The Drink

Not Will, the town.
Post Reply
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

The Drink

Post by Ndreare »

The Drink
The Drink.jpg
This rouged bar built into the side of the barricade is a den of rowdy and rough men and women who enjoy life to its fullest. One look around at the variety of men, women and races makes it clear everyone is welcome, as long as they have money and won’t cry in a fist fight.

As you step through the door no-one even notices, and not until a couple minutes after you sit down does a lady swing by your table to deliver the words. "I'm busy, so if you don't know what you want I will come back. Otherwise I will take your orders now." She has a strange confidence and competence that makes her attractive even if her alien manors would be considered rude by the more refined people you have know.

Looking for a few men, or looking for a fight. The Drink is the place for you...
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Hardin
Bronze Patron
Bronze Patron
Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: The Drink

Post by Hardin »

Notice 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Hardin gives her a slight nod. "Ah'll take a sippin' whiskey with a decent label. Nothin' off yer top shelf, but nothin' out of a tin barrel, neither. And a menu, if ya please, if yer kitchen's still cookin' at this hour."

His order made, Hardin settles in to watch the crowd and brood a bit, two of his favorite pastimes. This here is my kinda place, he thinks, as a fistfight breaks out between two patrons over who drank from whose beer while the other's back was turned (they both had, of course).
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Drink

Post by Ndreare »

The thump, thump of a dueling arena can be heard over the music and rowdiness upstairs. You can tell the general environment here is one that can make you feel right at home. While relaxing with you drink and thinking of your next move a giant pale skinned dwarf walks up to the table next to you, standing only a few inches short of 6' and with a juicer harness hidden under his clothes, but not well enough for you to miss it, the man looks down right strange.
His voice sounding a little horse as he he spends a lot of time yelling or something the "You're new. Me too, I am Schmie, Schmiedezerstorer." Then sitting down he orders you another drink and smiles. "I think we can be friends. What is your name"
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Hardin
Bronze Patron
Bronze Patron
Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: The Drink

Post by Hardin »

(Rolls held, Notice 4)
RFT wrote:The thump, thump of a dueling arena can be heard over the music and rowdiness upstairs. You can tell the general environment here is one that can make you feel right at home. While relaxing with you drink and thinking of your next move a giant pale skinned dwarf walks up to the table next to you, standing only a few inches short of 6' and with a juicer harness hidden under his clothes, but not well enough for you to miss it, the man looks down right strange.
His voice sounding a little horse as he he spends a lot of time yelling or something the "You're new. Me too, I am Schmie, Schmiedezerstorer." Then sitting down he orders you another drink and smiles. "I think we can be friends. What is your name"
Hardin raises an eyebrow. ”We could be friends, could we Mr. Schmedster?” Hardin butchers the pronunciation of the dwarf’s name. ”An if ah may, what was it about me that gave ya that impression? My friendly countenance, I reckon? Always a hit with strangers who ain’t got no ulterior motives, for sure.”

Hardin continues sipping his whiskey with his left hand, leaving his right hand free, but makes no other move. He keeps both hands above the table, so as to not appear threatening to the new arrival, but with the knowledge that he can call his shard pistol out in a blink; failing to take an unfamiliar juicer seriously is a good way to die.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Drink

Post by Ndreare »

Smiling as you mispronounce his name. "Schmie works best. You see I figure anyone that can sit calmly while the man next to him is getting punched in a man to be friends with. If your hear for the arena, then maybe we can fight together. Are you hear for bets, for drinking or for fighting?"
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Hardin
Bronze Patron
Bronze Patron
Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: The Drink

Post by Hardin »

(Rolls held, Notice 4)
RFT wrote:Smiling as you mispronounce his name. "Schmie works best. You see I figure anyone that can sit calmly while the man next to him is getting punched in a man to be friends with. If your hear for the arena, then maybe we can fight together. Are you hear for bets, for drinking or for fighting?"
At that, Hardin grins. "Well, you might be alright there, Schmie. I ain't much fer gamblin', an' I just came fer the whiskey, but a fight sounds like it would set just fine. Name's Hardin. You been in the arena before?"
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Drink

Post by Ndreare »

Hardin wrote:At that, Hardin grins. "Well, you might be alright there, Schmie. I ain't much fer gamblin', an' I just came fer the whiskey, but a fight sounds like it would set just fine. Name's Hardin. You been in the arena before?"
"Sure have, but none of the other teams will fight me on account of my last partner getting retired. But with you here I can have sign up for the team matches again, lots of money to be had you know.
"So with you being interested, what say we go sign up for another round. I bet I can get us on Thursday's list."
With that the Dwarf leads you to the back of the building through an arched double door that has a stylized sign over it declaring it as "The Trough". Thinking on it a trough under a bar does not sound like a nice place, but as you head down you see the entrance leads through a concrete stairwell down about 30 foot he turns into the first door on the left at the bottom of the stairs instead of going straight and it opens up into a large gymnasium where a couple dozen juicers and d-bees can be seen training.
Turning back to you he says. "The booths are over here." as he walks through the gym to the back and brings you up to the booth.

The red skinned elf like man behind the counter looks at you as you approach with a relaxed look in his eyes as if he were somewhat drugged and says to Schmie. "A new victim Schmie?" Then looking at you he adds. "If he suckered you into fighting you should know we got lots of juicers and d-bee's, it is dangerous and while killing is not allowed a lot of people get maimed."
Interrupting him as if he did not want him to finish table he hands. "Yeah, fights are dangerous, people get that. Just give him the form."
Giving Schmie the dead eye stare for a minute the man turns his head back to you. "Fill this form out, the fees are 750 credits for members and 1,000 credits for non-members. Acknowledge the rules here, here, here, and here. All fights require qualification trials and 3 days scheduling notice."
OOC Comments
The fine print basically sums up as minimum Team size is 2, all bets and winning are forfeit if your opponent dies, deliberate use of lethal force will be turned over to a Wheaton Legate for review. While every edge in combat is generally allowed in the arena, use of mind control is not. It makes for un-entertaining events and cost sales.

Solo Events are only scheduled for ranked participants with a minimum of 10 matches.

Included is a Pot sharing schedule where the winning team get 75% of the pot and 20% of the margin, the losing team gets 25% of the pot and 5% of the margin the facility gets the remaining percentage. Average margins vary by betting, but are highest on Saturday scheduled evens. Thursday scheduled evens typically run from 10K to 60K, Friday events typically run 50K to 150K and Saturday events typically run 60K to 210K. Averages vary based on the performance and favoritism of the fighter.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Hardin
Bronze Patron
Bronze Patron
Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: The Drink

Post by Hardin »

Hardin glances at the piece of paper, and then back up at the person behind the desk. ”Ah ain’t much fer forms. Tell me, what’s allowed in there? Not killin’, sure, but what about weapons? Ah ain’t got no qualms about fightin’ juicers or d-bees, but I prefer not to do it bareknuckled, if you catch my meanin’. As fer entry fees, my new friend here will happily cover me, to be paid back from our winnins, of course.”
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Drink

Post by Ndreare »

Still giving a bland half lucid look the strange man points at your sidearm and says. "Then perhaps aiming for a leg or arm would be smart."
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Hardin
Bronze Patron
Bronze Patron
Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: The Drink

Post by Hardin »

(rolls held, Notice 4)
RFT wrote:Still giving a bland half lucid look the strange man points at your sidearm and says. "Then perhaps aiming for a leg or arm would be smart."
”Fair enough. You said three days and somethin’ about qualifyin’. The three days part is easy enough. When does the qualifyin’ start?”
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Drink

Post by Ndreare »

Hardin wrote:”Fair enough. You said three days and somethin’ about qualifyin’. The three days part is easy enough. When does the qualifyin’ start?”
Nodding over towards the opposite side of the gym where a Quickflex is moving around prodding people and talking about what they need to do to improve or how best to take a punch. Seeing turns to face you as you approach and without taking a break from his other tasks says. "HeywhatcanIdoforyou?" Then turning and continuing to bounce around as he works with some others he hears as you respond with your needs. "ThatiseasyallyouhavetodoistellmewhereyourtalentslieandIwillsetyouinthetrainingarenaforadummymatchagainstsomesummonedelementalguardiansTaldenpullsupforfighting. Butdontbethinkingitwillbeeasy,wethenjustkeepsendingthematyoutillyoudrop."
It takes you a moment to make out what the guy is saying, but in the end you get a clear picture he simply needs an idea of where to start you at. He wants to toss you in a ring against summoned elementals that will come at you two at a time in waves to test your skills.
The Mechanics
Once you tell him what general area your skills are in he puts you in a test arena.
This is handled like 3 successive quick combats with the following goals; Note Power may only be used for one of these rolls.
  • Test your melee combat skills: Make a Fighting/Power roll and describe your battle in the training arena against the two elementals. Success grants 1 Rank, Raise or higher grants 2 ranks.
  • Test your ranged combat skills: Make a Shooting/Power roll and describe your battle in the training arena against the two elementals. Success grants 1 Rank, Raise or higher grants 2 ranks.
  • Test your endurance: Make a Vigor roll to see how many waves of elementals you can handle. Success grants 1 Rank, Raise or higher grants 2 ranks.
He uses the results to give you a rank between 1 and 6, which is then adjusted based on victories and losses in the real arena. The experienced fighters in the arena are rated from 1 to 10. Only ranks 8 and higher fighters are allowed to fight in Saturday matches. The listing of fighters and their ranks are available upon request.


PS: I am sure you will ask, so the Dwarf is ranked 6. He has been beaten his last two matches as apparently he has a habit of picking glass partners that go down easy.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Hardin
Bronze Patron
Bronze Patron
Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: The Drink

Post by Hardin »

Psionics 7, Shooting 9, Vigor 2
Psionics [dice]0[/dice]
Psionics Wild [dice]1[/dice]

Shooting [dice]2[/dice]
Shooting Wild [dice]3[/dice]

Vigor [dice]4[/dice]
Vigor Wild [dice]5[/dice]
Hardin takes in the quick-flex alien's instructions and gives a slight smile. "Then we is fightin' today. Good! Ah was startin' ta get sleepy."

He prepares himself for the first wave and tells the summoner "Don't be bashful, now. Gimme sonethin' that can take a hit or two. Grumpy over there," he nods in Schmie's direction, promised me a tussel."

The first two elementals are lumbering stone monstrosities, easily ten feet tall with oversized hands that drag on the floor and are half as tall as Hardin on their own. Happy now? he thinks to himself as the creatures move towards him. One whiskey in ya and ya can't keep yer dopey trap shut!

Hardin focuses his psionic power to clear his mind and boost his natural agility, sliding between the legs of the first elemental and just avoiding being pulverized. He lets out a whoop, reaches out with his telekinesis, and grabs the leg of the other. With an effort of will (These things are heavy!) he lifts the creature off the ground and swings it at its companion like an oversized baseball bat. Upon impact, the two stone elementals explode apart into so much gravel and the first round is over.

"Okay, there fella," he says to the summoner, "what else ya got?"

The second wave is a classic: fire and water elementals pop into existence across the practice floor. Too easy, he thinks. In a flash, his shard pistol is in his right hand and his TK revolver in his left and he sends a hail of magical gunfire at the new arrivals. The shard pistol scores a solid hit on the water elemental, freezing its shoulder and arm solid. The creature barely has time to roar before the telekinetic bolt from the revolver slams into it, shattering its shoulder completely and knocking it to the ground where it immediately begins to turn into a puddle.

The shattered remains of the ice elemental fly through the air like shrapnel and strike the fire elemental full in the face. It recoils from the blow and screams as stream begins to fill the air. Switching his shard pistol to full-auto, Hardin pours round after round of icy blasts into the firey form until nothing but stream is left and it dissipates.

He twirls his pistols and slides then effortlessly into their holsters, before flashing a grin at the summoner. "Ready fer that third round, ah reckon."

The summoner laughs. "Full of piss and vinegar, are we? Tell you what, cowboy, I'll send you something special this time. The doc's in the back when you're through." He has a gleam in his eye as he begins the incantation, and Hardin braces himself.

In front of him pops a small elemental, no higher than Hardin's knee, that looks like nothing more than a tiny tornado of sand, a miniature dirt devil. It's kinda... cute. Hardin starts to make a remark, and suddenly there are two of them, and then four, and then eight. In moments, the practice area is full of the little creatures, and the combined whines of all those tiny tornados becomes a dull roar in Hardin's ears. "Hey, now..." he begins, but is cut off when the entire room full of dust monsters attack! They swarm over him in seconds, filing his mouth, nose, and eyes, and he goes down immediately, coughing and sputtering for breath.

Just as quickly as they appeared, the tornado creatures vanish, leaving Hardin in a heap, sneezing and spitting out monster dust and glaring at the summoner. "Easy there, sneezy," the summoner says. "You're the one who wanted a challenge."
Entry Fee and Snow White Word Search
Hardin arranges with Schmie that the dwarf will cover the entry fee and Hardin will pay him back with the lesser of half Hardin's winnings or double the amount of the entry fee. Also, I promised one reference, but couldn't help myself, so I put in all seven. :D
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Drink

Post by Ndreare »

Schmie's shoulders drop when he sees Hardin go down at the end of the first round. "That's cheating." He says the words without conviction, he knows as well as anyone that whatever the summoner throws is right. But still a 3, dang it, every partner he comes up with busts out on endurance.
"Thatsa3,yousurecanpickthem.Howareyougoingtogeta3gointhearenawithyouSchmie.Ithinkyoumaystillbeneedingapartner."

When Hardin returns to the gymnasium from getting checked out the medic he sees the dwarf and the trainer talking. Schmie turns to Hardin. "You dropped in at a 3, they only have one possible good fight for us. We get to fight Smiley and Tasha Thursday at 4, this should be easy for you as long as you stay behind be in the match I can take care of the hard stuff, heck, worst thing that could happen is you wake up when the fight is over with a pocket full of creds." Looking at him he adds. "So are you in?"
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Hardin
Bronze Patron
Bronze Patron
Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: The Drink

Post by Hardin »

RFT wrote:Schmie's shoulders drop when he sees Hardin go down at the end of the first round. "That's cheating." He says the words without conviction, he knows as well as anyone that whatever the summoner throws is right. But still a 3, dang it, every partner he comes up with busts out on endurance.
"Thatsa3,yousurecanpickthem.Howareyougoingtogeta3gointhearenawithyouSchmie.Ithinkyoumaystillbeneedingapartner."

When Hardin returns to the gymnasium from getting checked out the medic he sees the dwarf and the trainer talking. Schmie turns to Hardin. "You dropped in at a 3, they only have one possible good fight for us. We get to fight Smiley and Tasha Thursday at 4, this should be easy for you as long as you stay behind be in the match I can take care of the hard stuff, heck, worst thing that could happen is you wake up when the fight is over with a pocket full of creds." Looking at him he adds. "So are you in?"
"After all that? Sure, ah'm in." He throws another glare at the summoner. "Ah'll be sure to bring my gas mask to the arena, just in case we git ambushed by a giant vacuum cleaner or somethin'."

Upon a moment's thought, Hardin asks his new partner, "What can ya tell me 'bout our opponents?"
Last edited by Hardin on Tue Nov 14, 2017 9:22 am, edited 1 time in total.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Drink

Post by Ndreare »

"Oh not much to know really, Smiley is some kind of mage hunter who like to have a dozen of himself fighting in the arena, and he does all kind of counter magic, but your powers are of mind stuff so I guess they should not be affected. Tasha is a Juicer like myself from Merc Town, she is fast and all, but she is skinny and fragile so i don't think I will have a problem with her." From the way he is talking he will obviously not have any problem committing violence against a woman.
If you look it up on your own
You recall from when filling out the forms that everyone's last fight is on record and their register showing their rank.
Tasha is a quickflex Juicer and known for being one of the fastest there is. Her rating has bounced beftween 5-6 for the last couple weeks she has been in town. The general crap talk people have on her is she fatigues to quickly.
Smiley is a D'Norr Shifter whose favorite spells in the arena are summoning and dispel. His rating is all over the place having been as low as 2 and as high as 8. Currently he is a 5. The crap talk on him is he is a coward and avoids personal risk and is known to forfeit if he thinks he is going to actually get hurt.
From here you will have a couple of days to work on training with Schmie and do stuff around town.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Drink

Post by Miles RAD Radoslav »

Notice 5
[dice]0[/dice] Wild Die [dice]1[/dice]
Sir William enters The Drink, having heard rumors about town of an arena. "Perhaps there will be a foe worthy of my blades here," he thinks. He approaches the bartender and asks, "To whom would I speak about a test of battle in your arena?"
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Drink

Post by Ndreare »

Sir William Mahan wrote:
Notice 5
[dice]23741:0[/dice] Wild Die [dice]23741:1[/dice]
Sir William enters The Drink, having heard rumors about town of an arena. "Perhaps there will be a foe worthy of my blades here," he thinks. He approaches the bartender and asks, "To whom would I speak about a test of battle in your arena?"
It take a little bit to get her attention because the place is so busy but the bartender comes over and listens to you. "The Trough belongs to my sister, but she would love to have a new guest, and of course it brings money here." Then with a crooked thumb she points towards the back where there is an arched double door that has a stylized sign over it declaring it as "The Trough". Heading in the stairs go down to an opening that lets you see a long hallway that circles around series of doors allowing access to some bleachers that look like they could sit a couple thousands people.
Eventually a janitor working hard at preparing the bleachers for the next run looks up from sweeping and direct Sir William back to the gymnasium and tells him to talk to the mandikai in the back behind the booth about signing up.

As Sir William heads back his experience is much like Hardin's with the deadpan red elf like being as he gives you the paperwork explains the rules and directs you to get a ranking from the Quickflex trainer in the corner. He makes sure you understand you will need a partner to fight, but if you are willing there is possibility for pick up matches.

The Mechanics
Once you tell him what general area your skills are in he puts you in a test arena.
This is handled like 3 successive quick combats with the following goals; Note Power may only be used for one of these rolls.
  • Test your melee combat skills: Make a Fighting/Power roll and describe your battle in the training arena against the two elementals. Success grants 1 Rank, Raise or higher grants 2 ranks.
  • Test your ranged combat skills: Make a Shooting/Power roll and describe your battle in the training arena against the two elementals. Success grants 1 Rank, Raise or higher grants 2 ranks.
  • Test your endurance: Make a Vigor roll to see how many waves of elementals you can handle. Success grants 1 Rank, Raise or higher grants 2 ranks.
He uses the results to give you a rank between 1 and 6, which is then adjusted based on victories and losses in the real arena. The experienced fighters in the arena are rated from 1 to 10. Only ranks 8 and higher fighters are allowed to fight in Saturday matches. The listing of fighters and their ranks are available upon request.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Drink

Post by Miles RAD Radoslav »

Fighting 11, Shooting 15, Vigor 5
Fighting - [dice]0[/dice] Wild Die [dice]1[/dice]
Shooting - [dice]2[/dice] Wild Die [dice]3[/dice] Ace on Shooting die [dice]6[/dice] Second Ace [dice]7[/dice]
Vigor [dice]4[/dice] Wild Die [dice]5[/dice]
"Excellent," says Sir William, manifesting his psi-swords in each hand. "Let us begin."

The first two elementals to manifest are water and earth. Sir William runs at the wall of the arena, bounding off the wall to plant both swords in the space where, on a natural creature, the water elemental's head would be. With a gush of escaping seawater, the elemental disappears, as Sir Willam pivots to cross his swords in front of him, trapping the earth elemental's arm as it attempts to grab Sir William about the waist. "This is hardly a challenge," he comments, shifting to the side of the elemental and neatly decapitating it with his left-hand sword.

"Let's see how you do against opponents at range," Talden replies, summoning a pair of air elementals.

"Right," says Sir William, unslinging his iceblast shotgun. "Let's see if that practice over the last two days counts." As the elementals bob and weave above him, Sir William stands completely still. Only when one descends to engage him does he snap the shotgun up, neatly emptying one barrel dead center on the creature. The second closes in behind him, but he spins and empties the second barrel into the elemental dead center again. He shrugs. "Is that it?"

"Not quite," Talden snarls, and begins summoning wave after wave of fire elementals. Tossing the shotgun aside, Sir William dances into the fight, psi-swords flashing, but the challenge of the fight proves greater than he expected, and his endurance wavers a bit towards the end of the test. "Too much travel and not enough training," he mutters, as a couple of the fire elementals strike his armor.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Baron McVey
Diamond Patron
Diamond Patron
Posts: 50
Joined: Wed Aug 09, 2017 8:04 pm

Re: The Drink

Post by Baron McVey »

Notice 4
Notice: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Baron walks in his look dark. Approaching the bar Baron waits his turn with the Bartender before speaking. "Bottle of Whiskey, and one glass." Baron asks calmly. Once money has been exchanged and the bottle and glass given to Baron, he makes his way to an empty table. Sitting down, Baron opens the bottle and pours himself a glass and quickly downs it, before pouring himself another glass and doing much the same. By the fourth Baron slows to sipping his whiskey. Baron doesn't talk to anyone, and just watches the others in the bar.
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Drink

Post by Ndreare »

Sir William Mahan wrote:
Fighting 11, Shooting 15, Vigor 5
Fighting - [dice]23759:0[/dice] Wild Die [dice]23759:1[/dice]
Shooting - [dice]23759:2[/dice] Wild Die [dice]23759:3[/dice] Ace on Shooting die [dice]23759:6[/dice] Second Ace [dice]23759:7[/dice]
Vigor [dice]23759:4[/dice] Wild Die [dice]23759:5[/dice]
"Excellent," says Sir William, manifesting his psi-swords in each hand. "Let us begin."

The first two elementals to manifest are water and earth. Sir William runs at the wall of the arena, bounding off the wall to plant both swords in the space where, on a natural creature, the water elemental's head would be. With a gush of escaping seawater, the elemental disappears, as Sir Willam pivots to cross his swords in front of him, trapping the earth elemental's arm as it attempts to grab Sir William about the waist. "This is hardly a challenge," he comments, shifting to the side of the elemental and neatly decapitating it with his left-hand sword.

"Let's see how you do against opponents at range," Talden replies, summoning a pair of air elementals.

"Right," says Sir William, unslinging his iceblast shotgun. "Let's see if that practice over the last two days counts." As the elementals bob and weave above him, Sir William stands completely still. Only when one descends to engage him does he snap the shotgun up, neatly emptying one barrel dead center on the creature. The second closes in behind him, but he spins and empties the second barrel into the elemental dead center again. He shrugs. "Is that it?"

"Not quite," Talden snarls, and begins summoning wave after wave of fire elementals. Tossing the shotgun aside, Sir William dances into the fight, psi-swords flashing, but the challenge of the fight proves greater than he expected, and his endurance wavers a bit towards the end of the test. "Too much travel and not enough training," he mutters, as a couple of the fire elementals strike his armor.
The test results in the chimes up, the melancholic red skinned Elf says. "Above average Sir William. Please finish these release wavers and we will align a match for you this Thursday."
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Baron McVey
Diamond Patron
Diamond Patron
Posts: 50
Joined: Wed Aug 09, 2017 8:04 pm

Re: The Drink

Post by Baron McVey »

Baron stares at his glass as the announcement of his two companions upcoming fight comes through. Figures... They apparently didn't get enough fighting with the Coalition and need to fight some more. Baron scoffs as he grabs the bottle and fills his glass a little too full to be considered gentlemanly. What does it matter, I'm drinking to forget anyways. Baron thinks as he takes a long sip, letting the liquor burn his throat on the way down. Baron is more than a little certain by time he has half the bottle in him, that his mental state is very impaired. We're the Tomorrow Legion, we're supposed to be better than the Coalition. How can we be better than the Coalition if all we do is fight? Baron thinks almost incoherently.
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Drink

Post by Ndreare »

Visit 02, Return to Wheaton
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Hardin
Bronze Patron
Bronze Patron
Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: The Drink

Post by Hardin »

Hardin strolls into the drink, grabs a quick whiskey at the bar, and then wanders down to the fight area with a grin.

"Hardin Jones," he announces himself, "back for another round! Hey, is Grumpy still lurkin' around?"
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Drink

Post by Ndreare »

I will hold off answering this until i hear from you in PM sent.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Drink

Post by Ndreare »

RETURNED FROM HELL


Sometimes you just need a little help getting things done.
If you decide to look for mercenaries here then the following guidelines will be used.
Declare how many and what type of mercenaries you are looking for.
  • Any one willing +2
  • Normal Soldiers +0
  • Iconic Framework -2
  • Veterans -2
Then make a Persuasion roll with the modifier included in the roll. Modifiers to the roll must be ones that can be maintained for 2 hours. (Sorry Intimidation would not be a good idea here.)
  • Critical Failure: You pissed someone off and I will likely say The Red Bastards found you again!
  • Failure: No luck, on hearing of the job no one wants to work with you.
  • Success: Lucked out, you found a small crew.
  • Raise: Each raise after the first means you found a second crew (giving more options)!
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: The Drink

Post by Sal »

Sal approached the couple locking lips. No doubt a couple of cyberknights fallen out of grace of their mighty order. They barely even noticed Sal approach until he hops on their table and opens his mouth. In a small squeek he said, ” Excuse me... I could not help but notice the sigils on your armor scratched off... Do you slam?”

The man, blonde haired, tiny eyes and a crooked nose scoffed at Sal and shoed him a wave with an off hand. The woman, ruby red lips and a firey red main that went for days looked down at the ratman standing on their table inbetween their drinks. She laughed suggestivly, ”Hon, we slam whenever we can.”

Sal’s ears twitched and he rubbed his face with his cyber arm. He was not clueless to the fact he used a poor choice of words. His tail wiggled a sec and he squeaked up again, ” Perchance my use of words were poor. There is a demon army at a castle not far from here. I need some help storming it...”

The couple laughed and just continued to smooch and carress each other. Sal dug deep and went for broke playing his last card, ” Not even Lord Coake himself was able to keep the castle safe. The castle I speak of is the one of Refugee.”

The couple looked down at Sal. The man nodded straightening his crooked nose. With a bit of anger he said, ”Fuck Coake... He couldn’t keep it, we’ll get it back. Common Sheela, lets go fuck up some demons.”

The woman grabbed her backpack. She winked at Sal, ” Always love. Rat, put us down table for two. Sheela and Mike... We like to slam...”
1 success, Vets and IF
Persuasion: Vets, IF, [dice:2tcwcqih]54324:0[/dice:2tcwcqih] wild [dice:2tcwcqih]54324:1[/dice:2tcwcqih] Elan with Extra Effort: [dice:2tcwcqih]54324:2[/dice:2tcwcqih]
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.
User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: The Drink

Post by Fritz »

Fritz follows @Sal into The Drink and looks to suddenly regret it. Not in the least bit sofisticated like Solo was, this place is a dive with no water in the pool. Where on God's green earth am I?

Sal is quick and saunters off to a table with two individuals playing sucky face while trying to hold their breath at the same time. His little fury friend steps in at just the right time, Fritz's scanners were reading danger of assificiation. Good job, Sal.

Steadying himself, Fritz gets his bearings and begins surveying the local cleintelle.

Standing just inside the doorway, maybe five feet or more, Fritz is getting constantly jostled though rarely moved. His cybernetics add some substantial weight to his frame.

Old Handiwork _
Iconic Framework -4
Veterans -2
[*] Persuassion (d4-6) [dice:xarc2v1e]54327:2[/dice:xarc2v1e]
[*] Wild (1d6-6) [dice:xarc2v1e]54327:3[/dice:xarc2v1e]
[*] Aced! Wild (1d6) [dice:xarc2v1e]54327:0[/dice:xarc2v1e]
[*] Super Aced! (1d6+6) [dice:xarc2v1e]54327:1[/dice:xarc2v1e]
Fritz only knows two things real well. Cybernetics and non-human species, aliens to some. A rather odd off duty pasttime was running labratory tests on remains of other species, after the CS had smoked them. Because the remains came back in pieces, Fritz used his imagination to contruct the missing details.

He was not in the lab and he had no specimens to work with. What he did have was several years of experience in cybernetics. If he and Sal had made it out, maybe some of his older patients had gotten out as well. Fritz decided to narrow down his options to cyborgs with bionic limbs, specifcally arms. Fritz was a master craftsman and the cybernetics arms he installed were custom made for the individual.

Over in the corner of The Drink was a dark corner, maybe twenty feet by twenty feet. Borgs did not need light to see, most optics packages allowed for night vision and much much more. Fritz did not have the optics package but could easily tell his handiwork by touch alone. The darkened corner hadthe sounds of cars being crushed and a lot of metal on metal. What else would you expect from cyborgs arm wrestling and using old car engine blocks as their staging areas.

Walking amongst the sounds of metal crushing metal and heaves and groans, Fritz would wait for the contestants finish their bout and then he would feel the biceps. Such a pretty frame as Fritz had, they passed him off as a fan girl or a cyber hussie. Fritz continued working the room, till he found one. A well sculpted 24 inch bicep.

He had known a sergeant in the CS who had gone full conversion borg. This sergeant had wanted to keep his arms in whatever shape they were in. Fritz had felt obligated to oblige and thought he had done the soldier one better by crafting him fully sculpted cyber arms. Well that operation went down in the history books for sure. The sergeant was beyond excited. "Excuse me, Sar ..."

The borg turned and looked at Fritz. "Excuse me. Do I know you?"

"Uh, are you Sargeant Cody Fillmore?"

The borg gives a quizical look that would be hard for anyone to recognize who wasn't a borg or the borg's cybernetics specialist. The borg disengages himself from his opponent and Fritz and stands up. Backing away slowly he seems to be looking for Fritz to make the first move. "I am no longer a Sargeant and you too are a far pace away from The Star. Have you come to take me back?"

At the mention of The Star and taking someone back, it would seem the shadows come alive and there are several borgs on their feet. Fritz suddenly finds his lack of social skills and graces to be a SERIOUS hindrance right now. Stammering he says, "Uh. Fillmore, Cody. Cody Fillmore. Cody. Fillmore. What do I call you?"

Glowing red eyes peer down at Fritz who is no small figure. unless around borgs. "I am not from The Star. I mean I am not working for The Star, just growing nostalic for those wearing my handiwork."
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: The Drink

Post by Maggie »

11, Plus Any Bonus for Using the 99’s Reputation (Looking for Veterans)
Persuasion [dice:2qlsorz3]54395:1[/dice:2qlsorz3] (untrained, +2 from IF, -2 lookin for vets)
Wild [dice:2qlsorz3]54395:0[/dice:2qlsorz3] + [dice:2qlsorz3]54395:2[/dice:2qlsorz3]
Extra Effort [dice:2qlsorz3]54395:3[/dice:2qlsorz3]
Maggie walks in, sees that The Drink does not appear to be what one would call a “subtle” establishment, and throws subtlety out the window.

Standing on a table, she cups her hands to her mouth and shouts above the din, ”I’m Maggie, callsign Slapdash, Glitter Boy pilot and newly joined to the 99th COT of the Tomorrow Legion. You all know the 99s! They’re the big damned heroes who waltzed into hell and dragged a child-molesting sonofabitch and his whole damned orphanage in with them! And I tell you what: the 99s are recruiting! Anyone who knows his, or her, way around a rifle, vehicle, power armor, we want you! Anyone with psychic power oozing out your ears? You, too! The Tomorrow Legion is paying good credits for mercs and heroes to join the 99s and kill some bad guys who need killing. Anyone like that in this fiiiiine establishment?!” She holds her hand up to her ear, hoping for some sign from the crowd that she has their attention.

”If you’re interested, this is your table! I’ll buy you a drink and you can tell me about how you can help me bring righteous pain to those who desperately deserve it. Line forms here!”
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Drink

Post by Miles RAD Radoslav »

Sir William winces slightly at Maggie's approach, but joins her at the table regardless. "I hope that trading on our reputation and that of the Legion will prompt some useful help. I sense we will need all that we can get."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: The Drink

Post by Maggie »

Sir William Mahan wrote: Thu Jun 13, 2019 5:14 am Sir William winces slightly at Maggie's approach, but joins her at the table regardless. "I hope that trading on our reputation and that of the Legion will prompt some useful help. I sense we will need all that we can get."
Maggie gives a nod. "We work with what we've got. You all did right by this town, and there's no shame in expecting they'll do right by you in return. Isn't that the world we're fighting for, at the end of the day? Where people just do right?"
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Drink

Post by Miles RAD Radoslav »

Sir William nods gravely. "Indeed, that is the world we are fighting for. And I believe my destiny and that of the Castle are connected. This is the battle for which I became a Cyber Knight."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Drink

Post by Ndreare »

The teams efforts at recruitment seem to be a large success as they are granted quite a few choices of soldiers to draw from.

Mike & Sheela excited to prove they still have what it takes and perhaps overcome some of the bitterness of their fallen state. Their eyes wearily on @Sir William Mahan they speak in near unison. "We do not want any trouble Knight. But we won't let you push us around wither."

Fillmore also joining the others looks at the three knights. "If there is trouble between you work it out here in town. I don't want to go in to battle with unsettled conflicts."

The Fallen Knights speak up. "Oh, no trouble from us. We are just hear to save the day where those others have failed."

As the discussions are happening a well built and handsome older man nods to the others. "I agree, conflicts need to be ironed out here." then turning to @Maggie he says "Names Colonel Hawk, and I lead Hawk's Rangers. We will take your commission."

Addressing Sir William Mahan he offers out his hand. "A pleasure to work with one of you. We have had our bacon saved more than once by Knights."
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Drink

Post by Miles RAD Radoslav »

Sir William looks over Mike and Sheela. "The Legion is in danger. If you have the will and ability to protect the future, perhaps you are not Fallen at all." He smiles. "I have learned to work with many different sentients in my time with the Legion. For this mission, all who are willing are welcome."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: The Drink

Post by Sal »

Sir William Mahan wrote: Tue Jun 18, 2019 8:14 am Sir William looks over Mike and Sheela. "The Legion is in danger. If you have the will and ability to protect the future, perhaps you are not Fallen at all." He smiles. "I have learned to work with many different sentients in my time with the Legion. For this mission, all who are willing are welcome."
Sal twitches tightening a screw on his cyber arm, How was this goimg to work with a heroic cyberknight? Whew looks like he did not kill them. ” Sir William, oh have you met Sheela and Mike. They indeed as they say like to slam, bam, and thank you demon.” Sal looked up at the gleaming knight. It had been some time since he had seen a true cyberknight. Sal had been subjected to most of his life an existance one notch below torture. If folks like @Fritz and an unnamed Cyberknight had not found the will to free him he would still be in Lone Star chained within their experimental division. Sal fumbled with the fallen crest of the unknown knight in question. He only knew her by her face, black as any night with blue eyes. Her hair short cropped and curly. After she had helped he and Fritz excape she turned back to hold the line whilst they ran. It still hurt Sal’s heart that they had not stayed to help her, but he was not the technowizard he is now so surely they would have all perished. In short Sal owed her to remember and find out who she was.

Softly Sal squeaked low trying to get @Sir William Mahan attention, ” Sir William... Excuse me.” He pulled out a crest of a cyberknight, it was dirty and smudged with blood, ” Do you perchance recognize this? Sometime ago she saved me... And... And I never even received her name.” Sal twitched and blinked his slender rat eyes a tear running down his cheek.
RP opportunity William
Feel free to rifft off this and help me create a portion lf Sal’s backstory.
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Drink

Post by Miles RAD Radoslav »

Sir William examines the crest with care, and with increasing reverence. "This is the crest of Dame Elaine the Kansan. I knew her only briefly - she returned to the Training Halls while I was learning. I am sad to hear that she has fallen.

"According to the stories I heard, Dame Elaine grew up near the Colorado Baronies. She explored no less than fourteen Rifts, discovering new worlds and protecting the people nearby from strange dangers. She defeated an entire patrol of Apocalypse Calvary and once brought down a demon ten times her size." Caught up in his story, Sir William stares into the distance. "She was also one of the first Cyber Knights to break with Lord Coake and stand with Tolkeen during the siege. I cannot say that I agree with her choice. But..." He trails off, looking deeply concerned, and takes a long look at the two fallen knights.

"If Castle Refuge has indeed fallen under evil influence, it is possible Lord Coake has as well. We may need to face him and defeat him in battle in order to restore the Castle to its rightful status. I wonder - how will I fare if I must make a similar choice to Dame Elaine?" Sir William turns back to Sal. "I would like to keep this crest, in hopes of returning it in honor to the Training Halls. If I fall, please take mine and hers and strive to hand them on to another Cyber Knight so our memory can live on in the order. But now, my new friend - tell me the tale of Dame Elaine's rescue. I knew her to be a master of psi-sword and psi-shield combat, and I would hear how she helped you."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: The Drink

Post by Sal »

Sal twitched visibly at the news that the knight who saved him had been such a hero. His mouth formed a frown as he tried to muster the right words that would extoll virtue and honor upon Dame Elaine the Kansan. ” I... I must say you have me at a loss Sir William. I will of course carry your crest if you should fall...” The ratman’s voice trailed off a bit and his tail swished back and forth. He squeaked out in perfect english, ” I am afraid it was rather a silly circumstance that brought her into my life for the briefest of moments.” His eyes grew wide as he recalled that fateful night in the rocky scraggs outside the CS Lone Star Complex.
Sal’s Escape
Move it Sal... Just 100 meters and you will be at the end of the sewage line. Everyone had to crap, and that excriment as the good doctor Fritz was fond of saying had to go somewhere. Where was he anyways? He missed the meet up at the steam pipe trunk distribution network. I had to go... Hope he did not get nicked. Sal scampered the rest of the way through the brown turd filled liquid. Finally he came to the end. The pipe poured out into a small basin 30 feet below. Sal looked down into the swirling water below and his ears perked up as the sound of siren’s echoed accross the rocky landscape. They must have found that dead dog in my bed... General Kiaser’s dog served its purpose.

Sal jumped knowing it was a matter of time before dog boys made it out this way hot on his tail. Sal was a bit odd for a mutant animal. Most were capable of perhaps displaying small amount of psychic energy. Sal though, he had some kind of magic flowing through his veins. He felt connected to machines on an intuitive level, and just last month one of the docs put a cystal in his hand which when touched shown in the most beautiful green Sal had ever seen. Like a sea of emerald. After that the beatings increased and the tests were rampped up. Just three days ago, Sal overheard a doc say something about disection. That’s when Fritz came in with his daring escape plan.

Where is he? Fritz had said something about needing to remove a tracker. The water wooshed Sal down the basin quicker than he expected. He twirled and whirled in its quick flowing rapid so much so he hit his head on a rock and went under. Eyes closed he would have drowned had not a strong hand reach down and pluck him out by the scruff of his neck. Sal spluttered thinking it was of course a dogpay on the hunt, ” Unhand me you scoundrel!”

The person holding him laughed and dropped him. A woman’s laugh, a woman’s voice, ” I will not harm you.

Dogs barked in the distance and voices started shouting, ”This way...”

Sal looked behind and then at her. She was clad in armor regal and strong. He had never seen such before, and the armor whispered that he could trust her. Sal squeaked out, ” I am so sorry... I thought you were one of the dog boys. I need to find my friend before they find me.”

She pointed down the basin’s edge to a rocky outcrop not more that 200 meters away, ” You should find Fritz over there.” She ignited her psisword and sheild then moved away from Sal up the basin towards the sounds of men and dogboys splashing through the water. ” Go... I got this.”

Sal scampered away and out of the basin to the sounds of screams and laser fire. Unable to immidiately find Fritz he huddled under a rock for about five hours. When no one came looking for him he crept out and back to the water. He found the knights crest half burried in the mud and no sign of any pursuers.
”Horribly Unfortunate to have met me. Why would someone go and do that anyway? For a complete stanger to n less? I mean I try to honor her act by helping folks without askin for much in return... Maybe some chedder cheese or something.” Sal smiled meekly ashamed... More than ashamed by his actions and quite possibly ashamed that he could never truly honor the knight. He whispered, ” I am sorry... I did not mean to call it silly... I often wish I had just gotten captured and she continued to do her good works... I feel like I cheated her out of something.”
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Drink

Post by Miles RAD Radoslav »

Question for Sal
Did you describe Dame Elaine's fate out loud?
"The workings of fate are a mystery, friend Sal. Perhaps it was Dame Elaine's destiny to save you that night, and your own destiny may be greater than you can imagine. All Cyber Knights receive a vision of their destiny at some time in their lives. Who knows? Perhaps Dame Elaine knew that in saving you, she was performing her greatest action ever."

Sir William sighs. "My own vision was clear. The Castle must be secured for the future of all sentient beings. But it seems our opposition is more formidable than I could have imagined."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: The Drink

Post by Sal »

Sal frowned pulling on his wiskers, but nodded at @Sir William Mahan comment. ”Perhaps... I don’t know but I will try.” Perhaps trying to cast away feelings of inadequacy, Sal began to study Sir William’s cyber armor intently.
Answer for William
Yes, Sal described His encounter with Elaine.
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Drink

Post by Miles RAD Radoslav »

"Considering your tale - it is possible that Dame Elaine survived. You found her crest, but not the knight herself. Perhaps she lives, either still walking the earth as a Cyber Knight or as a prisoner of the Coalition. Once we have completed our current mission, perhaps we can seek answers."

Seeing Sal's anxiety, Sir William angles his armor for easier viewing.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: The Drink

Post by Sal »

Given half a chance Sal was all over the Cyber knight’s awesome armor half forgetting the knight that had saved him, ” I must say that is an amazing looking set of armor. If there is anything I can do to help maintain it or should it require any kind of repairs it would be my pleasure to work on it.”

Sal pauses and glanced around the Drink. He scratched his cyber arm absently as he was prone to while thinking deep thoughts, ” You know I hope Dame is out there and we have the chance to find her. Umm... Would it be possible for you to explain exactly what is going on? I mean I gather you came from some place, and the folks here in Weaton have a lot of love for you so you must have helped them in the past. As for the Castle do you have any idea of who or what might be behind it’s communication black out? I assume it is a cause for alarm no?”

Sal wrung his paws together hopping he had not over stepped his place in the hierarchy of society. Back when he was a lab rat in Lone Star asking questions got you beat, and asking for than two got you thrown in the dark hold for a month. @Sir William Mahan might have picked up on an involuntary cringe after Sal asked so many.
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.
User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: The Drink

Post by Fritz »

A few weeks prior to the current state of affairs ...

Doctor Schumacher had just recovered from a coma and was puzzled as to why he awoke on the one gurnery in the entire cybernetics ward, that had a name, Sheik of Squeeks'. Seems anytime a sheet was placed on this particular rolling bed, the wheels began squeeking uncontrolably. Take the sheets off and nothing and the gurnery was silent as a grave.

So Fritz found himself in Cyborg Wing of Intensive Care, strapped down to the Sheik of Squeeks. The fetters that held him were some of the best and the frame of the Sheik was designed to move very large and very heavy patients. What am I doing here.

Flexing his hands and stretching he felt the silent moving parts of his body. This must be a dream. But for the good doctor, he could not remember the last time he dreamed.

The movement of stretching sent the monitors into high alert and soon he had a couple of nurses and a pair of his colleagues looking on and evaluating his bios and feedback charts.

"So Rodriguez. Why am I strapped to the Sheik?"

Rodriguez was the junior doctor but he was the only one he knew of the two doctors who had come to see him after the coma. Rodriguez gave a look to the other doctor who gave a quick shake of his head. Rodriguez, whose mouth had been open to speak, clammed up.

There was no point in talking to the nurses, they had been engineered or surgically manipulated to be incapable of speaking. Lone Star was great for that and Fritz was glad that he qualified to keep all his body parts, because of his value to Humanity. Or had he all his parts?

Fritz was not moving but he did a quick check of all his extremities and realized that the restraints were in place where they should have been. Including the immobilizer on his spine right above his hips. The immobilizer was a unique spider like device that attached to the back with adhesive and sent out very thin nano-wires into the back area. Essentially rendering everything but the neck and head immobile. The immobilizer only got used on Cyborgs.

"Rodriguez. Why am I wearing an Immobilizer and who is the stiff you keep deferring to?"

Again the look from Rodriguez to the 'Stiff'. Again the reply with a shake of the head. Again Rodriguez clammed up.

Nearly a week of solid tests after being alert and conscious before the Immobilizer was taken off.

Doctor Schumacher had been reduced to patient 92B1A. No one spoke to him except during testing and then it was a cold iron metallic voice with no human warmth. Apparently his conversion had been ninety percent and the ten percent remaining was internal. His mind was still there but other than that he was uncertain of how much of him there was left. That long week made him anxious and also gave him a whole new perspective on the operation at Lone Star. They just want to make sure I am no threat to Lone Star, right?

A day after the Immobilizer was removed is when Fritz found himself mindlessly walking his new rounds around the Animal Control Wing. That was when he first laid eyes on @Sal and was actually introduced to one of two rescuers. The other rescuers he would not meet until the day that he and Sal and a few others escaped 'The Star'.
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: The Drink

Post by Miles RAD Radoslav »

Sir William sighs. "Friend Sal, our journey has been strange indeed. Here in Wheaton, we encountered some children who said that demonic beings were controlling them at an orphanage. Some of us thought they were exaggerating, but we investigated anyway. As it happens, true demons were infesting the orphanage, and we fought them. Their leader opened a vortex to a Hell-dimension, and we managed to free all the children, but some of our number perished and we were all trapped in the Hell-dimension for some time. While we were there, we saw great demon-lords in different places in the world, one of them being Castle Refuge. Our arcanists believe that the demon-lord in the Castle is responsible for the cutoff in communications; certainly the Castle and the Legion are a threat to forces of darkness. Now our intention is to strike at the Castle and remove this creature and its servants."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
Post Reply

Return to “Wheaton”