d12, Vigor 1d12, Toughness 8, Speed 7 (Pace 48/120 mph), Jumping 1 (2" high or 4"long)
Cybernetic Senses: Danger Sense, Eagle Eyes, Low-light vision
Upgraded IRMSS: Regeneration 5, gets Healing rolls every round
Cybernetic Systems: Interface unit (Interface with Code Breaker, +4 on rolls involving computers and electronics, including lock picking rolls involving electronic locks and attempts to override electronic security), Cybernetic Lung Enhancement (Doesn't Breathe), Internal Radio (Broadcast)

Juicer Plate: Armor 6, Toughness 1, Minimum Strength d10, Weight 15
Juicer Monoblade: Damage Str+2d8, AP 2, Mega Damage, Weight 15

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Gothm
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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: 2/3
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.

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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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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: 2

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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: 2/3
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.

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MARC 2
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Re: Adventure 3: The New Plan

Post by MARC 2 » 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:
Cyborg Frame: Strength 1d12, Agility 1d12, Vigor 1d12, Toughness 8, Speed 7 (Pace 48/120 mph), Jumping 1 (2" high or 4"long)
Cybernetic Senses: Danger Sense, Eagle Eyes, Low-light vision
Upgraded IRMSS: Regeneration 5, gets Healing rolls every round
Cybernetic Systems: Interface unit (Interface with Code Breaker, +4 on rolls involving computers and electronics, including lock picking rolls involving electronic locks and attempts to override electronic security), Cybernetic Lung Enhancement (Doesn't Breathe), Internal Radio (Broadcast)

Juicer Plate: Armor 6, Toughness 1, Minimum Strength d10, Weight 15
Juicer Monoblade: Damage Str+2d8, AP 2, Mega Damage, Weight 15

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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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MARC 2
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Re: Adventure 3: The New Plan

Post by MARC 2 » 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:
Cyborg Frame: Strength 1d12, Agility 1d12, Vigor 1d12, Toughness 8, Speed 7 (Pace 48/120 mph), Jumping 1 (2" high or 4"long)
Cybernetic Senses: Danger Sense, Eagle Eyes, Low-light vision
Upgraded IRMSS: Regeneration 5, gets Healing rolls every round
Cybernetic Systems: Interface unit (Interface with Code Breaker, +4 on rolls involving computers and electronics, including lock picking rolls involving electronic locks and attempts to override electronic security), Cybernetic Lung Enhancement (Doesn't Breathe), Internal Radio (Broadcast)

Juicer Plate: Armor 6, Toughness 1, Minimum Strength d10, Weight 15
Juicer Monoblade: Damage Str+2d8, AP 2, Mega Damage, Weight 15

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Lily Coleman
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Location: Pretty far from home!

Re: Adventure 3: The New Plan

Post by Lily Coleman » 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 Lily Coleman 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: 2/3
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.

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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: 2

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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
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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MARC 2
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Re: Adventure 3: The New Plan

Post by MARC 2 » 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 MARC 2 on Sun Nov 25, 2018 5:56 pm, edited 1 time in total.
In Effect:
Cyborg Frame: Strength 1d12, Agility 1d12, Vigor 1d12, Toughness 8, Speed 7 (Pace 48/120 mph), Jumping 1 (2" high or 4"long)
Cybernetic Senses: Danger Sense, Eagle Eyes, Low-light vision
Upgraded IRMSS: Regeneration 5, gets Healing rolls every round
Cybernetic Systems: Interface unit (Interface with Code Breaker, +4 on rolls involving computers and electronics, including lock picking rolls involving electronic locks and attempts to override electronic security), Cybernetic Lung Enhancement (Doesn't Breathe), Internal Radio (Broadcast)

Juicer Plate: Armor 6, Toughness 1, Minimum Strength d10, Weight 15
Juicer Monoblade: Damage Str+2d8, AP 2, Mega Damage, Weight 15

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Lily Coleman
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Location: Pretty far from home!

Re: Adventure 3: The New Plan

Post by Lily Coleman » 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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MARC 2
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Re: Adventure 3: The New Plan

Post by MARC 2 » 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:
Cyborg Frame: Strength 1d12, Agility 1d12, Vigor 1d12, Toughness 8, Speed 7 (Pace 48/120 mph), Jumping 1 (2" high or 4"long)
Cybernetic Senses: Danger Sense, Eagle Eyes, Low-light vision
Upgraded IRMSS: Regeneration 5, gets Healing rolls every round
Cybernetic Systems: Interface unit (Interface with Code Breaker, +4 on rolls involving computers and electronics, including lock picking rolls involving electronic locks and attempts to override electronic security), Cybernetic Lung Enhancement (Doesn't Breathe), Internal Radio (Broadcast)

Juicer Plate: Armor 6, Toughness 1, Minimum Strength d10, Weight 15
Juicer Monoblade: Damage Str+2d8, AP 2, Mega Damage, Weight 15

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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: 2/3
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.

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Walker
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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: 2

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