Welcome to Fort Wheaton

Not Will, the town.
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Ndreare
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Welcome to Fort Wheaton

Post by Ndreare »

Fort Wheaton
Wheaton.jpeg
As you approach the city of Fort Wheaton, the normally run down steel barricades often seen as an eye sore instead look to be a boon and blessing. A safe place to rest, to eat and to work out things with your contacts. There are several guards on duty as The 99 approach and a half dozen juicer come out quickly on hearing of the approach of the APC. But as it gets closer and can be seen to be a captured vehicle the guards all relax. The Juicers looking disappointed wander back off to where they go when not on duty.
Getting through the check point is easy, but the guards are uneasy about the Mark V commenting. “I think it would be better if that thing is hidden somewhere soon. That looks like the kind of toy that can bring the wrong trouble.”
Finding a lot that will let you park the APC for the reasonable price of 50 credits a day. Once parked L.C. looks around. “Minimum of 1 Legionnaire watching the APC at all times.” Looking to the refuges he adds. “From here it is as safe as can be, you likely won’t find job here, but for those who are interested we are going to make arrangements for a Rift to Refuge. You are all welcomed there.”
Then heading out L.C. has to go get cleaned up, find Julian and see when the next time he can open a rift will be.

OOC Comments
Welcome to Wheaton, this city has a small ley line running through it and can be used to fill up on if you have an Arcane background that allows that. However the ley line is small, so if combat ever comes up in town and a 6 is ruled drawing off the ley line will be at -2.
The laws for the city prevent anything but small side arms inside city limits.
I need to know how the party will split up in Wheaton?
  • The Solo: This fine establishment is the nicest place in town to eat or stay and is where L.C. is headed to meat Julian.
    Mac’s: An old junk yard and parts dealer, Mac is known for his ability to get almost anything, most of which he will already have on hand.
  • The Drink: This bar built right against the outer barricade is known for catering to the rougher crowds. Mercenaries and adventurers are always present swapping stories and telling tales.
  • Ladders: A decent place to stay and affordable if you want to clean up, sleep in a warm bed or perhaps pay for the attentions of a lady or man as fits your fancy.
Who is Julian? Julian is an older line walker, who is past his prime. He is not really into adventuring any more, but he has sympathies with the Legion and will help them, even opening rifts at a discounted price.
  • 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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Hardin
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Re: Welcome to Fort Wheaton

Post by Hardin »

Notice 15
[dice]0[/dice]
Ace [dice]2[/dice]
Wild [dice]1[/dice]
Hardin takes his turn on watch, keeping his eyes peeled for anything suspicious that might approach the APC. We oughta modify this thing so it don't look so much like a dang skull-mobile.

Once one of his teammates comes to relieve him, Hardin declares,"I'll be gettin' a drink an' maybe a shower if anyone needs me."
His Plan
He's going for a drink at the saloon first. Depending on how long the 99 is staying in town, he'll also get a room at Ladders for the night. He'll take whatever combat gear is generally acceptable (weapons and armor) without running afoul of local authorities.
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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Baron McVey
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Re: Welcome to Fort Wheaton

Post by Baron McVey »

Die Roll
Notice: [dice]0[/dice]
Notice Wild DIe: [dice]1[/dice]
Notice Total: 3
Common Knowledge: K/Electronics: [dice]2[/dice]
Common Knowledge: K/Electronics Wild Die: [dice]3[/dice]
Common Knowledge: K/Electronics Total: 5
Baron sits quietly in the APC when it rolls up to Fort Wheaton. Civilization at last. When the gate guards tell the team that the APC will likely bring trouble, Baron smirks. It has already brought us a world of trouble. Baron thinks darkly. "I'll take first watch." Baron says emotionlessly. Once the others have wandered off, Baron sighs and sits in one of the chairs in the cabin.

Baron taps his fingers together as he looks at the communication station. Baron turns the radio on and scans the local comm traffic, trying to glean a little intelligence on the area. Might as well make the wait useful.
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.)
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Kaja Earthblooded
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Re: Welcome to Fort Wheaton

Post by Kaja Earthblooded »

Notice 5
Notice [dice]0[/dice], [dice]1[/dice]
LC nods to Baron's pronouncement about first watch. "Work out a schedule: three hour duty shifts will cover the whole day. Brison can take my shift tomorrow so I have time to find our ride home." He goes into his bag and pulls out a spare uniform. He and Brison are of the same body type - a function of their mutual selection for aerial SAMAS duty. Larger, burly pilots are usually given ground power armor duty. "Change out of your duty greys into those. Then stick your uniform in there. We'll need to burn it. They have tracker tags built in if you walk near an embassy or security team. You don't have an ICC chip, so you're lucky there. Oh and give your tags to Erin or Billy so they can kill the RFIDs." He digs out his own, plus his newer Legion tags. "Not asking you to give them up, just dealing with operation security."

To Erin and Billy, he lays down some objectives. "Purge his body armor computer memory. Then replace it with a Northern Gun or Bandito OS. Someone should have a suit of armor to pull from. Kill the RFID in his tags. Just shorting it out should work. The Coalition uses digital tags - the physical shell you see is strictly for identification of the body. Scan his sidearm and rifle too. Do that for all the CS gear. Most will have a RFID chip in one to five places, depending on size, plus have it encrypted. We'll have to figure that out. I'm not concerned with what we're selling, only what we're keeping. Any operator or gear head worth his salt will do the same thing. While you're out and about, look for a non-CS environmental helmet we can stuff the CS optics and radio into for Brison. He needs to lose the Death's Head. He'll repaint it himself later. And we'll discuss the SAMAS we're keeping in a bit."

Once Brison is done, L.C. motions for him to follow. "First let's get you some clothes, then some paint, and get a shower and some sleep. Mostly I want to talk, give you the real talk about what you've walked into." With that he and Brison head off into town. LC has his backpack on, though not his armor. He'd need to press his uniform before trying to meet their contact.
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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BILLY BORG
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Re: Welcome to Fort Wheaton

Post by BILLY BORG »

"You got it boss". Billy responds to LCs orders with a childishly enthusiastic salute that is made comical by his massive frame. "Breaking things is just like fixing them, but in reverse, right?" It is momentarily difficult to judge whether the cyborg is joking or asking an earnest question.

Clean the Gear
OOC Comments
Repair [dice]0[/dice] +2+6=
Wild[dice]1[/dice] +2+6=
REPAIR 11
Last edited by BILLY BORG on Tue Dec 05, 2017 5:19 pm, edited 2 times in total.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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Kaja Earthblooded
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Re: Welcome to Fort Wheaton

Post by Kaja Earthblooded »

Notice 3
Notice [dice]0[/dice], [dice]1[/dice]
L.C. leads Brison to a nearby clothier and buys him some basic clothes, including a good coat and one nice suit (300-500 credits). He also drops off his uniform to a local dry cleaner and has them press it. He also buys himself a nice suit (same 300-500 range), gets them both rooms, tells Brison to catch a shower, and then heads out to get them dinner. "So I know you've got questions. Command will have more for you when we get back to the Refuge. But until then, least I can do is give you the lay of the land, as it were."

Dinner continues over light conversation as Brison gets acclimated to the idea of life outside the Coalition. Afterwards they retire to their respective rooms, after checking in with the others to determine their schedule for watching the APC. L.C. sends a runner to the dry cleaner for his dress uniform. L.C. ends up in the company of a fetching young woman caught up in the romance of the Tomorrow Legion. He makes sure not to mention his psychic powers or C.S. past to her. She doesn't need to have her world rocked by such talk. Besides, it would make him a poor host.

The next morning he turns in his key dressed in his Tomorrow Legion uniform, freshly pressed (with extra attention paid by the former soldier even after getting it professionally cleaned). He heads out to Solo.
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
Ludwig, Guard Boar
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Welcome to Fort Wheaton

Post by Ndreare »

After hanging out in Wheaton for a couple days Billy and Erin are still hard at work on the APC and the upgrades planned there. The big fight Thursday has the interest of Hardin and Sir William secured and Julian is ready to open the Rift to get the refugees home.



OUT OF CHARACTER
I need to know who is going to the Castle other than the Refugees and if there are any plans while there?


The roster I have is as follows
Known Plans
  • Nomed = Heading back to Refuge and getting reassigned
    Sephia = Heading back to Refuge and getting reassigned
    Billy Borg = Working on the APC, planned repairs will take a full week with both working on it.
    Erin Sol = Working on the APC, planned repairs will take a full week with both working on it.
    Sir William = Planned gladiatorial bought (in progress).
    Hardin = Planned gladiatorial bought (in progress).
    L.C. = Returning to the Castle to report in and receive new orders.
Unknown
  • Baron McVey = Unknown, what would you like to do during this down time?
  • 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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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Welcome to Fort Wheaton

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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Hardin
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Re: Welcome to Fort Wheaton

Post by Hardin »

Hardin sighs and stretches when he sees the walls of Wheaton. Closest thing we got to home these days, he thinks.

"Whelp, folks, we're here. Anyone what wants to keep on goin to Castle Refuge, ah’m sure we can arrange for a lift."

To LC, he says, "How you wanna play this, Sargento? Battle buddies while we're in the city? Yer old playmates didn't look too happy when last we parted." Hardin's trigger finger gives a twitch when he mentions the Coalition.

"Me, ah'm gonna head back to the junkyard fer an upgrade or two." Then, to the rest of the group, "Any a y'all any good at hagglin'? That was more Erin's thing, and ah sure would appreciate any help with the merchants."
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: Welcome to Fort Wheaton

Post by Kaja Earthblooded »

Notice 5
Notice [dice]0[/dice], [dice]1[/dice]
After a while on the trip back, L.C. gets back into the SAMAS and climbs out the airlock where the railgun used to be and lifts off to escort the two APCS from the air. Partially to be able to provide air support, but mostly to have time to think, He records several audio notes for himself while it's all fresh.

When they arrive, LC lands back in their APC and exits the power armor. "I'll go see our contact and arrange transit for you all to Castle Refuge. I am sorry for the ordeal you have all been through. I can only hope things improve for you all now that we are out of the immediate danger. The gate guards will direct you to temporary quarters and we'll see about getting you all a hot meal and cleaned up. The legion will provide a liason to handle your requests. In the meantime, feel free to funnel them through Sir William, the cyber-knight. Just be aware he cannot work miracles. Sir William, I am sorry, but you're best suited for this. Once the Legion coordinator gets here, hand it off and get some R&R. I'll come help you once I have dealt with our contact."

He looks to the other 99s, including Brison and hopefully Foxx who have come from the other APC. "Lock up the APCs, and one person stands guard at all times. Rotate out in eight hour intervals. I'll take second watch once I am done with logistical needs."

Brison pipes up. "I'll take first watch. Need to do some maintenance on the suit anyway, not to mention the AAR. I'll have passive sensors on, so try to announce yourself over the squad frequency if you approach."

L.C. nods to Hardin at his question about pairing up. "Actually I want you to meet our contact. As acting XO, you need to know who to go to. We'll run by the hotel and get cleaned up first though. Grab you some clean clothes. Then you can go on your way, if you don't mind."
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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Miles RAD Radoslav
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Re: Welcome to Fort Wheaton

Post by Miles RAD Radoslav »

Sir William nods. "Certainly, Sergeant. Gentlebeings, please follow me." He leads the refugees to the gate guards and makes arrangements for their quarters, then stations himself outside the entrance and settles down to meditate.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Hardin
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Re: Welcome to Fort Wheaton

Post by Hardin »

L.C. wrote:
Notice 5
Notice [dice]37151:0[/dice], [dice]37151:1[/dice]
After a while on the trip back, L.C. gets back into the SAMAS and climbs out the airlock where the railgun used to be and lifts off to escort the two APCS from the air. Partially to be able to provide air support, but mostly to have time to think, He records several audio notes for himself while it's all fresh.

When they arrive, LC lands back in their APC and exits the power armor. "I'll go see our contact and arrange transit for you all to Castle Refuge. I am sorry for the ordeal you have all been through. I can only hope things improve for you all now that we are out of the immediate danger. The gate guards will direct you to temporary quarters and we'll see about getting you all a hot meal and cleaned up. The legion will provide a liason to handle your requests. In the meantime, feel free to funnel them through Sir William, the cyber-knight. Just be aware he cannot work miracles. Sir William, I am sorry, but you're best suited for this. Once the Legion coordinator gets here, hand it off and get some R&R. I'll come help you once I have dealt with our contact."

He looks to the other 99s, including Brison and hopefully Foxx who have come from the other APC. "Lock up the APCs, and one person stands guard at all times. Rotate out in eight hour intervals. I'll take second watch once I am done with logistical needs."

Brison pipes up. "I'll take first watch. Need to do some maintenance on the suit anyway, not to mention the AAR. I'll have passive sensors on, so try to announce yourself over the squad frequency if you approach."

L.C. nods to Hardin at his question about pairing up. "Actually I want you to meet our contact. As acting XO, you need to know who to go to. We'll run by the hotel and get cleaned up first though. Grab you some clean clothes. Then you can go on your way, if you don't mind."

Ah'm still XO? That's surprising, what with Leethe bein' the one to get things movin after Arthur blew himself to high heaven.

"Uh, roger that? Sounds good, Sargento. A shower sounds heavenly. Speakin' of, what do we do with Arthur? Send him back to the Castle for burial, ah assume?"
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
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Welcome to Fort Wheaton

Post by Ndreare »

Sir William Mahan wrote:Sir William nods. "Certainly, Sergeant. Gentlebeings, please follow me." He leads the refugees to the gate guards and makes arrangements for their quarters, then stations himself outside the entrance and settles down to meditate.
As Sir William arrives at the guard post the guards look at him a little confused. "You see sir, we would like to help. But unless you plan to buy them nights at an inn or something we do not really have refugee areas. We normally are told not to admit people if they look destitute because of the effects on crime and sanitation in the city."
Then looking at each other they have a small conversation before agreeing on something. "Maybe if you try the Red Herring. It is not really classy at all, but they are a little seedier and would not mind having 3 to 4 people in a room."
Then without meaning to the other guard add lightly. "Plus it will let you get showered. Er, i mean, get them showered. Well they have stuff like that in general."
The Red Herring
The Red Herring sells room for only 50 credits a night. If you have more than 2 people in a room they will let you go to 75 credit for 4 people maximum in a room. After that they need another room.
They also rent rooms by the hour if desired for 10 credits an hour.

They have enough room for your refugees, but are quite soulless in their lack of empathy and will not budge on the price.
Other Unexplained Roll
Some dice [dice]0[/dice]
some more dice [dice]1[/dice] some aces [dice]2[/dice] some more aces [dice]3[/dice]
  • 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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Miles RAD Radoslav
Posts: 244
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Re: Welcome to Fort Wheaton

Post by Miles RAD Radoslav »

Notice 7
[dice]0[/dice] Wild [dice]1[/dice] Explosion on Wild [dice]2[/dice]
"Very well, we shall try this "Red Herring". Sir William gestures at the refugees to follow. As they enter the hostel, Sir William notes the seedy surroundings and the demeanor of the staff. "I would like rooms for all of these gentlebeings, if you please. As for myself, I will remain here in the lobby to ensure their lodgings are... secure." With a dismissive look at the owners, he seats himself and prepares to stand watch until relieved.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Foxx
Posts: 73
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Re: Welcome to Fort Wheaton

Post by Foxx »

Steps off the APC, finally able to stretch her arms and legs to get the kinks out. She looks about the place called Wheaton. "Huh, I have not been here, what, ten years. The place has grown quite a bit."

She listens to L.C. give out the orders and rolls her eyes. "I shall come back in the morning for my turn at watch. Provided nothing more interesting catches my attention. Till then..." She absently waves and goes to look for a descent place close to the ley line where she can use its power to heal and recharge. She leaves her comm on in case they do need to get in touch with her, but for what now the dark elf just wishes to be alone with her melancholy thoughts.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Kaja Earthblooded
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Location: Korvosa

Re: Welcome to Fort Wheaton

Post by Kaja Earthblooded »

(rolls held)
Hardin wrote:"Uh, roger that? Sounds good, Sargento. A shower sounds heavenly. Speakin' of, what do we do with Arthur? Send him back to the Castle for burial, ah assume?"
L.C. nods somberly. "That's part of why we have to go report in now. But first a shower." He calls out to everyone before they have a chance to leave. "We're staying at the Ladders when not here at the APC. Tell them you are with the Legion. Go get yourself a shower and enjoy some R&R. Hit up Mac's if you need gear. Get to your tasks and then its R&R time, 99s. You've earned it."

[To the Ladders]
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
Ludwig, Guard Boar
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Leethe
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Re: Welcome to Fort Wheaton

Post by Leethe »

OOC Comments
posting this a bit late but wanted to get this in as it happens before Leethe heads off with Hardin to MAC's
Leethe turns to Sir William before she leaves with Hardin. "We need to take care of those presents at some point that the 'friendly' couple left for us. You mentioned them earlier."

Leethe takes a look around the APCs for the tracking devices. She works destroying and removing them, the ones she found.
Telemachanics 9 Notice 11 (15 with Telemachanics)
Telemachanics [dice]0[/dice]
Wild [dice]1[/dice]
Wild Ace [dice]4[/dice]
Using Telemachanics to sense the technology. Telemachanics gives a +4 bonus


Notice [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]5[/dice]
Extra Effort [dice]6[/dice]
Notice total 11
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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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Welcome to Fort Wheaton

Post by Ndreare »

As Leethe is going through removing the bugs she finds all of the devices Sir William told her of including the three devices in the Mark V, and the two devices in the Bandito APC.
  • 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: Welcome to Fort Wheaton

Post by Ndreare »

As the player head towards Solo, the streets of Wheaton feel odd. The activity level is much lower than normal and their seems to be a depression in the atmosphere. Looking around people seem to be looking mostly at the ground and the few people that do make eye contact give such a empty stare as if they are exhausted it becomes uncomfortable.

The normally welcoming and high energy city of Wheaton has something desperately wrong with it.

EVERYONE PLEASE POST A NOTICE ROLL IN THIS THREAD You may also include observations or RP in the post, but I need your notice rolls.
  • 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
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Posts: 324
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Re: Welcome to Fort Wheaton

Post by Hardin »

Notice 6
Notice [dice]0[/dice]
Wild [dice]1[/dice]


Hardin gives the passing people, or mostly lack therof, the side eye as they walk. ”Well, that’s odd...”
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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Vincent Gray
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Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Notice 7
Notice [dice]0[/dice]
Wild Die [dice]1[/dice]
Vincent frowns, clearly perturbed. There's something off...
Last edited by Vincent Gray on Wed Jul 04, 2018 1:42 pm, edited 1 time in total.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
Leethe
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Re: Welcome to Fort Wheaton

Post by Leethe »

Notice 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Leethe looks around at the weirdness going on as well. In response to Hardin, "Very odd indead."
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
Edit Signature
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Kaja Earthblooded
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Location: Korvosa

Re: Welcome to Fort Wheaton

Post by Kaja Earthblooded »

Notice 7 with Detect Arcana; Also +2 Charisma for the next three rounds
Notice [dice]0[/dice]+[dice]2[/dice], [dice]1[/dice]
With Detect Arcana (No Action, At will, -2 ISP)
As he intuitively interprets the readings of a target’s psyche, he learns a great deal about influencing the target and those around him. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.
Detect arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
L.C. is aware of the change in atmosphere immediately. He activates his ability to see auras and glances around at people, looking for signs of anything which might be feeding on their emotions or fear. "Keep your eyes peeled, hands empty, and your holsters clear if you're wearing them. Don't need to cause a panic, but something is up."
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
Ludwig, Guard Boar
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Foxx
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: Welcome to Fort Wheaton

Post by Foxx »

Notice 7(w/Danger Sense), Detect Arcana (at will)
Notice -2 [dice]0[/dice]
Wild [dice]1[/dice]
ace [dice]2[/dice]
Foxx frowns, looking about at the depressed people on the street. For such a lively town, it seems downright strange. She flicked her gaze about, thinking it is time to be a little paranoid tonight. Just when she got her good clothes out for a purported good night.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: Welcome to Fort Wheaton

Post by Miles RAD Radoslav »

Notice 7
[dice]0[/dice] Wild [dice]1[/dice] Ace on Wild [dice]2[/dice]
Sir William scans the crowds and notes something amiss. Mentally, he readies his Quickness power to engage as soon as any sign of danger threatens.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Rob Hunter
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Re: Welcome to Fort Wheaton

Post by Rob Hunter »

Rob looks around, suspicious.

"Something is wrong here, something feels almost inhuman about these people". Rob says over the radio.
Notice Roll
Notice: [dice]0[/dice], Wild Die: [dice]1[/dice]
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Welcome to Fort Wheaton

Post by Ndreare »

WORK IN PROGRESS

Ambush post will be up soon, most likely Friday or Saturday. Out line written, details in progress.

Foxx will be on Hold and and can make an Agility roll to interrupt the signal versus a 8 by 12

[dice]0[/dice] Extra Effort [dice]2[/dice]
[dice]1[/dice]
  • 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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Ndreare
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Re: Welcome to Fort Wheaton

Post by Ndreare »

Surprise Round

As the 99 are Walking towards Solo to meet up with Julian and decide on what is needed done. Their minds on the vision they recently had and deciding what needed to happen, suddenly a series of flashes forms out of the dark as they are barraged by volleys of stunner fire. The ultra low sound frequencies combined with the light flashes are incredibly painful and nausea inducing. Distantly you can hear someone saying. “Careful we need her alive.”

OOC Comments
Each of you is shot at with a double blast of from a stunner.
  • For each hit scored against you, you are Shaken (Multiple Shaken Results cause Fatigue not Wounds).
  • In addition for each hit scored against you, you need to make a Vigor roll (-2 if a Raise) or suffer a fatigue.
Danger Sense
Brison
Shooting [dice]0[/dice]
Shooting [dice]1[/dice]
Foxx
You made your Danger Sense roll, so you will be starting on hold just like the bad guys. Their card was an Ace so you get an Agility roll versus an 8 [dice]2[/dice] to go first. Messed up I forgot I already rolled an 8 with a benny earlier in the post above this.

Shooting [dice]3[/dice]
Shooting [dice]4[/dice] Ace [dice]17[/dice]
Hardin
Shooting [dice]5[/dice]
Shooting [dice]6[/dice]
Leethe
Shooting [dice]7[/dice]
Shooting [dice]8[/dice]
L.C.
Shooting [dice]9[/dice]
Shooting [dice]10[/dice]
Rob Hunter
Shooting [dice]11[/dice]
Shooting [dice]12[/dice]

Seeing the power armor the bandits focus their efforts on The Unit.
Please use Repair instead of Vigor for your roll.
Sir William Mahen
Includes a -2 for Technology based attack versus Sir William.
Shooting [dice]13[/dice]
Shooting [dice]14[/dice]
Vincent
Shooting [dice]15[/dice] Ace [dice]18[/dice] Ace [dice]19[/dice]

Shooting [dice]16[/dice]
.

Foxx will get to roll to see if she goes before the ambushers or after.






Round 01

Looking around the 99 can see they are surrounded by what looks like a rag tag group of children dressed as common bandits. Moving in on the heroes the large group out numbers you by two to one.

The group has already spread out with most of them attacking from rooftops and other positions of advantage. Only four of them can be seen down the road in front of the heroes. While unarmed those four are crouched and running fast, carrying a stretcher between them as if they plan on picking up and unconscious person.

The heroes win Initiative in Round 01
  • 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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Foxx
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Re: Welcome to Fort Wheaton

Post by Foxx »

Agility 10, Spellcasting: True Invisibility 8
Agility [dice]0[/dice]
wild [dice]1[/dice]
Benny[dice]2[/dice]
wild [dice]3[/dice]

Spellcasting: True Invisibility
Spellcasting [dice]4[/dice]
Wild [dice]5[/dice]
The familiar cold chill of danger spikes down her spine and she shouts, "Look out!" Not knowing what they were facing, she casts a spell and the shadows surround and cause her to disappear from view. Just in time as the bolts fly about the team. One coming so close she can feel the sonic vibrations. To avoid getting shot by a stray blast, she dives for cover.

She realizes they were being attacked by children. How desperate were these welps to be attacking them? She is concern about which of the females they are trying to capture. Since none of them look elven, it must be Leethe.
Magic
PP: 65/25
Active spells: True Invisibility (3/1)
Last edited by Foxx on Thu Jul 12, 2018 7:14 am, edited 7 times in total.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Vincent Gray
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Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Vigor
Vigor [dice]0[/dice] -2
Wild Die [dice]1[/dice] -2
Unshake
Spirit [dice]2[/dice] -1
Wild Die [dice]3[/dice]-1

1 Point of Fatigue, Unshaken
Vincent grunts as he gets hit by the stun blast. For a second he looks like he's about to buckle and hit the ground, but he somehow stays up. He draws his sidearm and points it in the direction of the pint-sized assailants. "Hold it right there!
Intimidate
Intimidate [dice]5[/dice] Unskilled +2 from weapon?
Wild Die [dice]4[/dice]
Last edited by Vincent Gray on Thu Jul 12, 2018 7:49 pm, edited 3 times in total.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Hardin
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Re: Welcome to Fort Wheaton

Post by Hardin »

Vigor 10 for first hit, Benny to Unshake
Vigor for the first hit [dice]0[/dice]
Ace [dice]2[/dice]
Wild [dice]1[/dice]
-1 Benny to unshake
Vigor 5 for the second hit, Spirit 5 to Un-Shake
Vigor [dice]3[/dice]
Wild [dice]4[/dice]

Spirit to unshake [dice]5[/dice]
Wild [dice]6[/dice]
Ignore Everything Here Because I Apparently Can't Read and Didn't Realize We Were Fighting Children
"Well, that was rude." About as quick as the eye can track, Hardin draws his two pistols, focuses his mind, and returns fire.
ooc=Psionics for Smite 4, and BT Shooting 9]Psionics for smite (normal) [dice]7[/dice]
Wild [dice]8[/dice]
-6 ISP to affect both pistols
activated as a free action
+2 damage and +2 AP

Psionics for Boost Trait (Shooting) [dice]9[/dice]
Wild [dice]10[/dice]
Benny to reroll [dice]11[/dice]
Wild [dice]12[/dice]
Ace! [dice]13[/dice]
-5 ISP for mega version
-1 Benny
activated as a free action
+4 die types to shooting[/ooc
ooc=Shooting Shard Pistol on Auto 17, 11, 4]Shooting [dice]14[/dice] (boost Trait bonus of +4 die types and -2 for auto-fire factored in)
[dice]15[/dice] Ace! [dice]20[/dice] (that should apply to the first roll, not this one. whoops!)
[dice]16[/dice]
Wild [dice]17[/dice]
Forgot to factor in that his boost Trait trapping negates 1 point of shooting penalties, so I adjusted the numbers.[/ooc
ooc=Shard Pistol Damage]Shot 1: [dice]19[/dice] AP 1 standard + [dice]22[/dice] for raise + 2 for Spiffy Hat + 2 for push (smite) + 2 AP =
Shot 2: [dice]23[/dice] AP 1 standard + [dice]24[/dice] for raise + 2 for Spiffy Hat + 2 for push (smite) + 2 AP for smite =
Shot 3: [dice]25[/dice] AP 1 standard + 2 for Spiffy Hat + 2 for push (smite) + 2 AP =[/ooc
ooc=Shooting Colt Revolver 6, Headshot]Shooting [dice]18[/dice] (-4 for headshot, negation of 1 point of penalties for boost trait trapping, and bonus of +4 die types all factored in)
Wild [dice]21[/dice][/ooc
ooc=Damage for Colt][dice]26[/dice] +2 for push (smite) + 4 for headshot +2 AP for smite=/ooc]
Kids?! Hardin thinks as he gets sight of their tiny attackers. Well, this is ridiculous. He focuses his psionic power on one of the kids carrying one of the odd stun weapons.
Psionics 5 for Telekinesis, Brainburn thanks to Trait Die, Kid Must Roll to Oppose
Psionics for TK [dice]27[/dice]
Wild [dice]28[/dice]
I assume the opposed roll for this is Spirit, just like it would be to resist being picked up, but I could see Agility or Strength, depending on what makes sense to you.
His 'kinesis activates just fine and he reaches out to try and pluck the weapon from one of the kids. As he does so, however, his power backlashes, slapping him with an insta-migrane and distracting the heck out of him. Lovely timing.
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: Welcome to Fort Wheaton

Post by Kaja Earthblooded »

LC
Unshaken and no fatigue; Super Telekinesis - Psionics 8, -11 ISP
Unshake [dice]14[/dice], [dice]15[/dice]
Vigor Vs Fatigue [dice]16[/dice], [dice]17[/dice]+[dice]18[/dice]
Psionics [dice]19[/dice], [dice]20[/dice]+[dice]21[/dice]
L.C. reacts by reaching out with his mind and begins pulling the guns from the hands of the kids. "Enough children, you will only get yourselves killed!"

Brison
Unshaken and no fatigue vs 1st, Unshaken and no Fatigue from 2nd; Fighting 7 vs kid's parry to grab the stunner from one - no damage even if an option
Unshake 1 [dice]0[/dice], [dice]1[/dice]
Unshake 2 [dice]2[/dice], [dice]3[/dice] - Spend Benny to Unshake
Vigor vs Fatigue (Shot 1) [dice]4[/dice]+[dice]8[/dice], [dice]5[/dice]+[dice]9[/dice]+[dice]11[/dice]
Vigor vs Fatigue (Shot 2) [dice]6[/dice]+[dice]10[/dice], [dice]7[/dice]
Fighting [dice]12[/dice], [dice]13[/dice]
Brison takes two stun attacks and shakes for a moment before shaking off the effects. He then dives for one of the kids, trying to disarm the kid, but not hurt them.
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
Ludwig, Guard Boar
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Rob Hunter
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Re: Welcome to Fort Wheaton

Post by Rob Hunter »

Rob is unarmed and wearing his finest dress clothes on his way to the restaurant so he is ill-prepared for combat. He moves closer to Vincent and gets ready for a fight.

"Looks like they're in front and behind!" he says as he looks around to see who is going to attack us next.
Rolls
Vigor Roll: [dice]0[/dice], Wild Die: [dice]1[/dice]
Spirit Roll for Unshaken: [dice]2[/dice], Wild Die: [dice]3[/dice]

Round 1 Sprit Roll (10)
Spirit Roll for Unshaken: [dice]4[/dice], Explosion: [dice]6[/dice], Wild Die: [dice]5[/dice]
Last edited by Rob Hunter on Mon Jul 16, 2018 12:22 pm, edited 6 times in total.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Leethe
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Re: Welcome to Fort Wheaton

Post by Leethe »

Vigor 15 for Second Shot, Spirit 4 to unshake
Vigor [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]2[/dice]
Ace [dice]3[/dice]

Spirit [dice]4[/dice]
Wild [dice]5[/dice]
Leethe is only hit by one of the two stunners shot at her. She easily resists the effect, likely due to due to other world nature. "is flashing darkness at me really supposed to do anything?"

She glances at Fox and thinks to herself. "are they after me or her?"
Last edited by Leethe on Thu Jul 12, 2018 6:46 pm, edited 1 time in total.
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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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: Welcome to Fort Wheaton

Post by Miles RAD Radoslav »

Rolls
Vigor to avoid Fatigue [dice]0[/dice] Wild [dice]1[/dice]
Spirit to Unshake [dice]2[/dice] Wlid [dice]3[/dice]
Psionics for Exalted Quickness [dice]4[/dice] Wild [dice]5[/dice]
Psionics for Greater Speed [dice]6[/dice] Wild [dice]7[/dice]
Psionics for Greater Deflection [dice]8[/dice] Wild [dice]9[/dice]
Benny spent on Greater Deflection [dice]10[/dice] Wild [dice]11[/dice]
Confused by the attacker's small stature, Sir William attempts to activate his psionic powers. His lack of focus causes him to wince in pain as his connection to his spirit wavers. Only his improved speed kicks in, and he dives for cover, trying to regain his composure.
Results
Shaken, one benny spent, 14 ISP spent
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

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

Re: Welcome to Fort Wheaton

Post by Ndreare »

INITIATIVE: The bandits are going on hold covering you.

Resist Intimidate 2 success, 2 failures
Spirit [dice]0[/dice]
Wild [dice]1[/dice]

Spirit [dice]2[/dice]
Spirit [dice]3[/dice]
Spirit [dice]4[/dice]
As the 99 begin there counter to the tiny attackers they find their attempts to intimidate do not appear to be working as much as they would hope. The telekinetic attempt to disarm one of the bandits works perfectly however. With a slight lull in the action, one of the bandits braver than the rest shouts out. “Put your arms up and put him down! We don’t want to hurt you, but these things have more settings than stun, or you're going to regret it!”

Then shifting his voice to sound like a holovid gangster he follows up with. “Play along and everyone walks home happy and safe!”
Group Intimidate 6
Intimidation [dice]5[/dice]
Wild [dice]6[/dice]
Ace [dice]7[/dice]
As they stand weapons ready for a second volley. Apparently as shooting you without cause did not work, now they want to parley. Make a roll to resist intimidation.
  • 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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Vincent Gray
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Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Resist Intimidation 9
Spirit [dice]0[/dice]
Wild Die[dice]1[/dice]
Explode [dice]2[/dice]
Vincent is not impressed. "I don't think so you little brats. His gun moves to point at the one getting lippy. "You kid's don't know who you're messing with. Hell, you're lucky we saw that you were kids, otherwise they'd be scraping up what little excuse you have for brains off the pavement tomorrow. You have picked the wrong people to prey upon. Put down your weapons immediately or our patience will evaporate."
Intimidation 8
[dice]3[/dice]
Explode [dice]5[/dice]
Explode [dice]6[/dice]
Wild Die [dice]4[/dice]
Agility [dice]7[/dice]
Wild die [dice]8[/dice]
Extra Effort
[dice]9[/dice]
Explode
[dice]10[/dice]
Explode [dice]11[/dice]
Explode [dice]12[/dice]
Explode [dice]13[/dice]
Last edited by Vincent Gray on Fri Jul 20, 2018 11:52 am, edited 13 times in total.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: Welcome to Fort Wheaton

Post by Miles RAD Radoslav »

Resist Intimidation 3
Spirit [dice]0[/dice] Wild [dice]1[/dice]
Unnerved by these feral children, Sir William stands, hands outstretched. "I am Sir William Mahan, Cyberknight. I am willing to negotiate. Whom are you seeking?"
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Foxx
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: Welcome to Fort Wheaton

Post by Foxx »

Resist Intimidation 5
Spirit [dice]0[/dice]
wild [dice]1[/dice]
For the moment she hesitates in retaliating against the children. Did she really want to fight them? Normally, no, that would make her a hypocrite if she use violent force against them. Still, the realization makes it so they think they have the upper hand over the team. "So what now, children?" She does not drop her cloak of invisibility; they were going to have to make her do that. She walked from the spot to another, always on the move, not making herself an easy target. "You seem to have us at your mercy? Why not tell us what you want?"
Last edited by Foxx on Wed Jul 25, 2018 8:26 am, edited 1 time in total.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
Leethe
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Posts: 156
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Re: Welcome to Fort Wheaton

Post by Leethe »

Resist Intimidation
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
Leethe puts her hands up following the instructions. "Why are you after me?"
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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Rob Hunter
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Posts: 54
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Re: Welcome to Fort Wheaton

Post by Rob Hunter »

Resist Intimidate (13)
Spirit Roll + Strong Willed: [dice]0[/dice]
Wild Die: [dice]1[/dice], Ace: [dice]2[/dice]
At first Rob has mental images of small robots scurrying around ripping everyone to bits as he unloads on them with his rail gun, but he quickly snaps out of it, realizing that these are just kids.

"Enough!" Rob yells at the kids as he steps up. "Stop this at once and let us pass! We are members of the Tomorrow Legion."
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Hardin
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Re: Welcome to Fort Wheaton

Post by Hardin »

Resist Intimidation 8
Spirit [dice]0[/dice] (includes bonus from Strong Willed)
Wild [dice]1[/dice]
Spirit to Unshake, Fail
Spirit [dice]2[/dice]
Wild [dice]3[/dice]
Hardin struggles to see straight, his brain on fire with his own power. A psychic migraine at this precise moment is not exactly the best of all possible scenarios, he thinks, shaking his head to try and clear it (which, of course, only makes things worse).

Through the haze, he manages to hold on to the kid's stun weapon with his mind, but he's in no state to use it presently.
Hardin is Still Shaken
Like the tag says.
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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Location: Korvosa

Re: Welcome to Fort Wheaton

Post by Kaja Earthblooded »

LC
Resist Intimidation 17 vs 6; Agility 7 (for interrupt purposes); Psionics 15 vs Spirit for Exalted TK
Resist Intimidation (Spirit) [dice]0[/dice], [dice]1[/dice]+[dice]4[/dice]+[dice]6[/dice]
Agility [dice]8[/dice], [dice]9[/dice]+[dice]10[/dice]+2 EE=7
Psionics vs Spirit (Exalted TK)[dice]11[/dice]+[dice]13[/dice], [dice]12[/dice]
LC Looks coldly at the ring leader as Vincent speaks. With his mind he lifts the boy into the sky and turns him over and faces him away from the group, his arms pinned. "If you point a weapon at people used to fighting for their lives, you are very likely to be killed in return. I'd rather avoid that. You heard my companion. Put your weapons down!"

Brison
Resist Intimidation 22 vs 6
Resist Intimidation (Spirit) [dice]2[/dice]+[dice]5[/dice]+[dice]7[/dice], [dice]3[/dice]
Brison has faced down greater demons and shot the hell out of them. A few kids don't worry him. But he's also done 'Burbs duty, so he sees them not as kids, but as juvenile delinquents. Redirect them if you can, kill them if you can't. Hopefully they take the hint.
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
Ludwig, Guard Boar
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Welcome to Fort Wheaton

Post by Ndreare »

OOC Comments
Group Agility to interrupt Hardin's Interrupt
[dice]0[/dice]
[dice]1[/dice]

Resist Intimidation
[dice]2[/dice] +Ace [dice]19[/dice]
[dice]3[/dice]
[dice]4[/dice] +Ace [dice]20[/dice]
[dice]5[/dice] +Ace [dice]21[/dice] +Ace [dice]24[/dice]
[dice]6[/dice] +Ace [dice]22[/dice]
[dice]7[/dice] +Ace [dice]23[/dice]
[dice]8[/dice]
[dice]9[/dice]
[dice]10[/dice]
[dice]11[/dice]
[dice]12[/dice]
[dice]13[/dice]
[dice]14[/dice]
[dice]15[/dice]
[dice]16[/dice]

Charlie [dice]17[/dice]
[dice]18[/dice]


The kids hear Vincent's words and the doubt on their faces begins to show. Looking back and forth from each other it looks as if the effort to intimidate them has succeeded.

Then suddenly the children all break in different directions. The ones on the roofs looking over you ducking or dashing out of site, as the four from the north end of the alley head out the way they come splitting at the intersection. The four at the south end of the alley doing the same thing.
Within moments you are left with a virtually empty alley, only two stunners held in telekinetic grasp and the rest fleeing.
OOC Comments
If it is worth it to you, you may chase after them. Or you may regroup on Active Alertness and discuss the strangeness that just happened.
  • 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: Welcome to Fort Wheaton

Post by Ndreare »

Spirit to resist [dice]0[/dice]
Fail.

The child seized by L.C. is stuck in the air at his mercy and unable to run.
  • 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: Welcome to Fort Wheaton

Post by Leethe »

Leethe watches as all the other children flee. She doesn't look happy as she stomps up in front of the child suspended in mid air to face him. She puts her hands on her hips, "Who were you after?" She takes a quick glance at Fox then returns her unnerving gaze to the child. Unnerving because of her unnatural black and purple eyes. "Me or her?"
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
Edit Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Welcome to Fort Wheaton

Post by Ndreare »

As the child is lowered by L.C. to within range he looks around at the heroes and is clearly shaken from the experience. Leethe's approach and efforts at intimidating the child seem to have worked as pointing at Fauxalyn he says. "Well we were going to get the other lady, the good looking one." Sighing he says. "She's the smallest of your group she would be easy to carry, and then we could trade her back for some credits."

The child's description of a ransom seems pretty simple in approach and not very well thought out.
  • 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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Hardin
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Re: Welcome to Fort Wheaton

Post by Hardin »

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

Hardin shakes off the effect of his psionic backlash and calls the stun weapon over to himself with his 'kinesis.
Common Knowledge to Recognize Weapon 7
I'd guess this would be a common knowledge roll without modifier for a vet 'Slinger to recognize a gun, but happy to adjust as needed.
Common Knowledge to recognize weapon[dice]2[/dice]
Wild [dice]3[/dice]
RFT wrote:As the child is lowered by L.C. to within range he looks around at the heroes and is clearly shaken from the experience. Leethe's approach and efforts at intimidating the child seem to have worked as pointing at Fauxalyn he says. "Well we were going to get the other lady, the good looking one." Sighing he says. "She's the smallest of your group she would be easy to carry, and then we could trade her back for some credits."

The child's description of a ransom seems pretty simple in approach and not very well thought out.
"Well, that's the dumbest thing ah've heard so far today, and it's been a very long day. Who put y'all up to this?"
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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Miles RAD Radoslav
Posts: 244
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Re: Welcome to Fort Wheaton

Post by Miles RAD Radoslav »

Sir William emerges from cover. "Well, that was... unnerving. To think that children are so desperate as to try kidnapping on the streets for credit. Perhaps we could offer them shelter at Castle Refuge? They certainly have ambition."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Welcome to Fort Wheaton

Post by Ndreare »

The boy squirms a little confirming he is unable to flee. “It was charlie’s idea. She said if we got the small girl that you guys would be willing to trade her for like 1,000 credits or something.

“She said people are always soft for the smaller and weaker friends. She even had a special name for the plan, called it a random, and you would have to pay a random to get her back.” His body fully relaxed, then suddenly he begins trying a few more times to jerk free the kid finally relaxes. The kind of move you would expect from an experienced grappler, more than a pre-adolescent child.

Finally giving in completely and knowing he will not be able to escape the boy starts subtly crying, trying to hold it in. “you need to let me go. The master will be very upset if we do not bring in our take today. I won’t try to steal from you again. Just let me go.”
OOC Comments
The weapon the children are using is a cheap off brand neural stunners. Known for the ireliability.

Refurbished Neural Stunner’s: range: 3/6/12, RoF: 2, payload 6, weight 2.4 kilograms
*Target makes a Vigor roll as described above.
  • 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
Foxx
Posts: 73
Joined: Wed Dec 20, 2017 7:34 am

Re: Welcome to Fort Wheaton

Post by Foxx »

Foxx listens to the boy's explanation and looks amused, "an old fashion kidnapping. I don't know if I should be worried or honored." Walking up to the restrained child she asks, "Tell me about this master of yours? Is he good to you and the others or not? I only ask because I do not have the time to go check for myself." Perhaps one of the psychic could tell her later if he was lying or not, she has no interest in caring either way.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Vincent Gray
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Posts: 48
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Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Notice 7
[dice]0[/dice]
Wild Die [dice]1[/dice]
Benny for Extra Effort [dice]2[/dice]
As the hooligan floats in mid air Vincent glares at him. He looks for a tell that the punk is lying.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
Leethe
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Posts: 156
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Re: Welcome to Fort Wheaton

Post by Leethe »

RFT wrote:The boy squirms a little confirming he is unable to flee. “It was charlie’s idea. She said if we got the small girl that you guys would be willing to trade her for like 1,000 credits or something.

“She said people are always soft for the smaller and weaker friends. She even had a special name for the plan, called it a random, and you would have to pay a random to get her back.” His body fully relaxed, then suddenly he begins trying a few more times to jerk free the kid finally relaxes. The kind of move you would expect from an experienced grappler, more than a pre-adolescent child.

Finally giving in completely and knowing he will not be able to escape the boy starts subtly crying, trying to hold it in. “you need to let me go. The master will be very upset if we do not bring in our take today. I won’t try to steal from you again. Just let me go.”
Leethe closes her eyes and seems annoyed. "It's called a ranSOM, not a random." She Looks over at Foxx as she walks up to join the conversation. Leethe starts to compare herself to Foxx in size. Am I that much bigger then her? Oh well, doesn't really matter.

"A thousand credits doesn't seem like much for such as high class elf like my friend here."
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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Ndreare
Savage Siri
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Location: Skagit County, Washington
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Re: Welcome to Fort Wheaton

Post by Ndreare »

When Foxx asks about the boy’s master his face suddenly goes dark as a flash of fear goes through his expression before it is suppressed. “The Headmaster is in charge of the orphanage. He is the one who makes sure as long as we all work and are respectful to the men who come buy that we get fed.” He kind of holds his head down a bit ashamed. “That is why we wanted a random. Cause then we would have a lot of credits. The Headmaster says it takes a lot of credits and we have to make a lot of credits every day or there is not enough money for our food that day.”

Looking back up and determined he says. “I do not want to hungry, and I do not want to have to work in the house anymore serving table and stuff for the guest. If you just let me go, I promise I won’t do it again. We will pick another group of travelers and never pick you guys again ever.”

When Leethe corrects his wording he tries the word a couple times on his tongue before getting it right. Having only half listened to her statement he interpreted it as a question. “Charlie didn’t know how much. We just knew that 1,000 creds is like enough money for a couple days of work and then we would all be able to be able to eat for like forever.”

Vincent read
Vincent senses very little deception from the kid. By his demeanor he is hiding some stuff but it appears to be more from shame than deception.

Your guess from what he is describing is these children are trapped is a fairly common trap for refugees and children. Human trafficking (and extra human in Rifts) where the children are used like sacrificial gang members, forced labor and other horrors.

Whoever this headmaster is he is the kind of human more evil than the demons you normal hunt.
  • 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
Vincent Gray
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Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Vincent listens, shaking his head at the miserable details.
"He's telling the truth as far as I can tell."
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: Welcome to Fort Wheaton

Post by Miles RAD Radoslav »

Sir William frowns. "I suggest we pay a visit to this 'Headmaster'. Where can he be found, child?"
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: Welcome to Fort Wheaton

Post by Ndreare »

The boy's face turns to a terror rarely seen as he starts shaking his head and piddles in his drawers. "No, you cannot do that. You do not know what he will do, he will feed me to one of his demons if he knows I told you anything." The boy starts weeping begging you not to go and let the Headmaster know he mentioned him.
Instructions
Calming the boy will be difficult. Each person attempting will add a cumulative -1 to the roll after the first.
Being held under power adds a -2

Requires a Persuasion roll versus the Head Masters fear -4
  • 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
Kaja Earthblooded
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Posts: 205
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Location: Korvosa

Re: Welcome to Fort Wheaton

Post by Kaja Earthblooded »

Soothing Mental Contact 13; Persuasion 8
Psionics [dice]0[/dice]+[dice]2[/dice], [dice]1[/dice]
Persuasion [dice]3[/dice], [dice]4[/dice] -4 +[dice]5[/dice]+2 (EE with Elan) +2 (power) -2 MM = 8
L.C. goes over and sits down and the boy gently floats to the ground so he can rest. The force holding him releases gently, although LC holds the power maintained but inactive. LC is dressed in a uniform, and not armor. He is not visibly armed at all. "Listen my boy. I grew up in an orphanage. So I understand your fear. If I was late back from curfew or chores or training I would be punished. And even if I did not fear for myself, I would fear from my brothers and sisters in the orphanage. So I get why you would be afraid to tell us where to find the headmaster. But what you don't know is how he is treating you is not how even the strictest of caretakers should treat you. And I know, I grew up around the strictest. We had a bad one though. Thankfully he was only a teacher and not our headmistress. But it was bad enough. He would make everyone feel bad and do things that no one should ever want to do. Our headmistress, a good woman, brought this man to task, and had soldiers, like us, take him away when they found out. When caretakers are bad, they need to be arrested and tried for their crimes. And yes, they are crimes. So help us out and we will make sure you are safe. My friends and I are with the Tomorrow Legion, and what happens to people like you, orphans and refugees, it matters to us. People shouldn't be hurt by people like the headmaster. And don't you worry about his demons. MY friend there is a cyber-knight. You've heard of them right? Well his job is to make sure demons don't hurt people like you. So can you help us out?" He will offer to let the boy sit on his knee, but he does not push the issue. Through it all, he sends soothing and comforting thoughts to the boy. Nothing overt, but subtle things to calm him and help him see reason.

More importantly, he is being completely honest with him, and this radiates through their link.
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
Ludwig, Guard Boar
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Rob Hunter
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Posts: 54
Joined: Mon Feb 12, 2018 1:28 am

Re: Welcome to Fort Wheaton

Post by Rob Hunter »

RFT wrote:The boy's face turns to a terror rarely seen as he starts shaking his head and piddles in his drawers. "No, you cannot do that. You do not know what he will do, he will feed me to one of his demons if he knows I told you anything." The boy starts weeping begging you not to go and let the Headmaster know he mentioned him.
Rob can relate to the kids situation, he tries to calm him down.

"I've been on my own since I was a kid too, I know what it's like." He motions to the 99, "We are all members of the Tomorrow Legion, we will do everything we can to help you and your friends. If this 'Headmaster' uses robots, or demons, to threaten you then he will be dealt with appropriately. You can count on us, we're the best the Tomorrow Legion has to offer." He says as he smiles trying to comfort the kid.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Miles RAD Radoslav
Posts: 244
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Re: Welcome to Fort Wheaton

Post by Miles RAD Radoslav »

Knowing that he can be intimidating in his cyber armor, Sir William hangs back. He knows that, soon enough, he will have a chance to exact justice from this "Headmaster".
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Hardin
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Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: Welcome to Fort Wheaton

Post by Hardin »

Notice 5
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Hardin takes a step back from LC and the boy, considering the team's options. He looks down at the neural stunner and shakes his head; it's a miracle the thing had fired at all, and that it hadn't either blown up in the kid's hands or accidentally killed one of the 99. He disarms it (removing any e-clip or other power source) and then uses his 'kinesis to crush it into a ball of scrap. One less weapon in the hands a amateurs.
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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Vincent Gray
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Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Vincent stands back, both to give them space and also because the whole emotional display makes him feel uncomfortable. He scans the immediate area wary of further danger.
Notice 3
[dice]0[/dice]
Wild Die [dice]1[/dice]
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Rob Hunter
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Re: Welcome to Fort Wheaton

Post by Rob Hunter »

Vincent Gray wrote:Vincent stands back, both to give them space and also because the whole emotional display makes him feel uncomfortable. He scans the immediate area wary of further danger.
Tim steps over next to Vincent and talks quietly.

"These are just kids. I mean I thought they were some sort of hunched over creatures at first and I almost reflexively went for my railgun, heh. You remember back when we we first met when we were kids. That town was wiped out by those skelebots and we were on our own after that.
Maybe we can help these kids like we got help. Maybe the Tomorrow Legion can take them in. It's gotta be better than living under the thumb of a robot demon."
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Vincent Gray
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Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Vincent Smirks. "Heh. I keep telling you, that wasn't me. I come from the past, it was a weird experiment. I know I might look like someone you knew when you were a child, but that wasn't me. I've been telling you this for like five years man."
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Rob Hunter
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Re: Welcome to Fort Wheaton

Post by Rob Hunter »

Vincent Gray wrote:Vincent Smirks. "Heh. I keep telling you, that wasn't me. I come from the past, it was a weird experiment. I know I might look like someone you knew when you were a child, but that wasn't me. I've been telling you this for like five years man."
"Ha ha ha!" Rob chuckles. "You know, since the day you helped me escape from those robots, I've always known you weren't one of them. There's something about you that I can always recognize, and that will never go away." He pats Vincent on the back. "So what do you think about these orphans? Want to take out the Headmaster and that robo-demon?"
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Vincent Gray
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Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Vincent furrows his brow. "Surely it's a noble cause, but at the same time, the vision we all felt... Unfortunately you can't save everyone, so we will have to see what L.C. has to say about our priorities in this instance. It might be worth it just to save them from themselves though! If they keep running around tasing people someone's sure to jump the gun and shoot them down in the street. Why they're lucky that you and Hardin recognized they were children and didn't shoot them dead!"
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Rob Hunter
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Re: Welcome to Fort Wheaton

Post by Rob Hunter »

Vincent Gray wrote:Vincent furrows his brow. "Surely it's a noble cause, but at the same time, the vision we all felt... Unfortunately you can't save everyone, so we will have to see what L.C. has to say about our priorities in this instance. It might be worth it just to save them from themselves though! If they keep running around tasing people someone's sure to jump the gun and shoot them down in the street. Why they're lucky that you and Hardin recognized they were children and didn't shoot them dead!"
Rob leans in and speaks even softer.

"You remember what happened last time that L.C. guy made a command decision, he tried to sacrifice the hostages we rescued and almost got you killed in the process. I don't know about him, he almost has an... "artificial" attitude when it comes to us humans."

Rob looks a little worried and fidgets with his hands around his waist, as he isn't carrying his main weapons.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
Edit Signature
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Vincent Gray
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Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Vincent shakes his head. "I have no idea what you're talking about. Are you sure you aren't thinking of someone else?"
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
User avatar
Rob Hunter
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Re: Welcome to Fort Wheaton

Post by Rob Hunter »

Vincent Gray wrote:Vincent shakes his head. "I have no idea what you're talking about. Are you sure you aren't thinking of someone else?"
Rob winks and smiles. He looks around thinking that they might be overheard.

He chuckles, "I gotcha, I gotcha." and he changes the conversation to something other than their commander.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
Edit Signature
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Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Welcome to Fort Wheaton

Post by Ndreare »

The boy calms a bit as L.C. starts talking to him, but as soon as Rob speaks up he tenses again and it takes a while to calm him.

However the words and being allowed to rest on his own feet are enough that he begins talking a little. "You just do not understand, he is the most powerful sorcerer ever and he has demons that work for him and important people serve him. No one can stand up to the head master. When he finds out that I did not get anything today I will not be allowed to eat, and now that my gun is broken by your friend he will make me pay to replace that too."
OOC Comments
From here the boy is willing to work with you. Through questioning you are able to identify the location of the orphanage as well as the following intelligence.
  1. There are lots of kids, normally about 12 per room and two per bed. he does not know an exact number but it sounds like around 50 or so.
  2. There are several adults who work the orphanage:
    - Headmaster (The most powerful magic user in the world)
    - Mr. Powell (the scariest warrior in the world)
    - Mrs. Zwer (she is like a juicer man and can throw tanks and stuff, do not be fooled by her being so short)
    - Cookie (he does not do anything really, he is just always there and talks to people)
    - Mrs. Myer (she is in charge of the kitchen.
    - Lots of people, all the men and women to come to the orphanage that they have to be nice too and show respect.
  3. The top two floors are where the dorms and the special rooms are for the visitors.
  4. The bottom floor is where the kitchens and offices and stuff are
  5. The bottom floor also as a chapel for worshiping the four gods that live there and tell the headmaster what to do.
  • 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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Hardin
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Re: Welcome to Fort Wheaton

Post by Hardin »

RFT wrote:The boy calms a bit as L.C. starts talking to him, but as soon as Rob speaks up he tenses again and it takes a while to calm him.

However the words and being allowed to rest on his own feet are enough that he begins talking a little. "You just do not understand, he is the most powerful sorcerer ever and he has demons that work for him and important people serve him. No one can stand up to the head master. When he finds out that I did not get anything today I will not be allowed to eat, and now that my gun is broken by your friend he will make me pay to replace that too."
OOC Comments
From here the boy is willing to work with you. Through questioning you are able to identify the location of the orphanage as well as the following intelligence.
  1. There are lots of kids, normally about 12 per room and two per bed. he does not know an exact number but it sounds like around 50 or so.
  2. There are several adults who work the orphanage:
    - Headmaster (The most powerful magic user in the world)
    - Mr. Powell (the scariest warrior in the world)
    - Mrs. Zwer (she is like a juicer man and can throw tanks and stuff, do not be fooled by her being so short)
    - Cookie (he does not do anything really, he is just always there and talks to people)
    - Mrs. Myer (she is in charge of the kitchen.
    - Lots of people, all the men and women to come to the orphanage that they have to be nice too and show respect.
  3. The top two floors are where the dorms and the special rooms are for the visitors.
  4. The bottom floor is where the kitchens and offices and stuff are
  5. The bottom floor also as a chapel for worshiping the four gods that live there and tell the headmaster what to do.
”Okay. Ah’ve heard enough. Ah’m gonna go kill this “Headmaster.” Seargento, you wanna come or you wanna take some folks with you ta go and meet Julian?”
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
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Welcome to Fort Wheaton

Post by Ndreare »

New Location added

I highly recommend scouting this location before charging in.

http://savagerifts.com/sr/viewtopic.php?p=40636#p40636
  • 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
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Re: Welcome to Fort Wheaton

Post by Leethe »

Leethe looks over at Hardin, "Some of us are not exactly equipped to handle someone like that right now. Just to remind everyone." She starts searching for some spare credits. "Anyone got some spare creds to give to the kid so he doesn't get in trouble right away?"
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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Hardin
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Re: Welcome to Fort Wheaton

Post by Hardin »

Leethe wrote:Leethe looks over at Hardin, "Some of us are not exactly equipped to handle someone like that right now. Just to remind everyone." She starts searching for some spare credits. "Anyone got some spare creds to give to the kid so he doesn't get in trouble right away?"
Hardin shakes his head. ”Naw. Kid stays with us until we sort this out. Ah ain’t sendin’ him back there. Ya’ll need ta get geared up, let’s go get geared up, but ah aim to resolve this issue presently.”
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: Welcome to Fort Wheaton

Post by Kaja Earthblooded »

Notice [dice]0[/dice], [dice]1[/dice]

“I agree.” L.C. replies. “Let’s all head back to the APC, kid included. We’ll gear up and do some recon. Andrew, would you look after our young friend.” He turns and looks to the boy. ”Have no fear, defeating bad guys, summoners included, is what we do. Come with us, we’ll get you something to eat and you can see our APC up close.”
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
Ludwig, Guard Boar
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Vincent Gray
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Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Vincent heads back to the APC with the rest. His usually thoughtful expression has a grim cast to it.

Vincent grabs a canteen and takes a few pulls from it. "So what's the plan ladies and gentlemen?"

He holds up his wrist with the odd bracelet on it. "If we need to load for bear, I can teleport us into the city with this contraption. I just need a clear line of sight."
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Rob Hunter
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Re: Welcome to Fort Wheaton

Post by Rob Hunter »

Rob heads back to the APC with everyone else, he's excited to help these kids and get them out of there.
Leethe wrote:Leethe looks over at Hardin, "Some of us are not exactly equipped to handle someone like that right now. Just to remind everyone." She starts searching for some spare credits. "Anyone got some spare creds to give to the kid so he doesn't get in trouble right away?"
"I have some credit we can give to the kid to help him out, but I think we should take him back to the Tomorrow Legion to see if they can help him find a proper home. Same goes for the rest of these orphans."
Hardin wrote:Hardin shakes his head. ”Naw. Kid stays with us until we sort this out. Ah ain’t sendin’ him back there. Ya’ll need ta get geared up, let’s go get geared up, but ah aim to resolve this issue presently.”
"I agree, we can't send that kid back there, and we have to get the rest of them out of there too." Rob says, "But I don't think we're gonna get away with moving through town all geared out."
Vincent Gray wrote:He holds up his wrist with the odd bracelet on it. "If we need to load for bear, I can teleport us into the city with this contraption. I just need a clear line of sight."
"That sounds like a good idea, we're gonna stand out like a sore thumb otherwise."
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Hardin
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Re: The 99's New Ride

Post by Hardin »

(Roll held, Notice 9)

Leaving the APC with the two juicers in tow, Hardin says, "Gimme a hot second to try and find some friends o' mine. Maybe they could help us out, here."
Streetwise to Find Refugees 1
Streetwise [dice]2[/dice] (+2 from refugee contact offsets -2 from his charisma modifier)
Wild [dice]1[/dice]
Hardin awkwardly asks around for a bit, but doesn't get anywhere and quickly gives up. "Never mind. Maybe one o' the others has figured somethin' out."
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
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Vincent Gray
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Re: The 99's New Ride

Post by Vincent Gray »

Streetwise 4
[dice]0[/dice]
[dice]1[/dice]
Vincent decides to tag along. At first, he let's Hardin do his thing but after he realizes that he's getting nowhere, he gently suggests checking out one of the local food banks. Sure enough, a handful of refugees happen to be there looking for their next meal.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Welcome to Fort Wheaton

Post by Ndreare »

After about an hour of moving through town and asking questions Hardin finds Clare Wedgwood hanging out helping in the back. Looking up and seeing Hardin she is surprised and instantly hands off her box, asking a coworker to take over.

Coming over she give Hardin a giant hug. "None of us knew we would ever see any of you again. But when Joey pointed me out to you I felt like I could finally have a chance to say thank you."

Looking around she sees an open area and then directs you guys over there. Giving another hug she mumbles thank you a couple times under her breath before offering seats. "So what is going on? How did you find us and who is your friend?"
  • 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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Hardin
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Re: Welcome to Fort Wheaton

Post by Hardin »

RFT wrote:After about an hour of moving through town and asking questions Hardin finds Clare Wedgwood hanging out helping in the back. Looking up and seeing Hardin she is surprised and instantly hands off her box, asking a coworker to take over.

Coming over she give Hardin a giant hug. "None of us knew we would ever see any of you again. But when Joey pointed me out to you I felt like I could finally have a chance to say thank you."

Looking around she sees an open area and then directs you guys over there. Giving another hug she mumbles thank you a couple times under her breath before offering seats. "So what is going on? How did you find us and who is your friend?"
Hardin gives a tired looking smile. "It's good tah see you too, kiddo," he drawls, before his face hardens. "This here's Vincent; he's new to the team since we last saw ya, and he's a good sort. The lowdown is this: we found an orphanage here in town that's actually a whore house, 'cept in this case the kids are the whores. It's bein' run by some evil sorcerer and his demon minions, and no, I ain't makin' none of this up. We're obviously gonna go and kill the sorcerer and shut the place down, but we've got two problems: First, we got a message we need to get to yer boss so he can get it back to the Legion, and it's real important. Second, we're about to have a whole mess of kids to take care of and ah ain't the best babysitter. Ah'll give you the message, if you'll tell Julian. And then as fer the kids, ah'm open to suggestion."
Hardin Gives the Message for Julian
If she's amenable, Hardin will give her the message about the vision to pass on to Julian; he trusts her. As for the kids, he really is open to suggestion. Maybe she knows of somewhere safe to put them, or maybe her boss will have some resources he can muster to help them out. They're going to need mental and physical healing after their ordeal.
Persuasion 4
Persuasion [dice]0[/dice] (-2 for Outsider racial feature, -2 for being untrained, + any bonus for having her as a contact)
[dice]1[/dice]
Extra Effort [dice]2[/dice]
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
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Vincent Gray
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Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Vincent, uncomfortable with the emotion display, clears his throat. "Pardon, but I need to see that guy about that thing. He nods to Hardin. "I'll see you back at the place."
Streetwise 11
Streetwise [dice]0[/dice]
Wild Die [dice]1[/dice]
He hits the streets, looking in all of Gamin's usuals haunts. He isn't at the saloon, the gambling hall, or even the weapon shop. No sooner does he say "Where the hell are you Gamin?" aloud when he literally runs into him, bumping against him as he turns down an alley.

"Hey old pal, I need to get my hands on a few things if you can get them..." He glances around, out of old habits.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Welcome to Fort Wheaton

Post by Ndreare »

Hardin wrote:Hardin gives a tired looking smile. "It's good tah see you too, kiddo," he drawls, before his face hardens. "This here's Vincent; he's new to the team since we last saw ya, and he's a good sort. The lowdown is this: we found an orphanage here in town that's actually a whore house, 'cept in this case the kids are the whores. It's bein' run by some evil sorcerer and his demon minions, and no, I ain't makin' none of this up. We're obviously gonna go and kill the sorcerer and shut the place down, but we've got two problems: First, we got a message we need to get to yer boss so he can get it back to the Legion, and it's real important. Second, we're about to have a whole mess of kids to take care of and ah ain't the best babysitter. Ah'll give you the message, if you'll tell Julian. And then as fer the kids, ah'm open to suggestion."
Hearing Hardin's tail Clare looks visibly shaken. "With so many refugees and children coming in I knew many of them would be caught by the wrong people. But this, this, this thing...

"I will do everything I can, I am sure if I talk to Julian he would be willing to help. Let me call him." With the words spoken, Clare calls Julian and Hardin can hear the exchange as they make arrangements for securing the children and putting more trust worthy people in charge. Hardin can even hear Julian saying that he is expecting L.C. soon to join him. But finding out he is not with you has him asking something that has Clare looking at you. "Does your team know about the trouble with the ley line? Julian says there is trouble on the Ley Line and no one can head south on this line. If you do not know he will explain to L.C. when he sees him."

Vincent Gray wrote:Vincent, uncomfortable with the emotion display, clears his throat. "Pardon, but I need to see that guy about that thing. He nods to Hardin. "I'll see you back at the place."

He hits the streets, looking in all of Gamin's usual haunts. He isn't at the saloon, the gambling hall, or even the weapon shop. No sooner does he say "Where the hell are you Gamin?" aloud when he literally runs into him, bumping against him as he turns down an alley.

"Hey old pal, I need to get my hands on a few things if you can get them..." He glances around, out of old habits.
Gamlin takes a long time to arrive, so long in fact that Vincent is sure he must be out of the area. But shortly after he meats up with Hardin on the way back to the APC to coordinate with the team Vincent sees a crouched over old figure waddling into view. The large sad looking eyes on the even more sad looking old hob-goblin are locked onto Vincent as he begins to smile. His body as usual bent over by the heavy pack he carries Gamlin says. "Gamin comes to help Vincent The Grey, Vincent the Grey needs Gamin's help. But why is Vincent the Grey with Hardin the cruel?"

Making sure not to get too close to Hardin Gamlin keeps Vincent between the two of them. "You want to trade with Gamin, Gamin has many things to trade and loves trading with Vincent the Grey. What do you need from us we have things for you yes?"
  • 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
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Re: Welcome to Fort Wheaton

Post by Hardin »

RFT wrote:
Hearing Hardin's tail Clare looks visibly shaken. "With so many refugees and children coming in I knew many of them would be caught by the wrong people. But this, this, this thing...

"I will do everything I can, I am sure if I talk to Julian he would be willing to help. Let me call him." With the words spoken, Clare calls Julian and Hardin can hear the exchange as they make arrangements for securing the children and putting more trust worthy people in charge. Hardin can even hear Julian saying that he is expecting L.C. soon to join him. But finding out he is not with you has him asking something that has Clare looking at you. "Does your team know about the trouble with the ley line? Julian says there is trouble on the Ley Line and no one can head south on this line. If you do not know he will explain to L.C. when he sees him."
"Thanks, kiddo. Now, don't forget to tell yer boss about that vision I told ya 'bout. That's important. Ah ain't heard about a ley line, but ah'm sure L.C. will want ta know 'bout that, too. Be in touch soon."
RFT wrote: Gamlin takes a long time to arrive, so long in fact that Vincent is sure he must be out of the area. But shortly after he meats up with Hardin on the way back to the APC to coordinate with the team Vincent sees a crouched over old figure waddling into view. The large sad looking eyes on the even more sad looking old hob-goblin are locked onto Vincent as he begins to smile. His body as usual bent over by the heavy pack he carries Gamlin says. "Gamin comes to help Vincent The Grey, Vincent the Grey needs Gamin's help. But why is Vincent the Grey with Hardin the cruel?"
Hardin stops short when he sees the little hobgoblin. "This is yer contact, Vincent? Oh, come on!" Hardin groans and lets his hand drift a little toward his gun belt.

"No funny business outta you, thief. If Vincent here is vouchin' fer you, ah suppose you can keep all yer parts. But tell me, ya get a good price on the goods you took from us in that cave after we offered to protect ya?"
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
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Ndreare
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Re: Welcome to Fort Wheaton

Post by Ndreare »

Watching Hardin with a wary eye the hob-goblin feigns ignorance. "Gamin would never take anything from friends. Gamin only trades, never steels."
  • 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
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Re: Welcome to Fort Wheaton

Post by Hardin »

RFT wrote:Watching Hardin with a wary eye the hob-goblin feigns ignorance. "Gamin would never take anything from friends. Gamin only trades, never steels."
Hardin raises an eyebrow. "Oh? And what did you trade me for the e-clip you took?"
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
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Welcome to Fort Wheaton

Post by Ndreare »

Keeping Vincent between himself and Hardin the ugly little goblin ignores the offensive questions and obviously false accusations. Instead turning to Vincent he asks. "Does Vincent the Gray need Gamin Gamlin's help, does Vincent want to trade?"

His face never giving up the abused, wronged and wounded look. Vincent can easily tell that Gamin feels falsely accused.
  • 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
Vincent Gray
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Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Vincent nods, obviously annoyed by the bad blood between the two. "I need a favor. Do you think you might be able to help me out? I mean, if you don't think you're up to it I understand...but if you have the connections, I need some police uniforms and badges. Are you the right person to ask about that sort of thing?"
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Re: Welcome to Fort Wheaton

Post by Ndreare »

Gamlin listens to what Vincent says he wants and thinks for a minute. Then his eyes light up. “Gamin has just what Vincent needs, Gamin has it right here.” then dropping his pack in the middle of the ally he begins digging through it, as the amount of stuff going into and out of the bag seems disproportionate to the room for what would fit Gamin sorts and sifts until finally after about 20 minutes he pulls out a stack of plastic looking cards.

They look like blank credit cards as he hands them to Vincent to inspect. “These are the best, the best disguise ever was, and best ever will be. Gamin found this on TV and made some of his own.” With a little bit of effort Gamin shows how the cards can be attached to the chest of anyone and they will appear to be an authority figure to anyone who sees them. “The magic is strong and can last for over an hour. But these are very valuable, so if you take you owe Gamin big. Gamin may call your name Vincent the Gray”

Having said what he has said Gamin Gamlin seems content as if the deal was already made and hands the deck of ten cards to Vincent. Then he says, "Lets go, Gamin misses his friends from Tomorrow Legion. They helped Gamin and fed Gamin when he was hungry." With those words Gamin is suddenly gone, as if he never was.
Gamin Gamlin
Ekkie by Rhineville on Deviant Art.jpg
Ekkie by Rhineville on Deviant Art.jpg (79.82 KiB) Viewed 39902 times
  • 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
Vincent Gray
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Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Vincent pauses a moment, surprised. He then scoops up the cards and jams them into his pocket. He looks to Hardin and shrugs."I guess we have what we need then?"
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
User avatar
Moira O'Dugan
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Re: Welcome to Fort Wheaton

Post by Moira O'Dugan »

Vincent Gray wrote:Vincent pauses a moment, surprised. He then scoops up the cards and jams them into his pocket. He looks to Hardin and shrugs."I guess we have what we need then?"
Moira smiles at Vincent. "That wuz easier than expected. Anything else?"
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Welcome to Fort Wheaton

Post by Ndreare »

Please List any arms you wish to smuggle in.

Make a single persuasion roll with -1 for long arms or -2 for heavy arms. The Amulets will do the rest.
  • 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
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Re: Welcome to Fort Wheaton

Post by Hardin »

RFT wrote:Please List any arms you wish to smuggle in.

Make a single persuasion roll with -1 for long arms or -2 for heavy arms. The Amulets will do the rest.
Hardin will be bringing his borrowed JA-9 along with his pistols and hook sword. The juicers will be bringing their full compliments, except that Matthew will have Hardin’s shotgun instead of his JA-9.

By “single roll,” do you mean one roll for the group (I would assume)?
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
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Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Welcome to Fort Wheaton

Post by Ndreare »

Yes, one roll for the group.
  • 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: Welcome to Fort Wheaton

Post by Miles RAD Radoslav »

Sir William considers the need for concealment and sets his rifles aside, holstering his laser pistol instead. "My swords will serve better if we truly face demons," he thinks.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: Welcome to Fort Wheaton

Post by Leethe »

Leethe has Huntsman Lightweight Personal Armor and a Vibro Knife. She also has a two handed sword with her.
Last edited by Leethe on Wed Sep 05, 2018 11:57 am, edited 1 time in total.
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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Vincent Gray
Bronze Patron
Bronze Patron
Posts: 48
Joined: Wed May 16, 2018 11:30 am

Re: Welcome to Fort Wheaton

Post by Vincent Gray »

Version ncent wants to smuggle in his LG-6 laser rifle.
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Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Rob Hunter
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Diamond Patron
Posts: 54
Joined: Mon Feb 12, 2018 1:28 am

Re: Welcome to Fort Wheaton

Post by Rob Hunter »

Not sure how the persuasion roll works, but if someone else with high persuasion is making the roll, then I'll try to smuggle in my NEMA Liberator Multi-Rifle.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Hardin
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Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: Welcome to Fort Wheaton

Post by Hardin »

Intimidation 7
Intimidation [dice]0[/dice] (includes -1 for long arms, +1 for his hat, and +2 for strong-willed)
Wild [dice]1[/dice]
As the group approaches a guard post and one of the guards hops up like he's going to say something about the party's armament, Hardin makes a guttural sound, almost a growl, and says, "Stand down, son. This is a mite above yer pay grade, an ah ain't got time fer no street-level red tape. Ya'll just be about yer business keepin' an eye on regular folks, an we'll be about ours."
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
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Welcome to Fort Wheaton

Post by Ndreare »

RFT wrote:
OOC Comments
Spellcasting [dice:2du2if78]53588:1[/dice:2du2if78]
As the team finishes their discussion and decide that getting to Wheaton quickly is important first step. Calvin looking at the team nods. "I will get you to Wheaton, but from there we go our own ways. Help me get this stuff packed back up." He says as he begins reloading his transport with the foods that fell off.

Pointing out the glitter boy, or is it a girl, will not fit in his transport Maggie is forced to run the few miles to the ley line. A quiet awkwardness sets in giving the heroes 10 minutes of calm to think about everything going on. As they approach the ley line the vehicle begins recharging and Calvin warns everyone to try and keep the noise down as much as possible. The small hive can clearly be seen from here only 10 miles away it is the tallest structure in sight and one that reminds the heroes that even when doing their best some problems are too big for even the mightiest teams.

"I can only take so many of at a time and with the Glitter boy even that will be hard. I suggest she stay here for the second trip where I can take her alone." Calvin says as he refreshes himself on the ley line.

When Nash speaks up. "No, I can follow the ley line on my own if needed. I will watch as you take the rest then you can come back for me." After some conversation it is realized that Nash would be the best to wait behind and the team gathers up for Calvin to do his work.

The arrival in Wheaton is strange as a feeling of being pushed or shunted comes over the party, each of you comes too laying in the arrival yard with a couple of young looking pink and blue skinned women trying to examine you. "Are you alright? You phased in, but there was a high pitched screaming, or squeaking sound and you looked like you were really messed up."

Suddenly the pink skinned girls face begins turning white. "Chaza, do you know who these are? These are those 99 people all over the news."

The blue skinned girl starts looking over your faces and pulls out her data pad. Pulling up some images of each of you from various security cameras around the city she looks amazed. "How did you get here? Where have you been, the kids the juicer, they all said you were sucked into hell?"

As the girls begin chattering with excitement and wanting to take a picture with the team you realize that word of what happened at the orphanage has spread. Your images have circulated around and The 99 are well known and renowned heroes in Wheaton.

As Maggie begins to move again she realizes her power armor has landed on an innocent bystander. The small mouse (or rate, she never could tell the difference) was obviously a sapient from his dress. But he was none to happy looking as he pulled himself up. As he began looking over the crew he also recognizes the team for who they are. The Heroes of Wheaton Orphanage are not only well known, they are simply renowned. The number of corrupted politicians and people exposed form the defeat of the demon there and the removal of his temple allowed Wheaton relief from an evil it did not even know was there until the corruption was expunged. any young TW looking to make a name for himself or test out his latest invention would be highly honored by such as opportunity.

READ THIS
Welcome Home!
You are all on scene, the Mystic is missing, Nash is missing, and Squeak is in scene.

Sgt, when you are ready your character can be on scene. He and Squeak are buddies. But his rolls will be held for when you are ready
  • 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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