The Solo

Not Will, the town.
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Ndreare
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The Solo

Post by Ndreare »

Julian Fontaine Benifactor
Julian Fontaine is a highly successful Line Walker. Word is his two daughter's where kidnapped with their children by slavers and the oldest was saved by the Legion. He has since gone through what could only be explained as extraordinary effort to show his gratitude.
He has made his incredible wealth by trading back and forth supplies from England, Triax and the Americas, allowing for cheaper transport cost and a vast wealth that makes him the wealthiest person in Wheaton. He is the proprietor of many of the nicer establishments in town including Ladders.
The Solo.jpg
The Solo
As you approach The Solo, the clean detailed faux marble of the façade instantly stand out as the nicest building in the nicest part of town. The eccentric shapes and layers with windows recessed gives the building an artistic class not matched by any other building in town.
Approaching the entrance two men dressed in very nice suits wait to screen guest and ensure everyone goes to the right place.

Stepping towards you one the them says. “Welcome to The Solo. Can I help you?” You get the distinct impression anyone dressed in anything less than amazing will not be allowed entry.
  • 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."
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Re: The Solo

Post by Kaja Earthblooded »

Notice 5
Notice [dice]0[/dice], [dice]1[/dice]
Early the next day, right at opening, L.C. arrives at the Solo. Standing there in the dress uniform of the Tomorrow Legion, with his standard issue hair cut, L.C. looks impressive. He doesn't have any weapons on him, and truthfully doesn't need any. "Is Julian here?" He gives a description of the magic user. "I'm to meet him here. Just tell him L.C. from the Legion is here to see him."
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Re: The Solo

Post by Ndreare »

With a flawless and respectful nod the security drones smiles at L.C. is a manor that is so human as to feel a little creepy. “Welcome to Solo Specialist Charles. You are on the prefered guest list. Julian is in the West Spa. Would you like an escort or would your prefer to go on your own?”
With only the briefest of exchanges L.C. is lead up through the facility, offered a drink on the way and brought to the West Spa area. Julian is getting up from a relaxing massage and smiles at you as you enter. “I expected Sgt. Powell to be coming in a four days ago. I guess something must have gone wrong for you to be the one coming here and a four days days behind schedule?” Having dressed while speaking you note he is very efficient perhaps with military service of his own in the past.
“Is there anything I can do to help? Where you able to save refugees from the area?” He leads you out and to a more private place with some couches and offers you a glass of rum. “I will open a rift for you tomorrow, but first please share what you are allowed to.” As he sits down he is attentive to anything you have to say and again offer if there is anything you or your team needs other than what he has provided and a Rift home.
Important Meta
Julian will arrange for the team and the refugees to go home and open a return portal the following day at noon.
  • 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."
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Re: The Solo

Post by Kaja Earthblooded »

Notice 5
Notice [dice]0[/dice], [dice]1[/dice]
"Sergeant Powell was M-I-A, unfortunately. We have no reason not to assume K-I-A, but I am going to request we or another team search for him or his remains. We got dropped in prime bugtown north of our intended drop point. According to intel we picked up later, there's another new queen in the area to the south trying to establish a new hive too. Combined with C.S. and Brodkil-slash-Demon interference (OOC: he phoneticized brodkil/demon), we've had a rough time of it. I'm just glad we managed not to lose anyone else, especially the refugees. Our original transport is gone, and the one we picked up is worse for wear. But it should suffice with some repairs." Nothing he'd said was any sort of secret and could be figured out by any professional tracker worth the name.
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Re: The Solo

Post by Ndreare »

Julian listens to L.C. and says. "If it is okay with you I can have some friends scrub the numbers on that APC and get you some paper drawn up. That way you won't have to worry about routine stops." Getting up to head out he finishes. "Okay well I will get some things ready and sends Marcus to talk to you about that paper work and don't forget to have your men stop by Ladders to get some rest, quality food, and enjoy a massage."
  • 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
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Re: The Solo

Post by Kaja Earthblooded »

(rolls held)

"Good, thanks. We also picked up a new recruit, so I'll be taking him for debrief and recruitment. While your guys are at it, we picked up a suit of SAMAS Power Armor with the railgun, can you have them scrub it as well, and make up some paperwork at having it legally sold a few years back? I need to find a Bandito SAMAS helmet to replace the Death's Head with eventually. Team's over at the salvage yard, so I'll join them there. Need anything else from me?"

Assuming he does not, he'll shake his hand and head out.
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Re: The Solo

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
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Re: The Solo

Post by Kaja Earthblooded »

Notice 10
Notice [dice]0[/dice]+[dice]2[/dice], [dice]1[/dice]+[dice]3[/dice]
After a shower, LC Changes to his dress uniform makes sure Hardin looks presentable and is without weapons, explaining why to him if needed. Of course Hardin really needed no weapon, like L.C. himself. When they arrive at Solos and L.C. asks for Julian, once again L.C. makes a dress uniform look good. But despite that, his face is hard, withdrawn and his mind distracted. "Is Julian about? I'm Sergeant Charles with the Tomorrow Legion, and this is my XO, Specialist Jones." He tries not to show the impatience he feels. In fact he takes an outwardly serene look, so as to not make the staff want to make them wait more.
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Re: The Solo

Post by Hardin »

Notice 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]


"No guns? What do ya mean, no guns? You know we ain't bulletproof, right?" Hardin is.... nonplussed to be wandering around unarmed after the week they've had. "Ah swear, Sargento, if ah die in this yuppie hellhole because you wanted to be proper, mah ghost is gonna haunt you til they put you in the ground. You won't ever eat another meal requirin more than one fork without the ghost of ol' Hardin showing up to make a ruckus of things, and ah will not be genteel."

Hardin enters the place next to LC, and he fidgets with his collar and cuffs continuously. He glares at a member of the staff who Hardin can tell is about to give him grief for wearing his hat inside. Hardin holds up one finger and simply says, "Don't," sending the staff member scurrying off in the other direction.
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
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Re: The Solo

Post by Ndreare »

As the two representatives are escorted to the gallery lobby and shown some chairs to sit in while they wait for a response they can see at Solo even the service personnel have a comfortable life. You can hear whispering of curiosity mumbled from many as they try to understand what the military personal are here for.

After about 5 minutes the high end security droid returns. Speaking in a level and respectful tone that somehow maintains the inflections of a human in a way so almost realistic it is eerie. "I am sorry sir, Mr. Fontaine included you in the special considerations category for allowing access. But he is currently unavailable, and we are unable to locate him in the city. If you would be willing to provide contact information we can pass it to Mr. Fontaine once he returns to the network."
  • 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
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Kaja Earthblooded
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Re: The Solo

Post by Kaja Earthblooded »

(rolls held)
L.C. does not let out the exasperated sigh he wants to. "We'll be at the Ladders or the gates in our APC out there. He can send word to either location and we'll get it." He gives his room number at the Ladders. "Since we're here, can we get a table for some food? Or can we sit at the bar." If he was here, he might as well enjoy the food for his trouble.
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Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
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Ndreare
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Re: The Solo

Post by Ndreare »

L.C. wrote:(rolls held)
L.C. does not let out the exasperated sigh he wants to. "We'll be at the Ladders or the gates in our APC out there. He can send word to either location and we'll get it." He gives his room number at the Ladders. "Since we're here, can we get a table for some food? Or can we sit at the bar." If he was here, he might as well enjoy the food for his trouble.
The security droid nods responding to the request. "Certainly Mr. Charles.
"Mr. Fontaine has included The Legion and the 99 on the exceptions list and there will be no charges for your dining experience."

With those words spoken be bows and walks away as a while a new service agent comes over. This time a lightly red-skinned humanoid comes and after introducing herself to you as Andrea takes you to a table where she personally watches over your table exclusively ensuring the quality of your dining experience is perfect. As you look around you realize that each table is Solo has a dedicated wait person. The entire experience is sustained as the one of the most enjoyable meals either of you have enjoyed in a long time.
OOC Comments
How does your character feel about being served so directly? Is her uncomfortable or accepting. Does he try to make conversation with the hyper professional staff or accept they are hard working people maintaining the respect of their employers?
  • 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
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Kaja Earthblooded
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Re: The Solo

Post by Kaja Earthblooded »

(rolls held)
Knowledge of Vanguard 7
Common Knowledge (for verifying knowledge of the vanguard) [dice]0[/dice], [dice]1[/dice]+[dice]2[/dice] EE -4 GM assessed penalty +4 from EP=7
L.C. takes the last bite of the entree and has a look of exquisite pleasure on his face. "You know, I had officers who ate like this back where I grew up, but definitely no non-coms or grunts like me." He lifts his glass in a slight mock toast. "To better food on occasion."

He thinks a moment or two more, then speaks up. His voice is low and Hardin has to strain to hear him. "Sorry for losing it back at Ladders. I normally can keep a better lid on things. Figured I'd better explain myself to you at least. " He taps his head to signal it would be mental communication from then on.

His mental voice is stronger and has more gravitas (OOC: A bonus to Charisma :P ). 'So that list we lost Arthur over? It's a list of Federation infiltrators in those other guys' high command structure. I figure the Fed has reconned Castle Refuge and is using the CS to attack us. Hell the nuke may be a real thing. There's this rumor that we heard a lot in the Psi side of things. Of these mages that are hard core CS fanatics and would literally die for the CS. I've known guys I trust who say they are real, but they always use this friend of a friend reference. Anyway, if a fed mage was to masquerade as one, and a CS strike team was to get orders from high command, then I could see them putting a nuke in the old homestead.' There is no agitation in his mental voice, merely dead calm - as if he were laying out how to disassemble a gun to be cleaned. Step by step.

If/when Hardin has an outburst, LC taps his temple again, signalling the cowboy to think, not talk.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
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Re: The Solo

Post by Hardin »

(rolls held)

Hardin is a bit flummoxed by the meal at The Solo. Joking with L.C. about food requiring more than one fork is one thing, but actually being given a plate of food surrounded by various sizes of cutlery is another. He ignores any disapproving looks and, after watching the other patrons in between bites, eventually gets it figured out.

The person hovering over his shoulder is a bit unnerving, though. It must be part of the experience, but, it just feels weird to him.
L.C. wrote:
He thinks a moment or two more, then speaks up. His voice is low and Hardin has to strain to hear him. "Sorry for losing it back at Ladders. I normally can keep a better lid on things. Figured I'd better explain myself to you at least. " He taps his head to signal it would be mental communication from then on.

His mental voice is stronger and has more gravitas (OOC: A bonus to Charisma :P ). 'So that list we lost Arthur over? It's a list of Federation infiltrators in those other guys' high command structure. I figure the Fed has reconned Castle Refuge and is using the CS to attack us. Hell the nuke may be a real thing. There's this rumor that we heard a lot in the Psi side of things. Of these mages that are hard core CS fanatics and would literally die for the CS. I've known guys I trust who say they are real, but they always use this friend of a friend reference. Anyway, if a fed mage was to masquerade as one, and a CS strike team was to get orders from high command, then I could see them putting a nuke in the old homestead.' There is no agitation in his mental voice, merely dead calm - as if he were laying out how to disassemble a gun to be cleaned. Step by step.

If/when Hardin has an outburst, LC taps his temple again, signalling the cowboy to think, not talk.
Upon hearing L.C.'s telepathic communication, Hardin has to stop himself from snorting the champagne he's drinking as he bursts out laughing. More than a head or two turn their direction while he gets himself under control, and he waves off L.C.'s gesture.

Ah know, ah know. Not my first mind talk. So, you're tellin' me that the Coalition, the most magic-hatin' self-righteous bastards alive, have a group of mages doin' their dirty work for 'em? Ah knew they was a buncha hypocrites! Sargento, that is the funniest thing ah've heard in weeks. Obviously, we gotta let the Legion know what's comin', but we all knew the CS was gonna come gunnin for us at some point. We set up in their backyard, after all, didn't we?"
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
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Kaja Earthblooded
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Re: The Solo

Post by Kaja Earthblooded »

(Rolls held)
Hardin wrote:Ah know, ah know. Not my first mind talk. So, you're tellin' me that the Coalition, the most magic-hatin' self-righteous bastards alive, have a group of mages doin' their dirty work for 'em? Ah knew they was a buncha hypocrites! Sargento, that is the funniest thing ah've heard in weeks. Obviously, we gotta let the Legion know what's comin', but we all knew the CS was gonna come gunnin for us at some point. We set up in their backyard, after all, didn't we?"
Yeah, but you and I both know if they realized their chain was being yanked by the Federation, they'd drop those plans and never revisit them simply because the Federation came up with it. As for those mages, the CS kills them too; so we're clear. You just occasionally get orders to work with undesirables. I've personally worked with a run-away dogboy and his elf friend to bring in a dangerous criminal before. The elf and dogboy were bounty hunters. After we were done, we paid them and they left. Pissed off a couple of the guys in the squad, but orders are orders when you're in that life.

We may have known they'd do something, but a nuke? That's not SOP. The mission I defected on as to deliver a nuke to a civilian location in Tolkeen and set it off. two-thirds of the squad, all of us patriots, defected once we knew what was up. Didn't help our CO was a serial killer and we were sick of watching him. Despite the rhetoric, the idea of nuking any civilian is not high on the average soldier's list of favorite activities. Smacks too much of the Federation's brand of terrorism - cowardly, indiscriminate, and too long lasting in its effects. Even if you see some strategic value in hitting civilians, which most don't, you hit those civilians, not poison the land for who knows how long. I know everyone thinks of all CS soldiers as genocidal maniacs, and there are more than anyone would like, and even more quiet acceptance of things they should object to, most are defense minded professionals interested in following orders and going home."
There is a mental shrug. There is also a realization that comes through the telepathic link that acknowledges that the quiet acceptance of the actions of others is the biggest sin the CS army has. Accepting the actions of genocidal maniacs makes them all culpable. Yet another reason L.C. made his exit.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
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Re: The Solo

Post by Hardin »

L.C. wrote:(Rolls held)
Hardin wrote:Ah know, ah know. Not my first mind talk. So, you're tellin' me that the Coalition, the most magic-hatin' self-righteous bastards alive, have a group of mages doin' their dirty work for 'em? Ah knew they was a buncha hypocrites! Sargento, that is the funniest thing ah've heard in weeks. Obviously, we gotta let the Legion know what's comin', but we all knew the CS was gonna come gunnin for us at some point. We set up in their backyard, after all, didn't we?"
Yeah, but you and I both know if they realized their chain was being yanked by the Federation, they'd drop those plans and never revisit them simply because the Federation came up with it. As for those mages, the CS kills them too; so we're clear. You just occasionally get orders to work with undesirables. I've personally worked with a run-away dogboy and his elf friend to bring in a dangerous criminal before. The elf and dogboy were bounty hunters. After we were done, we paid them and they left. Pissed off a couple of the guys in the squad, but orders are orders when you're in that life.

We may have known they'd do something, but a nuke? That's not SOP. The mission I defected on as to deliver a nuke to a civilian location in Tolkeen and set it off. two-thirds of the squad, all of us patriots, defected once we knew what was up. Didn't help our CO was a serial killer and we were sick of watching him. Despite the rhetoric, the idea of nuking any civilian is not high on the average soldier's list of favorite activities. Smacks too much of the Federation's brand of terrorism - cowardly, indiscriminate, and too long lasting in its effects. Even if you see some strategic value in hitting civilians, which most don't, you hit those civilians, not poison the land for who knows how long. I know everyone thinks of all CS soldiers as genocidal maniacs, and there are more than anyone would like, and even more quiet acceptance of things they should object to, most are defense minded professionals interested in following orders and going home."
There is a mental shrug. There is also a realization that comes through the telepathic link that acknowledges that the quiet acceptance of the actions of others is the biggest sin the CS army has. Accepting the actions of genocidal maniacs makes them all culpable. Yet another reason L.C. made his exit.
Hardin's face is momentarily pensive, and then he sends a mental shrug back. At the end of the day, Seargento, it doesn't really matter if it's standard or not, does it? If it's gonna happen, we gotta stop it. Ah know you can't help but think of the soldiers doin' this stuff on the Coalition's orders, but the rest of us out here don't always have that luxury. You take a whole army, wrap 'em in skulls and give 'em the biggest guns in the world, you lose most of the benefit of the doubt, if you had any to begin with. The rest of us are just tryin' to survive; nobody gets to be feared and understood, L.C. World just doesn't work that way.
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
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: The Solo

Post by Ndreare »

RETURNED FROM HELL



Arriving at Solo the heroes see the staff are ready and waiting for you. Julian stand there ready to greet you. Once he gets the tem inside and escorted to an are away from the crowds he begins to tell you of the trouble. Catching you up on some information you may have known and some you may not have.

All three ley lines to Refuge seems to be affected by something. No one can gate in within 20 miles and no one has come out from there. Scouts that have gone to explore and see what is happening have not returned. There are rumors all over town of an entire Coalition Battalion posted nearby, while others say it is an invasion from Atlantis to recover stolen resources and slaves. The rumors are extreme, but what is known is that the Castle is under some sort of siege, and unlike Tolkeen no one is getting in or out.

Julian is worried about the situation. He still wants to support the team in whatever way he can. He never was helping you for the few credits he would get from Refuge, but instead out of gratitude for what the Legion did for his daughter. Now, now though things are dire, he worries for Refuge. It was a small place and militarily they tended to send out their best troops for helping others while their own castle was poorly protected.

Work it out and figure out what is needed. Once you are ready simply say the word and he is willing to help.
  • 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
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Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: The Solo

Post by Sal »

Sal’s ears twitched and his tail niggled back and forth at the news of Castle Refuge. His claw had plate of cheese half eaten which clattered to the ground as the realization settled in. Castle Refuge? My half cousin Hal thrice removed chose to go there instead of hanging around the Cheese Monger in Weadon.

Sal squeaked up in his small voice but perfect Long winded English, ” I am afraid I might not be a great hero like the others here but my dear cousin thrice removed, and half at that is stationed at that castle. I am a rat of many talents. I can slam, bam, least of all find a man. Or perhaps fear, stay clear, and finally disappear. If needed I can even port, retort, and abort. But most of all my new friends and one old one, I am a techno wizard. Despite the fine cheese here I got to go see what happened and help those I can.” Sal tinkered with his mechanical arm and situated his gear. Questioning he looked back up, ” Only... I am small sadly it is true. But perhaps if we all went together I could be of some use to you?”
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.
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Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: The Solo

Post by Fritz »

Fritz in his bought and modified penguin suit, nods as @Sal goes on his poetic and heroic speach, something he has listened to for the past few weeks. It was certainly better than listening to the steady consistent beep of a heart monitor for six months while being reassembled.

Not being a student of the arcane and ley lines, he is uncertain how one would shut those things off much less disrupt them. Fritz does understand the ideas behind a siege and is ready to leave once they stow the fancy suits away for a more appropriate time.
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
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Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: The Solo

Post by Maggie »

"It never rains..." Maggie mutters to herself.

Being less familiar with Julian than the original team, she holds back a bit, waiting to see what the old hands will say. She does, however, jump in with the suggestion, "Any chance we could hire help? You guys are famous around town, right? Any mercenaries or volunteers who might sign on to fight by the side of the Heroes of Wheaton?"

She nods at @Sal and @Fritz, and continues, "we're off to a great start, but we could use more."
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
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Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: The Solo

Post by Fritz »

Leaning down near @Sal, "Mercenaries? Is that what we are now? Mercenaries."

"Before we left Lone Star, I knew who and what I was. Now I have no clue."

The pause drags for a bit, "I guess I am this," Fritz motions to himself up and down with his palm open towards himself, "Now."

Fritz begins at the Solo, looking for mercenaries.

Streetwise 2 _
[*] Streetwise (1d4-2) [dice:38rj1x9o]54306:0[/dice:38rj1x9o]
[*] Wild (1d6-2) [dice:38rj1x9o]54306:1[/dice:38rj1x9o]
Maybe I patched up a few when we got to Weaton a few weeks ago.
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
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Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: The Solo

Post by Sal »

Sal shook his head at @Fritz. I don’t want to be a mercenary. I just need cheese and a chance to be a hero. He whispered not wanting to insult @Maggie, ”No Fritz dear friend. If you pardon the expression we are not guns for hire. We are in it to raid, shave, save, a little misbehave perhaps. Ultimately what we do now is to make the world better than we got. We might not be heroes yet Fritz but we are trying.”

Sal follows his friend looking for Mercenaries too. He rubs his Cyber arm gently still trying to get used to it. He could not help but wonder how his old arm was doing. Tracers are a bitch.
Streetwise [dice:1tg357zh]54307:0[/dice:1tg357zh] wild [dice:1tg357zh]54307:1[/dice:1tg357zh]
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.
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Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: The Solo

Post by Fritz »

Sal wrote: Wed Jun 05, 2019 2:36 pm Sal follows his friend looking for Mercenaries too. He rubs his Cyber arm gently still trying to get used to it. He could not help but wonder how his old arm was doing. Tracers are a bitch.
Streetwise [dice:37bl2ok2]54307:0[/dice:37bl2ok2] wild [dice:37bl2ok2]54307:1[/dice:37bl2ok2]
Fritz watched @Sal mess with his cyber arm suffering from a bit of GLS (Ghost Limb Syndrome) at the same time. Moving along on their hunt for mercenaries, he felt Sal's arm in its cryo case gently bumping along inside his thigh compartment. Wonder how long I should wait before I mention I still have the limb.

He was more than happy to be about doing something. He had been available to patch up some guys when they came to Wheaton the last couple of weeks but had been bored. Not too many new species to study here.
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
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The Solo

Post by Ndreare »

Julian looks at the interaction between the new members of The 99. "I have enough I can fund a few mercenaries if you decide that is what would be needed. But honestly this is not an area of my expertise and I would not even know how to go about investigating. I will let you guys work out the details." Thinking on it a bit he finishes. "But perhaps The Drink would be a better place to find mercenaries. The fights they host are the very kind of thing to attract the best soldiers."

OOC Comments
I will post instructions on working the crowd in case you guys go there looking for more than a battle or a RP area.

viewtopic.php?f=129&t=1570&p=54322#p54322
  • 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
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: The Solo

Post by Leethe »

Leethe had come in with the rest of the team after going to MACs, where she picked up her scythe. She had put the large weapon in the corner, out of the way and found a place to sit. Falling into extremely old habits, she sat quietly and listened to the others.
Leethe had not let met with Julian yet, the party getting cancelled a few weeks back...
Leethe is sitting quietly, deep in thought.

A few weeks back... it feels like an eternity. And that coming from me... but them I guess I personally haven't been around that long.

As the others talk about Mercenaries, her attention diverts a little.

Mercenaries... after the orphanage... I'm not sure it would be right...

"We don't know anything about what is going on." She stops a moment to recall the past, "Events are happening. What secrets did they hid in places protected? Is that worth the lives of those we might tempt their fate with monetary compensation?"
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: The Solo

Post by Maggie »

Leethe wrote: Thu Jun 13, 2019 9:23 am As the others talk about Mercenaries, her attention diverts a little.

Mercenaries... after the orphanage... I'm not sure it would be right...

"We don't know anything about what is going on." She stops a moment to recall the past, "Events are happening. What secrets did they hid in places protected? Is that worth the lives of those we might tempt their fate with monetary compensation?"
Maggie gives a shrug. As a former mercenary of sorts, she has some insights into the question. "I gotta say, I think they'll be fine with it. Mercenaries figure they're being paid to deal with unknown and dangerous stuff, because otherwise their patrons would send their own men. It's part and parcel of the whole merc experience; they're just gonna be glad to hear about a potential payday."

With that, Maggie heads over to The Drink to do a little recruiting.
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
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