3.1 Northern Exposure

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KahlessNestor
Posts: 404
Joined: Thu Feb 15, 2018 4:02 am

3.1 Northern Exposure

Post by KahlessNestor » Wed Aug 21, 2019 2:14 am

Date: October 22, 109 PA
Time: 0800
Weather: Normal for season (cool); no wind; no rain
Location: Fort Hope
Ley Line: Yes
Scene modifiers:
  • Light: Daylight
  • Visibility: Clear
Round 0
Pay
Everyone gets another week of pay.
Thomas: Sergeant (team leader) (720 cr/week)
Ashley: Corporal (495 cr/week)
Vik: Specialist 2nd Class (495 cr/week)
Nazo: Legionnaire (450 cr/week)
Ryder: Legionnaire (450 cr/week)
Barinthasheer: Legionnaire (300 cr/week)
Zephrim Ouri: Legionnaire (450 cr/week)
Activity around the fort the last few days had increased. A load of equipment had arrived by barge and was loaded onto a flatbed trailer, and the Trailblazers were told to report to briefing the next morning.

Lt. Winston puffed his cigar as he surveyed the large map on the table. “Got another long distance jaunt for yeh,” the bulldogboy said. “North this time. Legion wants to install a communications outpost. Some of the refugees from Tolkeen went north. Understandable. Directly away from the Coalition Army. And then west. Straight for the Xiticix Hivelands. They figure if any of them have radios, we can warn them off. Be a good way to have some early warning on hive activity, too, if we need it. An observation post, as it were.”

Winston pointed to a location on the map, south of the Winnipeg Hiveland. “Small village called Altona. Supposedly there’s a Tundra Ranger keeping an eye on things. Your job is to haul the supplies up and erect the radio tower. Camouflage it if you can, but I figure you shouldn’t have much Coalition trouble that far west and close to the Hivelands, though you’ll want to be careful of Fort Sioux on your way north. Job should take a week to do. Any questions?”
Instructions
***
Combat Notes

Initiative:

Ashley
Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Thomas
Barinthasheer
Vik
Zephrim Ouri
Maps
***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Ryder
Posts: 82
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Wed Aug 21, 2019 7:10 am

Ryder looks over the map route, considering, already tallying resources and such. "How close are we actually getting to the hivelands? Should we be expecting to encounter the bugs ourselves? Oh, and can we get an extra week's supply of food? Once we're in the Great White North, I don't want us going all Donner Party if we get snowed in for a few days."
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Nazo
Posts: 129
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Wed Aug 21, 2019 7:17 am

Nazo hiccuped putting down her bottle(water), her balance was off but the new hat Vik had made her had given her as much pleasure as a hat could. Her spirits were better than ever and she had a feeling this trip would be an amazing opportunity. One thing though was bothering her despite her pleasure centers being constantly assaulted in a good way. She happily said, ”Winston my painted little pony, what about my dear friend of a friend? Surely you must have noticed with you gleaming draw so cute eyes that Liz is missing? Despite the clear and present fun in your mission briefing, I really think we need to find Liz... Unless you have already found her or know what happened to her.” She held back on implying too much that Winston had killed her even though she was roughly certain that was the case. Despite Winston’s vague pony shape and cute eyes he had never treated women fairly and most likely had disappeared Liz. At least that was how she saw it.

She even managed to whisper to @Ryder, who apparently was at the meeting, ”I love that really long neck... Lets compare notes so I can try to make my own a bit longer.”
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

User avatar
Thomas
Posts: 115
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.1 Northern Exposure

Post by Thomas » Wed Aug 21, 2019 7:34 am

Ryder wrote:
Wed Aug 21, 2019 7:10 am
Ryder looks over the map route, considering, already tallying resources and such. "How close are we actually getting to the hivelands? Should we be expecting to encounter the bugs ourselves? Oh, and can we get an extra week's supply of food? Once we're in the Great White North, I don't want us going all Donner Party if we get snowed in for a few days."
Thomas nodded in agreement. "Excellent thinking likewise we will need cold weather gear in case of other troubles." Then when Nazo started talking Thomas head snapped up.
Nazo wrote:
Wed Aug 21, 2019 7:17 am
"Surely you must have noticed with you gleaming draw so cute eyes that Liz is missing? Despite the clear and present fun in your mission briefing, I really think we need to find Liz... Unless you have already found her or know what happened to her.”
Not sure if this was another insane ramble from the warrior or something important Thomas was not willing to take a risk. "What are you talking about Nazo?" This is to important a matter for Thomas to let slide. "Liz should be on a supply run. Do you have reason to believe otherwise?"
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 18/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 20/20

Active Effects( Ex Rapid Recharge + Conservation of Magical Energy + Wizard)
  • Elemental Mastery.
Bennies 3
  • 3 Reset of Quarter

User avatar
Nazo
Posts: 129
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Wed Aug 21, 2019 3:10 pm

Nazo had many reasons to suspect Winston of foul play or Liz being conveniently drowned in the river. However she sighed as the pleasure hat took her for a ride and mumbled, ” If she is back, I must be mistaken...”
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

User avatar
Ryder
Posts: 82
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Wed Aug 21, 2019 3:42 pm

Ryder twists his neck as he tilts his head @Nazo's comment, more than a tad confused. "My... neck? I did not do anything to get it, it was how I was born, like all my kind. I'm afraid I don't have many notes on that process."
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Ashley Logan
Posts: 115
Joined: Tue Mar 06, 2018 3:55 pm

Re: 3.1 Northern Exposure

Post by Ashley Logan » Thu Aug 22, 2019 4:37 pm

"Nazo," Ashley sighed, "Please tell me you didn't show up to a briefing drunk? Or on something else? We need everyone focused here."

She turns and bends over to look at the map more closely.

"Any settlements we're passing close to on the way? Might be nice to ask the locals if there's been any activity from the hives before we start setting up. Also, who's going to be manning the radio tower when we leave?"

User avatar
Nazo
Posts: 129
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Thu Aug 22, 2019 5:41 pm

Ashley Logan wrote:
Thu Aug 22, 2019 4:37 pm
"Nazo," Ashley sighed, "Please tell me you didn't show up to a briefing drunk? Or on something else? We need everyone focused here."

She turns and bends over to look at the map more closely.

"Any settlements we're passing close to on the way? Might be nice to ask the locals if there's been any activity from the hives before we start setting up. Also, who's going to be manning the radio tower when we leave?"
Nazo snapped too, ” I have not needed alcohol to make the horrors of this world bearable ever since Vik gave me this pleasure helmet. Did I ever tell you I was a sexy Altara, and hey you are a cute little spitfire aren’t you?” She is like a cute little doll that papa would get me. Yeah Nazo was super sexy and the helmet just confirmed it with a slight rumble. Her backpack rustled and clanked as she continued to explain things to cute little Ash. ” I was just asking the Grim Reaper, if he had seen or heard of Liz’s return. Last we checked she had not come back. I would much rather take care of our own before trekking out... Maybe I am wrong... Would not be the first nor the last.” She seemed to take it all in stride and was generally upbeat when suggesting something bad might have had happened to Liz.

Ryder if he could feel radar would have felt an intense array of alataran senses upon his majestic neck...
Attachments
75D672BC-94E0-4A10-AA10-1D1939FE149F.jpeg
Helmet’s depiction of Ash... Blame Vik
75D672BC-94E0-4A10-AA10-1D1939FE149F.jpeg (20.43 KiB) Viewed 2385 times
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

User avatar
Thomas
Posts: 115
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.1 Northern Exposure

Post by Thomas » Fri Aug 23, 2019 7:30 am

Thomas looks frustrated. Nazo is as high as a kite on whatever Vik had done to that helmet. "Nazo, we need you to take off the helmet so you can think clearly. This is not the place or time for that." What was this world coming to when he was the one expected to adult.
"We need clear heads and this constant stupor is unfitting of someone of your caliber Nazo."
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 18/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 20/20

Active Effects( Ex Rapid Recharge + Conservation of Magical Energy + Wizard)
  • Elemental Mastery.
Bennies 3
  • 3 Reset of Quarter

User avatar
Vik
Posts: 115
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Fri Aug 23, 2019 8:18 am

"Now wait a tick, Tommy, no need to get all hasty-tasty," Vik says. He starts to put an arm around the Altara's shoulders, then remembers the hungry shadow-beast in her pack and thinks better of it.

"Ol' Naz is just getting a peep at the sunny side, like, 'stead of wallowing in the deep an' dark and suicidal, if you take my subtle drift. Just needs a bit of guidin', that's all. I mean, tell it true, would you rather have a bird at your back what's gone all extra-stential angst an' like, 'let it burn and have great honkin' dewbacks munch on our rotting nethers,' or a bird what's willing to skip through a battlefield for ya whilst stopping for the occasional sniff of some bloody roses?"
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 1/2
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d10
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 10/20
Active Effects: +4d Shooting, +1d Agility, +2 Pace; quickness
Adventure Cards: 37 Villainous Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan; 33 Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.

User avatar
Ryder
Posts: 82
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Fri Aug 23, 2019 3:47 pm

Ryder's brow furrows. "I don't have any opinion about the helmet, but if Nazo is worried about one of the residents here, it does seem reasonable to check up on her if we can. Surely, given the psychic and magical might of this group, someone could take steps to determine the woman's current status before we leave? If she's fine, then Nazo will be better able to focus on the task at hand--if there is indeed trouble of some sort, then we can determine if an alteration of plans is in order--sound good?" He considers for a moment. "If we know the name of the barge she left on, we can probably determine where it should be right now--those river ferries run on a schedule, so they will be in a predictable location, maybe even another port, since we haven't had severe rains or anything like that the last couple days. Do we have any clairvoyants in the group?"
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 90
Joined: Fri Sep 14, 2018 9:56 pm

Re: 3.1 Northern Exposure

Post by Barinthasheer » Sun Aug 25, 2019 3:46 pm

KahlessNestor wrote:
Wed Aug 21, 2019 2:14 am
Date: October 22, 109 PA
Time: 0800
Weather: Normal for season (cool); no wind; no rain
Location: Fort Hope
Ley Line: Yes
Scene modifiers:
  • Light: Daylight
  • Visibility: Clear
Round 0
Pay
Everyone gets another week of pay.
Thomas: Sergeant (team leader) (720 cr/week)
Ashley: Corporal (495 cr/week)
Vik: Specialist 2nd Class (495 cr/week)
Nazo: Legionnaire (450 cr/week)
Ryder: Legionnaire (450 cr/week)
Barinthasheer: Legionnaire (300 cr/week)
Zephrim Ouri: Legionnaire (450 cr/week)
Activity around the fort the last few days had increased. A load of equipment had arrived by barge and was loaded onto a flatbed trailer, and the Trailblazers were told to report to briefing the next morning.

Lt. Winston puffed his cigar as he surveyed the large map on the table. “Got another long distance jaunt for yeh,” the bulldogboy said. “North this time. Legion wants to install a communications outpost. Some of the refugees from Tolkeen went north. Understandable. Directly away from the Coalition Army. And then west. Straight for the Xiticix Hivelands. They figure if any of them have radios, we can warn them off. Be a good way to have some early warning on hive activity, too, if we need it. An observation post, as it were.”

Winston pointed to a location on the map, south of the Winnipeg Hiveland. “Small village called Altona. Supposedly there’s a Tundra Ranger keeping an eye on things. Your job is to haul the supplies up and erect the radio tower. Camouflage it if you can, but I figure you shouldn’t have much Coalition trouble that far west and close to the Hivelands, though you’ll want to be careful of Fort Sioux on your way north. Job should take a week to do. Any questions?”
Thinking for a moment about all that Winston shared Bari speaks up. "I have many. What is a Tolkeen? What are the Xiticix Hivelands? What is a Fortsue? And What is a Tundra Ranger? ... I will probably have more after you answer those."

Vik wrote:
Fri Aug 23, 2019 8:18 am
"Now wait a tick, Tommy, no need to get all hasty-tasty," Vik says. He starts to put an arm around the Altara's shoulders, then remembers the hungry shadow-beast in her pack and thinks better of it.

"Ol' Naz is just getting a peep at the sunny side, like, 'stead of wallowing in the deep an' dark and suicidal, if you take my subtle drift. Just needs a bit of guidin', that's all. I mean, tell it true, would you rather have a bird at your back what's gone all extra-stential angst an' like, 'let it burn and have great honkin' dewbacks munch on our rotting nethers,' or a bird what's willing to skip through a battlefield for ya whilst stopping for the occasional sniff of some bloody roses?"
While the specifics of the brits speech were often opaque to the dragon he was learning to get the gist of what the human said. "Yes her new hat does make Ms. Nazo less scary and much more nice. Also she falls down much less."
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 4/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
KahlessNestor
Posts: 404
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Wed Aug 28, 2019 12:44 am

Date: October 22, 109 PA
Time: 0801
Weather: Normal for season (cool); no wind; no rain
Location: Fort Hope
Ley Line: Yes
Scene modifiers:
Light: Daylight
Visibility: Clear
Round 0

“Unless the Hive’s grown considerably since last reports, you shouldn’t be getting too close to the Hivelands,” Lieutenant Winston said. “The town’s mostly a waystation for Tundra Rangers moving through the area, stuck between the Deadboys and the bugs. And yes, take what supplies you need. Always good to be prepared, if you got room. Cold weather gear, too.”

Winston gave Nazo a strange look. Was she crazy? He still didn’t trust her, after she’d murdered one of his men. He looked to Thomas for a moment before answering, “Liz Urbanski went to Baldur’s Ferry on the last riverboat to do some trading. She should be back soon enough, though,” he told Nazo.

Winston turned to answer Ashley’s questions. “We don’t have a lot of detailed maps of the area,” he said. “I imagine there are some settlements. The ruins of Fargo are on the way. We don’t know what’s there. Fort Sioux is a day north. You’ll want to avoid them.

As for the radio, you’ll train up one of the locals how to use the equipment. The Tundra Rangers will be overseeing everything once you leave.”

Ryder spoke up in support of Nazo’s suspicions, and Winston answered, “The barge was the Missouri Queen. That’s William Norris’ outfit. He’s the contractor the Legion pays to ferry things up the river to us. Most of the team came up river with his outfit,,” he said, nodding to Nazo, Thomas, Vik, and Ashley. “I don’t know of any clairvoyants, but you could ask around the refugees.”

Bari spoke up then. “What is a Tolkeen? What are the Xiticix Hivelands? What is a Fortsue? And What is a Tundra Ranger? ... I will probably have more after you answer those."

“Tolkeen was a large city of humans, d-bees, and magic up north. They were at war with the Coalition for a long time. Back in July, the Coalition finally broke their defenses and leveled the city. Most of those people,” he gestured out in the direction of the tent city that had set up outside the earthwork walls of the fort, “are refugees from the fall of Tolkeen.

“The Xiticix are a bunch of intelligent bugs that came through a rift and infested the place. They control a bunch of territory up north and just keep spreading, like a bad rash. Anything they catch is food or slave labor. Usually both. Dangerous and nasty.

“Fort Sioux is the Coalitions border post this side of things. It’s about a day or two upriver from us. Fairly lightly manned, at the moment, but they still run patrols out past the border and bother the refugees coming south. We don’t think they’ve noticed us yet.

“Tundra Rangers are folks who’ve pledged themselves to keeping the great white northern wilderness safe for the settlements up there. The Legion would like to be on good terms with them. They’ve been helping some of the refugees that stray north from Tolkeen. The comm tower is a goodwill gesture.”

Instructions
***
Combat Notes

Initiative:

Ashley
Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Thomas (Monolauger)
Barinthasheer
Vik
Zephrim Ouri
Maps
***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Vik
Posts: 115
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Wed Aug 28, 2019 1:03 pm

"So we're like, Goodwill Hunting, then?" Vik says with a wink, which turns into a sour look when no one laughs.

"Right-o, forget sometimes you lot is a buncha uneducated savages, what been deprived of Oscar-winning dramas and like, even the knowin' of Oscars and cinematic achievances. Not sayin' you missed much from not knowin' 'dem apples,' but Bourne weren't bad -- like no Die Hard, but better'n ol' CooCoo Cruise an' his impossible missions jumpin' on the Great and All-Powerful O's couch and wearing lifts and getting audited for Xenu. Bloody Battleship Earth. Now, that was a trite pile a shite, fuckin' Travolta. From disco to Vinnie Vega to that bloody bum-fuzzle. Shame."

He looks around, seeking agreement, then waves dismissively.

"Oy, bollocks to the lot of ya."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 1/2
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d10
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 10/20
Active Effects: +4d Shooting, +1d Agility, +2 Pace; quickness
Adventure Cards: 37 Villainous Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan; 33 Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.

User avatar
Thomas
Posts: 115
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.1 Northern Exposure

Post by Thomas » Wed Aug 28, 2019 1:28 pm

Having all he can handle of these accusations of Liz being in danger Thomas can no longer stand the uncertainty of it. Wanting to be as clear as possible and satisfy Nazo as well Thomas whips out his staff and shows it to Nazo. "The eye of this staff can see anywhere is the world. Lets see if it can find Liz. Grab it firmly and we can see together." Then Thomas holds his staff firmly and mumbling some sub-vocal sounds concentrates while a clear image of Liz comes to his mind. Watching her for a few moments to ensure her safety. Once he and Nazo are satisfied they both let go of the staff and return to the work at hand.

World Scry 12
Spellcasting 1d10+1 = 10: 9
Wild 1d6+1 = 7: 6 Ace 1d6+7 = 12: 5
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 18/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 20/20

Active Effects( Ex Rapid Recharge + Conservation of Magical Energy + Wizard)
  • Elemental Mastery.
Bennies 3
  • 3 Reset of Quarter

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Nazo
Posts: 129
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Wed Aug 28, 2019 2:29 pm

Nazo breathed quivering slightly as her hands wrapped tightly around Thomas’ staff. Mind blown... She saw Liz fine and Thomas for who he really wasn’t.

She dropped to the ground wheezing after a moment, ”No more... I can’t take any more... So strong, and chest so big... Golden locks.” She stood regaining her composure with her pleasure bucket neatly on her head. No way was that ever coming off. Softly she requested, ”It sounds like we are traveling into the cold. I need something more than the thought of your hair to keep me warm.”
Attachments
32AAD727-32DD-47D6-BAF5-85F1C1452738.jpeg
Thomas
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

User avatar
Ashley Logan
Posts: 115
Joined: Tue Mar 06, 2018 3:55 pm

Re: 3.1 Northern Exposure

Post by Ashley Logan » Wed Sep 04, 2019 6:54 pm

Ashley sampled each person's unique brand of insanity for a second, then shook her head and looked back to Winston.

"Understood, sir. I'll start getting our gear together and accounted for."

She didn't mention that left the other big job...that of wrangling the personnel...up to Thomas.

They did want some personnel left uncooked after it was all over, didn't they?

She saluted, turned and headed off to find the quartermaster and a datapad she could use as a checklist.

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Ryder
Posts: 82
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Thu Sep 05, 2019 9:58 pm

As the matter of the 'missing' woman seems to be resolved for now, Ryder nods as Ash speaks. "I'll give you a hand, Ash--there's a few tricks to loading the Cassowary to conserve space." He doesn't actually say the words 'smuggler's holds' out loud, but yeah, sometimes you need to get something past someone, and the old ways are still often the best.

So, out they go to get gear, stocking up on thermal tents for the crew (and maybe a couple extras, if they can swing it, since they have a habit of acquiring refugees every few miles, it seems), and ditto for clothing. If they don't have anything Trimadore-sized handy, Ryder will make due with his armor's seals when outside the vehicle if necessary. Finally, on an impulse, he starts going around to see if there's any suitable options to rig a snowplow to the front of the Cassowary.
Snowplow options
Matthew, I can think of a couple of ways to rule 'snowplow':

1: It's just a trapping on the 'no difficult terrain penalties for Driving' that the machine already has. Totally fine with this.

2: It's a vehicular mod, probably 1 Slot and costing 10Kxsize = 60K. Gives +2 Armor to the front of the vehicle only, and reduces penalties specifically related to pushing through deep snow by 2. Adds +2 to ramming attacks, but if the Cassowary takes a Wound from making a ramming attack, the plow is wrecked 9along with whatever the normal damage would be).
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

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Nazo
Posts: 129
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Thu Sep 05, 2019 10:37 pm

Sunshine, and a cute giraffes.

With the meeting ajourned Nazo helps her squad gather supplies. She even seeks out a bag of giraffe feed for Ryder. Never knew his eyes twinkled just so. Other than that Nazo spends some time sharpening her weapons, making sure her wrist blasters are fully charged, and teaching shadow how to nibble on folks with names that were Winston.

Life was good with the pleasure helmet turned on, what go go wrong with a trip the cold reaches of the north. Hopefully when they came back the fort would have a candy factory that spat out cotton candy by the but load. Thought of candy got Nazo wondering if someday she might join the tomorrow legion. So far I think they are still on probation.
Attachments
D5D8122D-1051-422A-81E7-8C4F0CF78E7A.jpeg
Ryder
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

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KahlessNestor
Posts: 404
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Tue Sep 10, 2019 3:17 am

Date: October 22, 109 PA
Mission: Day 1
Time: 1800
Weather: 40 degrees warmer than normal (warm); light wind; heavy rain
Location: Fort Hope
Ley Line: Yes
Scene modifiers:
  • Light: Dim (ley line)
  • Visibility: -2 (heavy rain)
Round 0

Nazo and Thomas received a vision of Liz. She seemed to be enjoying the sunshine, sitting in a deck chair on William Norris’ barge and reading a book as the barge clipped along upriver.

Ashley and Ryder went about gathering gear for the trip north, and then Ryder worked up a plow for the front end of the Cassowary while the equipment trailer was hooked up to the back of the vehicle.

Once everything was ready, the team started off north, veering a west to avoid Fort Sioux and the Coalition presence there. The day warmed considerably as they traveled. The Trailblazers drove for half a day before nightfall and a heavy rainstorm caught them. They found a ley line to set up their TW environmental dome, so they could be as nice and cozy as the wet ground allowed inside the ley line powered dome.

With the sound of heavy rain fizzing on the energy dome, it was a time for contemplation and sharing.
Interlude
Write an interlude post about what happened along the way. Roll 1d4:
  1. A difficult obstacle the group negotiated along the way.
  2. How the party endured a trying hardship on the journey.
  3. How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.
  4. A hardship the party overcame on their trip: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.
If you don’t want to use one of those, feel free to use any of the Interlude prompts on page 130 of SWADE or make up your own.

Everyone who writes an interlude gains +1 Benny and +1 XP.
***
Combat Notes

Initiative:

Ashley
Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Thomas (Monolauger)
Barinthasheer
Vik
Zephrim Ouri
Maps
***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Vik
Posts: 115
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Thu Sep 12, 2019 1:22 pm

1d4 = 3: 3

"Fink you might need to spend another tick-tock or five out in the rain, Barry Boy. Still got a bit of the black mess 'tween the scales over your noggin' what I can see, an' likely in regions of the nethers what I can't," Vik says, rubbing a blackened and oil-stained towel over his own head.

Everything was black -- the Cassowary, the team, the muddy tree limbs they'd pulled under the dome to serve as benches. All of it stained with black crude that had come spouting up from the ground in a geyser after Vik had talked Barry into doing a bit of "prospectin'" to pass the time on their journey north.

"I mean, it did work. Just got the parameters a bit a broad, an' like, literary 'sted of literal," he says, defending the messy, though possibly profitable, discovery of an oil strike.

Vik had set out to craft something like a dousing rod or techno-wizardry metal detector -- in this case, one set up to find any gold that might be buried within a reasonable distance of the COT's route. He'd pinged a hit almost immediately and recruited the dragon into the endeavor.

"I mean, it's 'black gold,'" he says, scrubbing some of the bubbling crude from behind one ear. "'Texas tea' what they called it, though ol' Vik always preferred Long Island tea, for a bit of potency early in the night, like. Catch a bird and feed her a few of those and you can keep the flogging molly for yerself, right."

Really, how was Vik to know that having the dragon dig a silly little hole 10 or 20 feet in the ground would tap into a buried oil well that had been gathering pressure since the coming of the rifts? Or that the explosion of crude oil would nearly embalm he and his comrades in a layer of tar they'd still be scraping off in a month? Or that Ashley's reaction would cause an actual explosion that blew a chunk out of the hillside big enough for three Barry's to have a sleep?

"Leastways we can cancel that order of petro lube you put in for the Legion, eh Tom? Tommy? You know, like lube for when you're greasing the bishop for a slide down the ol' ... eh, maybe we'll do a bit of birds-an'-bees instruction at a later date, Barry Boy."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 1/2
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d10
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 10/20
Active Effects: +4d Shooting, +1d Agility, +2 Pace; quickness
Adventure Cards: 37 Villainous Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan; 33 Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.

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Nazo
Posts: 129
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Mon Sep 16, 2019 9:53 pm

1d4 = 3: 3

Vik must have struck gold. Such colors... Unspeakable beauty. Thank you helmet. She rolled and wallowed long in the rainbow Vik had unleashed. She even finally saw his ally Barry, a cute pixilated creature much like his master. ” This is wonderful! More colors... More colors...”

Other than that Nazo kept to her self watch the world pass by filtered through unbridaled happiness. She understood most folks were prejudice against Altarans finding anything that made them happy so it was just best to pretend like she wasn’t. Most of her kind probably didn’t deserve to be happy, but she and Charlie were different. They had circumvented their genetics. Nazo had done it by being born into the world half human.

What is it to be human... In the back of the vehicle she giggled takimg out her kindle 4000, ”Alexa, what is kt to be human?” Nazo did not quiet catch the answer but whatever it was would surely be helpful someone.
Attachments
E9C36515-6871-4DA3-B1C2-4326FA8957A4.jpeg
Vik and Barry covered by skittles
E9C36515-6871-4DA3-B1C2-4326FA8957A4.jpeg (73.7 KiB) Viewed 1927 times
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude


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Barinthasheer
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Posts: 90
Joined: Fri Sep 14, 2018 9:56 pm

Re: 3.1 Northern Exposure

Post by Barinthasheer » Sun Sep 22, 2019 10:20 am

1d4 = 1: 1

While the discovery of the oil was definitely a boon, the manner of discovery had it's consequences. Aside from the tar bath covering everyone in a sticky flammable mess, never a safe thing with a dragon and a PK around, it had cause a flaming rock slide that made their way out of the valley treacherous at best.

"I can just burn this off of me." The young wyrm muses out loud and is about to do so when stopped by cooler heads. Looking around at how nearly everything else was also covered he realizes the point that is being made. If he were on fire so soon would everyone else be. And with the exception of Ashley that would be very bad. "Oh, yeah. I probably should not do that then."

Between Ashleys telekinesis and control of fire, Bari's muscle power, helpful gadgets from Vik and some brilliantly rigged pulleys set up by the rest of the team the obstruction only takes half a day to clear. Plus a good hour for Thomas to lecture Vik and Bari on irresponsibly running off to treasure hunt.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 4/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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Nazo
Posts: 129
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Sun Sep 22, 2019 10:45 am

Nazo looked at the skittle ridden dragon burning off the delicious candy like tar substance. She whispered,"You are not real right? Some kind of apparition created by the helmet to make my life more bearable... I mean a candy coated dragon, hehehehehehe..." Nazo licked her lips and walked away from imaginary dragon. No doubt whatever the reply would be could only be child like and unreal. Still... The dragon looks delicious. Thanks helmet, thanks Vik.
Attachments
candy dragon.jpg
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

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Barinthasheer
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Posts: 90
Joined: Fri Sep 14, 2018 9:56 pm

Re: 3.1 Northern Exposure

Post by Barinthasheer » Sun Sep 22, 2019 11:11 am

Nazo wrote:
Sun Sep 22, 2019 10:45 am
Nazo looked at the skittle ridden dragon burning off the delicious candy like tar substance. She whispered,"You are not real right? Some kind of apparition created by the helmet to make my life more bearable... I mean a candy coated dragon, hehehehehehe..." Nazo licked her lips and walked away from imaginary dragon. No doubt whatever the reply would be could only be child like and unreal. Still... The dragon looks delicious. Thanks helmet, thanks Vik.
As he processes and translates the statement into draconic in his mind his head twists to the side in confusion. Does she think that I am not real? Wait this is candy?? "Hey, wait... this is candy??" Getting no reply from the retreating Altara he looks at the others. While none seem to be eating it maybe they worry about disease or something. So, being a kid he decides to give it a try anyway.

He lifts a tar sodden claw to his lips and snakes his tongue out to scoop a dalop into his mouth. And regrets it immediately. Spitting repeatedly and loudly while exclaiming ew and gross repeatedly for about a minuet before exclaiming "That is not candy at all Nazo!"
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 4/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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Ryder
Posts: 82
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Sun Sep 22, 2019 1:26 pm

Ryder was... Less philosophical than many of his compatriots about the sticky, tarlike completely coating the Cassowary and the trailer. Still, a quick check made it clear that the truck's workings had not been affected.

What was missed, however, in all the chaos, was that the tires of the trailer with the extra food had been damaged structurally. Coupled with the added weight of the barrels of crude, the Legion-provided trailer hit a sharp rock and blew out the tire almost explosively. By the time Ryder brought the Cassowary under control, the trailer had tipped to one side, causing the oil to mingle with the crates of extra foodstuffs.

The dry rations were generally recoverable, and likewise the canned goods, but almost all the fresh food was a complete loss. It took time, adding nearly a day to the trip's expected time as they had to unload the trailer, then clean off the surviving food and the trailer's interior as best they can. Some jury-rigged wheels sufficed to limp into a small town to get the tires replaced and even replace some of the fresh food--at the cost of about half the remaining crude.
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
KahlessNestor
Posts: 404
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Mon Sep 23, 2019 1:41 am

Date: October 24, 109 PA
Mission: Day 3
Time: 1700
Weather: 30 degrees warmer than normal (warm); no wind; light rain
Location: Altona, Manitoba
Ley Line: Yes
  • Very Large: Three-quarters of a mile wide, 2,000 feet tall, 75 miles long to the south
Scene modifiers:
  • Light: Normal
  • Visibility: -1 (light rain)
Round 0

The escapade with the crude oil and the damage to the trailer cost about a day to sort out. The next day traveling was uneventful. The temperature dropped a bit, but it was still warm for the season. The rain lessened, but it didn’t stop. They reached their targeted GPS destination about an hour before sunset.

The small village was a collection of two dozen or so small houses enclosed by an earthwork wall. Rusty steel gates were set in the wall, but they were currently standing open to admit villagers returning from their work in the fields surrounding the village. The large ley line the team had been following for the last hour ended near the village, glowing faintly as the sun was beginning to set.

Residents, who all appeared to be the d-bees called quick-flex, began to gather at the small town center to gape at the visitors. As Ryder parked the Cassowary, the residents parted a bit as a human man in Huntsman armor with a J-11 on his back approached.

“Welcome, folks,” the man greeted. “We’ve been expecting you. Clay Mason with the Tundra Rangers,” he introduced himself, shaking hands around the Legionnaires.
Instructions
Feel free to make introductions and such, make up some NPCs, if you want. There is a small community hall in the town, and a couple necessary businesses like a blacksmith and a general goods store, but mostly this is a subsistence community. They will give you a nice meal in the community hall to welcome you that evening. You have a couple options for accommodations, as there isn’t an inn or anything.
  • The village can put you all up in the community hall. It’s basically camping with a roof over your head..
  • You can sleep in the Cassowary.
  • You can set up your TW environmental dome in the town square where the Cassowary is parked.
  • Residents can parcel you out among the various homes. This means either a cot or spare bed, or out in a comfortable barn out of the rain.
Write up your evening. Feel free to be creative. Most of the residents are quick-flex, but this doesn’t mean there might not be the odd human or other d-bee in the village. Clay will show you the work site in the morning. Village gate closes at sunset.
***
Combat Notes

Initiative:

Ashley
Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Thomas (Monolauger)
Barinthasheer
Vik
Zephrim Ouri
Maps
***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Vik
Posts: 115
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Mon Sep 30, 2019 7:32 pm

"Greetin's an' like salutations, Mr. Claymation. My name is Vik Donnager, an' these is my mates and comrades, what come under the leadership of one Mr. Tom for the arts of communications and the aid of your womenfolk. Menfolk, too, I reckon, though ol' Tom's a bit specialized wif' the women, far as I know," Vik says, extending a hand, which he notices still has a bit of black tar between the fingers.

"Don't s'pose you've got any detergents of uncommon lather? Bit of lye, even?"

Vik gets the TW environmental dome set up in the town square and throws his kit in, before having a bit of a stroll around town, with two main purposes: to assess the presence of any garages, workshops or other bits of useful infrastructure, and to locate the local pub that looks to have been most hastily-erected.

"See here, Barry Boy, ol' Vik has spent some time drinking wif' these Quick and Flexible types before. Real speed-demons, always chasing the excitement. Hard to keep focused, truth be told, but when one gets an idea in his nasally-impaired nog, why, hold your huevos panteros, amigo, 'cause he'll waste no time on building codes and other niceties to bring it to market. Best brew in town'll be found in not much more than a lean-to, I'd wager, so you just stick wif' me and we may even find a Flexie bird to show you what a five-finger hug feels like at 80 miles an hour."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 1/2
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d10
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 10/20
Active Effects: +4d Shooting, +1d Agility, +2 Pace; quickness
Adventure Cards: 37 Villainous Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan; 33 Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.

User avatar
Ashley Logan
Posts: 115
Joined: Tue Mar 06, 2018 3:55 pm

Re: 3.1 Northern Exposure

Post by Ashley Logan » Mon Sep 30, 2019 10:48 pm

Ashley got out of the Cassowary, grimacing a little as her gauntleted hand stuck for a second to a still tarry spot on the side of the vehicle where she gripped it to pull herself from the door. She and the dragon had worked carefully to find a temperature that would boil the oil off without melting or warping the metal, but it had been slow going because of the caution involved. On top of that, she'd found that the oil was bad for things inside as well. The Cassowary hadn't been 'buttoned up' and sealed, so some oil had leaked into the airflow vents and some other openings, where it was causing all kinds of thankfully-minor electrical system problems...and a thick cloying scent.

As someone who was fond of taking her helmet off inside the vehicle, that was unwelcome.

So now, she was tired and sweaty in her suit, and sick to death of canned air...and even the suit filters seemed to let some of the stink in after awhile. All she wanted was to crawl into a bathtub, fill it with water, and boil it for an hour with her inside it.

The inhabitants of the village were...freaky though. Ash worked hard not to show it, but she couldn't help it. They were almost human, but not quite human, and that was somehow worse than being totally alien. They were like...mockeries of humans almost. And that wasn't who she was any more, she knew that, but...but...but...

Seeing Clay was a relief, and she smiled at him as she took her helmet off and offered a hand to shake.

"You're a sight for sore eyes, Mason," Ash said. "We've been on the road forever, it feels like...had a bit of a rough patch, and I think we could all use a good night's rest and...probably a bath. We must all smell like oil by now."

Clay wrinkled his nose slightly. "That what that is?"

She nodded. "So...there an inn or tavern or something like that we can hit up?"

The Tundra Ranger squinched his eyes in an expression somewhere between an effort to remember something and a wince. "Welp. Not as such. There's the community hall. Not much in the way of amenities, but it's got a roof. Otherwise you could talk to one of the fine folks living around here. I'm sure someone's got a room or space to spare."

Something of the sudden drop in her stomach must have registered on Ash's face, because Clay chuckled sympathetically. "It's a simple life out here, but it's not so bad. We've got a regular feast cooking up for tonight. And if you don't mind a bit of a walk, there's a stream not far off you can wash up at."

Ashley nodded, trying to button up her disappointment. "Sure. I think I'll do that. Thanks."

She checked in with Ryder, let him know where she was going, and headed out. There was a well-worn trail from the gate to a line of trees that snaked off across the countryside, and sure enough there she found a stream of running water...altogether too small to be a river, but big enough for a person or three to get into.

A moment of concentration ignited some underbrush and provided a smokescreen as she undid the seals on her armor and let it come apart. The padded bodysuit she wore under it came off next, and she weighted it all down with rocks, then got into the water before she extinguished the flames and let the smoke drift up and away. The water felt shockingly cold for a moment, but that was easily fixed. Within seconds she was relaxing in a patch of bubbling, steaming water. Just a second to ease her muscles and chill for a second, then she'd get to scrubbing.

...

Ash awoke with a start, stiff and numb, as her face slipped underwater. She splashed fitfully as she sat up, coughing and sputtering. The water was COLD. The sun had practically set. Had she fallen asleep?!

"Emperor no," she muttered, and there was a hiss and a flash of steam as she gave her modesty a bit more cover and instantly dried herself off to get back into her clothes and armor. It took a couple of tries, as her haste ironically made her stumble more than once trying to get into it all. By the time she was running back, it was already well and truly dark, with just a violet line floating over the horizon to show where the sun had vanished.

The gate was closed.

"Hey! Open up!" Ash called. "It's me! I'm with the Tomorrow Legion!"

"Oh yeah?" called a voice from behind the wall. "Come back tomorrow!" Raucous laughter.

"You're not wanted here," another voice shouted to more jeers. "You're wanted out there!"

Something rustled in the tall grass behind her. Abruptly full of dread, Ashley turned, and found she couldn't see. She could only see maybe a half dozen feet in front of her. Turning back towards the village, she found the same situation. As far as she could tell, she was in a small island of dim moonlight...and there were sounds from outside that circle of light.

Ash reached for her powers, but where the fire normally lived there was just...cold. The cold of a campfire at morning, long after it had gone out. When only ashes were left.

"No," she whispered. The cold deepened, and she felt it from outside then as well. Clammy, dark, seeping chill...not the kind that froze you in your sleep, but the kind that weakened you slowly, made you sick, made you slow... She could feel it through her armor, feel it snuffing out the light in her.

"NO!"

She jerked away to find herself immersed in cold water. Frantically looking around, Ash realized she was in the river...and the sun was still visible, only a bit lower than it had been when she'd come out.

Fell asleep, she thought through her hammering heart. Started dreaming, but the water woke me up right away just about.

It still felt weird to her when she steamed up the river and dried herself off before getting dressed. It didn't happen exactly the same way as it had in the dream, but it was close. The gate was still open when she got back though, and she could smell the food. Just in time for dinner then.

She'd be sleeping in the Cassowary tonight, Ash decided as she passed it by on the way to the community room. After that, she wanted some walls.

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Ryder
Posts: 82
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Re: 3.1 Northern Exposure

Post by Ryder » Tue Oct 01, 2019 12:59 am

Ryder greets Clay with a firm handshake, and nods as Ash explains the situation. "As she said, lots of oil. I should be able to trace down the last of it tonight before bunking down, but I wouldn't mind if there's a couple hands willing to help with the work."

He manages to negotiate for the services of a pair of Quickflex teens who go by Frick and Frack. The youths help make fast work of the job, able to take away soiled cloths and bring fresh water so swiftly that Ryder is able to focus all his attention on getting the last of the oil out and tar removed.

During the cleaning, the youths pester him with constant questions about life on the road--he tries not to over-romanticize it, but it's clear to him the two have the bug, and so he focuses more on practical matters, like making sure you know whom you can trust.

After the vehicle's cleaned up, he takes time to relax and grab a bite to eat in the Community Hall, before bunking down inside the Cassowary.
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

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Barinthasheer
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Re: 3.1 Northern Exposure

Post by Barinthasheer » Wed Oct 02, 2019 5:26 pm

"Hello Mr ClayMason, I am Barinthasheer. Do you have a large garage or a nice cave nearby for me to sleep in? I do not need a structure to shelter me but my natural form may scare the people of this town. Then there will be lots of running and scream and shooting, usually all at once which is quite messy and very not safe for them. Once, two days after I hatched a town offered me a girl to eat. She said she was Virgin. But I do not eat people so I left."

Following his mentor about the village he deciphers what he can of the mans pre apocalypse pop culture rodeo. "They are very much in a hurry. I bet they can get a lot done moving so fast. How would she hug me with just five fingers, does she have a giant hand?"
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 4/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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KahlessNestor
Posts: 404
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Re: 3.1 Northern Exposure

Post by KahlessNestor » Thu Oct 03, 2019 4:43 am

Date: October 25, 109 PA
Mission: Day 4
Time: 0800
Weather: 40 degrees colder than normal (cold); no wind; no precipitation
Location: Altona, Manitoba
Ley Line: Yes
  • Very Large: Three-quarters of a mile wide, 2,000 feet tall, 75 miles long to the south
Scene modifiers:
  • Light: Normal
  • Visibility: Normal
Round 0

“Yes, I’m sure we can find you all something to clean up with,” Tundra Ranger Clay Mason told Vik, tilting his head curiously as he tried to make out his speech. “There’s a stream nearby where we pump water from.” He watched Ashley walk off in the direction of the stream, too quick for him to tell her, “We do have plumbing…”

Clay turned his attention to the young boy. “Ah, a big’un are you?” He knew his fair share of dragons, so he thought he understood. “The garage or the community hall are likely the biggest you’ll find in town. No caves around, but there’s a nice sized forest about half a mile from town should give you good coverage. I can show you it tonight, if you like.”

After setting up the environmental dome, Vik did find the two things he was looking for. The garage was basically a big shed. Some old, rusting vehicles were parked in the yellowing grass around it. Inside it was fairly basic (Starter garage, -1 modifier)

The pub was basically the front of the community hall. On a wet day like this, it was a pretty popular place to stay dry and warm beside a heater, or internally warm with a local drink they called scumble.

“It’s made of apples...mostly,” said the bartender.

“It's not true about the rats,” a local piped up.

“Or the snakes' heads,” said another.

“Or the lead shot.”

“The one about the dead sheep is a complete fabrication.”

“We can lay to rest all the variants of the one about the trouser button.”

“But the one about not letting it come into contact with metal is absolutely true!”

The bartender set a small wooden cup about the size of a thimble in front of Vik. Carefully he filled it with the brown liquor. “See what you think, youngster,” the old bartender said with a grin.

The hall itself held a table laden with food buffet style, and tables to eat at. It wasn’t often the small village got visitors, so they residents had put out all the best they had. They’d even dressed up, some of the young Quick Flex ladies eying the visitors with curiosity.

The next morning, dawn brightened the sky with painful intensity, clear and blue. The rain had ended, but the temperature had dropped significantly. Everything wet had frozen over, leaving buildings decorated with icicles and the ground frozen, puddles thick sheets of ice.

“Whoo!” Clay Mason said, clapping his hands together and rubbing them as he approached the Tomorrow Legion team, his breath steaming in the frozen air. “That was quite the cold front that moved in. Hope you all got your long johns!” He laughed. “I’ll show you out to the work site.”

The site wasn’t far away from the village, a half mile away and marked out in the forest that Clay had mentioned to Barinthasheer. “We didn’t have much time on account of harvest season to do much work,” Clay admitted. “But we marked it out.” He indicated a clearing where a square was marked out. “There’s the bunker. Just need to dig it out and put in the concrete. Then set up the antenna and hid it in the trees. Then put in the equipment and hook it all up and give it a test run. What do you all think?”

[OOC=Instructions[
  • Anyone willing to take a -2 penalty to one of their rolls for being hungover from scumble can have a benny.
  • Anyone not in FEP armor should make a Fatigue roll against cold at -2. If you have warm weather gear, make a straight Fatigue roll. Failure, you are at -1 Fatigue until you can get somewhere warm. Critical Failure you are at -2. This stacks with the difficulty penalty.
  • I need 3 successful Knowledge (Electronics) or Repair rolls at -2 for the frozen ground. Choose someone to be the lead roll.
  • Other characters may support. Choose any skills you think might help and make 3 rolls at -2. Take a benny if you use 3 different skills. Success grants the ally +1 to one skill total, and a raise adds +2. A Critical Failure on the support roll subtracts 2 from the lead’s total. The maximum bonus from all Support rolls is +4. Strength checks are an exception and have no maximum bonus.
  • Describe what you are doing to help build the structure, but you won’t complete the project yet in 3 rolls. This is just the first three days of work.[/OOC]

***
Combat Notes

Initiative:

Ashley
Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Thomas (Monolauger)
Barinthasheer
Vik
Zephrim Ouri
Maps
***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Nazo
Posts: 129
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Thu Oct 03, 2019 6:46 am

Woa... Damn it is cold... And those kids just kept drinking and drinking...
Nazo in a tank top and short shorts swaggered into the site. She tilted her head toward the tree, ”Me Attenea...Hiccup... Place... Tree...” Wow she should not be doing any heavy lifting and with some amount of luck perhaps she might break her neck climbing and save you all from further embarrassment. Sadly she did not die but instead dropped the attenae a few times and finally just left it in the dirt after unable to climb the tree. She looked down at the good climbing rope she had in hand and tossed it to the ground in disgust. Fortunately a small shadow reached out from a dark corner between some rocks and pet her brown haired head slowly cheering her up some. Thanks Shadow...

Nazo shrugged at whomever was the team leader because only an idiot would make her the leader: She was Blind!
Softly she said, ”Its cold, I need clothes. Attenea is near the tree. Looks good.”
Fatigue: 1d12-1 = 10: 11 wild 1d6-2 = 3: 5
Climb: 1d6-4 = -3: 1 wild 1d6-4 = -2: 2
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

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Vik
Posts: 115
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Fri Oct 04, 2019 11:31 am

Barinthasheer wrote:
Wed Oct 02, 2019 5:26 pm
"How would she hug me with just five fingers, does she have a giant hand?"
Vik eyes Barry appraisingly.

"Confident one, ain't ya? Just how big are we talking, mate?"


At the makeshift bar in the community hall, Vik saunters up to the bar and claims a seat close to the taps.

After all the talk of scumble, the bartender set a small wooden cup about the size of a thimble in front of Vik. Carefully he filled it with the brown liquor. “See what you think, youngster,” the old bartender said with a grin.

Wasting no time, Vik tips it back, squinting thoughtfully as he swishes the liquid around his mouth before swallowing. A tiny wisp of steam escapes from the corner of his lips as the saliva on his tongue evaporates.

"Fink you've got something there, mate," he says. "Nice bouquet. Bit a turpentine, like, and the sage works nicely wif' the cider. But whichever of you wankers said 'no snake heads' is a right liar."

Reaching to his belt, Vik retrieves his carved drinking horn, which should stand up to the more acidic properties of the vicious brew .

"Fill 'er up, sir barkeep, and keep the sweet tincture flowing, as ol' Vik is far from his dearest Charlie and like to have to work of a morn, irrespectable of whether he's had a snog or a shag to help warm the soul through the long and lonely dim what demarcates our days of toil."


Vik arrives at the work site the next morning buttoned up in his German-made armor, stumbling no more than usual, though his eyes are crossed at an angle that his HUD can only somewhat compensate.

"Alright lads and ladies, the gray old grans back at the saloon has promised to have a fresh batch to tap by sundown, so let's raise this radio-shaft like we was schoolboys polishing a broomstick in the refectory closet, right?"

Vik sets to working, directing others to help here and there as needed.

Lead Repair Rolls
Day 1: Base is 1d8+3, -2 for frozen ground, -2 for scumple!
Repair 1d8-1 = 7: 8 = Ace! 1d8+7 = 11: 4
Wild 1d6-1 = 4: 5

Repair 1d8-1 = 5: 6
Wild 1d6-1 = 1: 2

Repair 1d8-1 = 4: 5
Wild 1d6-1 = 0: 1
Will use his scumple-Benny for Extra Effort + Elan = 1d6+6 = 8: 2
Preliminary Totals
  • 11
  • 5
  • 8

Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 1/2
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d10
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 10/20
Active Effects: +4d Shooting, +1d Agility, +2 Pace; quickness
Adventure Cards: 37 Villainous Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan; 33 Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.

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Nazo
Posts: 129
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Fri Oct 04, 2019 12:41 pm

Day two...

Wow, those kids can drink...

Still hungover from her continued drinking bindge Nazo tried to be a bit more crafty on her plan of attack against the attena. Using the twilight of darkness as her cover she snuck up on the attenea in a paltry attempt to get it operational by surprise!

She was low approaching through the woods. Her armor was still off and only a thin komono, red and gold, was between her and the elements. Near in the darkness her ally, Shadow, crept along keen on seeing how surprise would help fix a mechanical device. Nazo had seen it done by the masters in Kyoto often. When something stopped working a swift kick, or timely yell would often restart it. Surprise would be her ally, and the cold biting night her friend.

She lept out of the shadow with a drunken swagger that could only be appreciated by those that had seen Jackie Chan films. Her battle crie echoed in the night! ”Iaaaaaieeee!”

Stealth 1d4-4 = -2: 2 wild 1d6-4 = 2: 6 ace 1d6 = 5: 5

The attenea sprouted black spidly legs and scurried up the tree resting precariously on a branch. Moments later shadow crept down the tree and plopped on Nazo’s shoulder. It chittered silently knowing it had done its job.
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

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Nazo
Posts: 129
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Fri Oct 04, 2019 12:49 pm

Day 3
When actions fail, all you have are words...

To Nazo’s invisible dismay the attena had fallen down off the branch. Her drunken escapades of the following night had given her an idea. In fact Vik’s imaginary friend Bari inspired her towards her last approach. She stood near the attena facing it for many hours, from sunup to sundown she just faced it motionless and silient. The cold seeped into her bones but she paid it little mind. Not having any of her gear was refreshing and her moment would not be denied. In the 12th hour she uttered one solem word backed by the fury held tightly in her heart. ”Move!” Perhaps unable to understand the blind mystic the attena did not budge.

Intimidate: 1d6-4 = -3: 1 wild 1d6-4 = -2: 2
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

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Thomas
Posts: 115
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.1 Northern Exposure

Post by Thomas » Sat Oct 05, 2019 6:48 am

Thomas wakes up from a hangout bad enough he not only does not know the two ladies with him. He does not even know what he has been doing the day before. Getting out of bed he nods to the ladies, who would have thought the quick flex and Asgardian's where compatible, but he was always willing to experiment.

Heading out to join the work Thomas set about supporting the team and encouraging them to get things done. The hardest part of the job was making sure they had the tools needed and ensuring their was enough food, and in Vik's case drink, to stay on task. It was always hard to balance the drinks with Vik, but Thomas had found that balance, and his skills with machines was amazing.

OOC Comments
Persuasion 1d6+6 - 2 for hangover = d6+4

Support Vik day 1
Persuasion 1d8+4 = 6: 2
Wild 1d6+4 = 10: 6

Support Vik day 2
Persuasion 1d8+4 = 6: 2
Wild 1d6+4 = 9: 5

Support Vik day 3
Persuasion 1d8+4 = 11: 7
Wild 1d6+4 = 5: 1

.
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 18/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 20/20

Active Effects( Ex Rapid Recharge + Conservation of Magical Energy + Wizard)
  • Elemental Mastery.
Bennies 3
  • 3 Reset of Quarter

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Ryder
Posts: 82
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Sun Oct 06, 2019 10:04 pm

Support: 7, 13, 3
Benny Claimed for recognizing Scumble's Discworld origins
FEP, no Fatigue roll needed

Day 1 Support:
Notice 1d8+2 = 3: 1
Wild Notice 1d6+2 = 7: 5

Day 2 Support:
Driving 1d12+2 = 13: 11
Wild Driving 1d6+2 = 7: 5
Actually a 12--forgot -2 for scene, but also +1 for Handling

Day 3 Support:
K: Engineering 1d8-2 = 3: 5
Wild K: Engineer 1d6-2 = 3: 5

Taking a Benny for using 3 skills
Current Bennies: 8/6
Ryder starts out by helping Vic simply survey the land they are trying to dig up, identifying potential tough-spots, workarounds and other key bits that might have escaped his perpetually inebriated companion's bleary-eyed gaze. The Cassowary's sensor array makes locating the roots of dead trees in the frozen ground much easier than simple trial and error would be.

On day two, they have to clear some stumps of wildly improbable size. Furthermore, due to the need to clear the roots as well, simply blowing the stumps up is inadvisable. Removing a large stump from the ground can be done with vehicular horsepower and sturdy chains, but it takes a steady hand at the wheel to make sure you neither flip the vehicle, break an axle, or blow out some crucial bit of engine. Fortunately, Ryder is as steady a hand as it gets, and he expertly urges the Cassowary to peak performance, dragging the roots up and clear of the frozen soil--in so doing, breaking up much of the ground as well.

Perhaps feeling a little sure of himself by this point, he begins directing Vic with 'helpful' advice on rigging up digging equipment--often likely useful notions if only they had a more complete set of equipment, but as it is, his suggestions are akin to telling a man with no boat how to find the best deep-sea fishing spots, and soon Vic has to chase him off (with as much or little tact as he feels like using) to get the Trimadore out from underfoot.
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

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Ashley Logan
Posts: 115
Joined: Tue Mar 06, 2018 3:55 pm

Re: 3.1 Northern Exposure

Post by Ashley Logan » Tue Oct 08, 2019 2:53 pm

With the chill setting in, Ashley decides to take a leap of faith and try to...gently...warm things up. It proves to be harder than she thought it'd be though. The temperature range people found comfortable was narrow. And maintaining it while the rest of the environment kept sucking heat away was really tricky. Especially when her pyrokinetic power was as rambunctious as it was...it felt like trying to light cigarettes with a flamethrower.

At first she was too careful, underestimating how the surrounding cold would leach energy away. The temperature raise of just a few degrees over the area wasn't enough to help much. Predictably she then overcompensated and nearly set several fires going. Fortunately no one was injured, but after that she went to practice somewhere that didn't have anything flammable around.

Finally Ash came back and after a moment of intense concentration thawed the bone-biting cold to a rather comfortable room temperature across a wide swath of the area everyone was working in. She couldn't cover everything, but it did give people a place to warm up in even if they had to leave it and come back every so often.

Rolls: 2 fails and a raise on 3rd roll
Psionics 1d12-2 = -1: 1 or 1d6-2 = 0: 2
Psionics 1d12-2 = 0: 2 or 1d6-2 = 3: 5
Psionics 1d12-2 = 8: 10 or 1d6-2 = -1: 1

Benny?! What's that?! HAH!
Last edited by Ashley Logan on Tue Oct 15, 2019 8:50 am, edited 1 time in total.

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Barinthasheer
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Joined: Fri Sep 14, 2018 9:56 pm

Re: 3.1 Northern Exposure

Post by Barinthasheer » Tue Oct 08, 2019 8:36 pm

Roll vs cold
Vigor 1d8-2 = 0: 2
Wild 1d6-2 = 3: 5
support with strength, 7 total success'
Modifiers: -2 scene. (Forgot to roll fatigue, figured in post roll)
Support roll 1. 12, 3 success'
Strength 1d12+2 = 9: 7
Wild 1d6+2 = 8: 6 Ace 1d6+8 = 13: 5

Support roll 2. 12, 3 success'
Strength 1d12+2 = 13: 11
Wild 1d6+2 = 6: 4

Support roll 3. 6, 1 success
Strength 1d12+2 = 7: 5
Wild 1d6+2 = 4: 2
While the cold does sap the dragons outgoing demeanor it does little to slow down his efforts to help. Using flame to thaw and claws to dig he help break ground for the towers base to be poured. he then help to keep the cement from freezing before it can set. By the third day the lad is pretty wiped out but he still manages to help lift and lay the machinery for the base of tower into place. As Vik and Ryder finish up with the more technical bits Bari assumes his human form and rests in the Aeon Cassoway where it's warm for a while.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 4/3
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    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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KahlessNestor
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Re: 3.1 Northern Exposure

Post by KahlessNestor » Sat Oct 12, 2019 6:26 am

Date: October 28, 109 PA
Mission: Day 6
Time: 1855
Weather: 40 degrees warmer than normal (hot); no wind; light rain
Location: Altona, Manitoba
Ley Line: Yes
  • Very Large: Three-quarters of a mile wide, 2,000 feet tall, 75 miles long to the south
Scene modifiers:
  • Light: Dim -2
  • Visibility: -1 light rain
Round 0

Progress on the radio tower was going rather well. The bunker was dug and the concrete was setting. Some promising trees were identified as places to hide the antenna. And the temperature began to warm up. By the third day, it had grown actually rather hot for the season, pushing up to ninety with no wind. The light rain beginning to fall was making the work area rather muddy, however. But the sun was setting behind the trees, and it was nearing time to call work for the day.
Notice (-2 Dim lighting, -1 light rain; sight or hearing bonuses apply.)
You hear something or someone moving through the woods north of you.
Notice Raise (same penalties and bonuses apply)
It sounds like a large group of something. You might even hear voices.
Also, the wind seems to be picking up, and to the north, toward the ley line, the sky seems to be turning a sickly grey-green color.
***
Combat Notes

Initiative:

Ashley
Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Thomas (Monolauger)
Barinthasheer
Vik
Zephrim Ouri
Maps
***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Ryder
Posts: 82
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Sat Oct 12, 2019 10:13 am

Notice 6
Notice Modifiers: Dim -2 cancelled by Nightvision Mode; -1 Rain; +4 Sensors and EDS
Notice 1d8+3 = 4: 1
Wild Notice 1d6+3 = 6: 3
Sitting in the Aeon Cassowary, waiting for everyone to jump in and ride back into town, Ryder blinks at the screens. Over the comms, he warns the others, "Heads up, people, I'm picking up movement from the forest." He clicks a few switches, activating the Solar Cannon on the roof. "Anyone who wants to be inside the Cassowary when they emerge, best hop in now."
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

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Nazo
Posts: 129
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Mon Oct 14, 2019 1:10 pm

It was hot and the scalding rain did not improve Nazo’s outlook. It seemed all signs pointed to dead. She was wearing a white tunic and thin cotton pants. She had her celestial blade affixed to her back with a small leather strap. Her soul forged dagger dangled inside her pocket harmless unless drawn. Her armor was still missing no doubt some kids playing the kind of prank that most folks play on the blind. Currently her little shadow spider was nestled under her hat near a pile of rocks keeping out of the sun and warm rain. So even the simple pleasures the hat would normally afford her was for the moment beI got afford to another.

Nazo walked to the tree that seemed a good candidate for the ante. Her lack of funds, armor, and armed with a. Single blade seemed to had also robberies her of drink, say for a in case of emergency flask. Perhaps she worked something out while trying in vain to brow beat an attenea into submission. She muttered with a fair amount of bitterness toward what ever creature had created her, ”Even the blind can tell this tree is as if made wholly for the damn attenea. Where are the right words to express my fury that I did not see it until now?” Her shadow pet chattered under her hat keeping close to the ground and rocks. It found it funny that she was lamenting her blindness.

Nazo might have continued on well into the afternoon and night even but something whispered on the wind and pinged her natural radar. Not something that hightened her sense of danger but something that was not immediately evident.
Notice 1d6+2 = 3: 1
Wild 1d6+2 = 8: 6 ace 1d6 = 4: 4
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

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Thomas
Posts: 115
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.1 Northern Exposure

Post by Thomas » Wed Oct 16, 2019 8:57 am

Notice Fail
Notice 1d10-1 = 1: 2
Wild 1d6-1 = 0: 1
Thomas is working as hard as he can, which is to say not very hard at all. But the day was going on, and the rain was making him miserable, even inside the protection of his suit. When @Nazo and @Ryder mention sounds he looks up, but cannot see or hear anything. "I don't hear it, what is it?" He says over the radio not really sure what is going on as he looks around.
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 18/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 20/20

Active Effects( Ex Rapid Recharge + Conservation of Magical Energy + Wizard)
  • Elemental Mastery.
Bennies 3
  • 3 Reset of Quarter

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Nazo
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Re: 3.1 Northern Exposure

Post by Nazo » Wed Oct 16, 2019 10:22 am

Nazo of course without her radio and armor was unable to tell Thomas about what horrible thing was about to make itself present. Was it a Thorn Head demon or a cute bunny rabbit. Either way whatever was coming would be horrific. Nazo steeled herself and plugged her nose Incase Thomas pee’d his pants. I wonder if his brother would be such a worrier.

Curiously she felt no danger so showed her weapons in their simple sheathes. Perhaps it was someone with alcohol. It had been over six hours since her last drop and she was a bit thirsty.
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

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Barinthasheer
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Re: 3.1 Northern Exposure

Post by Barinthasheer » Wed Oct 16, 2019 3:51 pm

Feeling much better in the warmer weather Bari's pep has returned with gusto. After being peppering the mechanically inclined with questions and a couple of attempts to help with the fine work end up causing damage in need of fixing he is asked to play outside. While exploring in his human form he finds Nazo napping and sees her armor is filthy from the previous days work.

Deciding to be helpful he takes it down to the nearby stream to clean it for her as she could not see the dirt herself. Having just learned the hard way that electronics and water do not mix he is fastidious about keeping said parts of her gear from getting wet. This ends up taking a bit longer than he expected. Then he notices the fish in said steam and gets distracted by their darting dance as they fed on the burst of insect life that comes with these kinds of heat waves. So by the time he returns it the demon queller has gone elsewhere. I'll just put it back here then and go find her.
Notice
Modifiers: Rain -1. Net -1 (note draconic senses cancels lightin penalties)
Notice 1d8-1 = 4: 5
Wild 1d6-1 = 3: 4
"I hear something too. Mr. @Thomas should I stay small for now?"
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 4/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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Vik
Posts: 115
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Sat Oct 19, 2019 1:13 pm

Rolls
Notice 1d8-1 = 5: 6
1d6-1 = 5: 6 = Ace! 1d6+5 = 8: 3
" ... right, so they call this bit the male bit, 'cause it's like the willy part what's like a plug, and this bit is the female part, on account of it's like ... Oy, Barry boy, where'd you get off to?"

Vik looks about, bleary-eyed. He'd been learnin' the young dragon some 'lectronics and engineering as the work went on, sipping at a thermos of scumble along the way. The thermos was nearly empty now, and it appeared his young pupil had wandered off in search of other pursuits.

"Ingratefulness of youth, is what it is," he says. "None of 'em numpkins wants to learn a trade these days, no. Just sit at home wif' one hand on Sir Richard and the other on their handset playing augmented reality games and pretending to be murder-hobos and the like. Shame."

Reaching his free hand into his armor for a scratch, he glances around the work site, the light rain mixing with the heat to form a steamy fog.

Then hears voices, and what sounds like a large group approaching, just as the wind whips up and the sky to the north turns a sickly green.

"If we was in Kansas, I'd wager witches and tornadoes was on the horizon. Seeing as it's Canadia, s'pose it's like demonic wankers or sumfin' what like apologizes while trying to eat you."

Sighing wearily, he swallows the last of the scumble and heads to the Casio-wary to retrieve his rifle, figuring its Ghostek scope will be handy if said wankers turn out to be the invisible kind.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 1/2
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d10
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 10/20
Active Effects: +4d Shooting, +1d Agility, +2 Pace; quickness
Adventure Cards: 37 Villainous Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan; 33 Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.

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Ashley Logan
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Re: 3.1 Northern Exposure

Post by Ashley Logan » Mon Oct 21, 2019 12:11 pm

Ashley looked around at the warning, but didn't hear or see anything immediately. That didn't make her feel safe though, quite the contrary.

"Where's it coming from? Do you need backup?"

Rolls: Notice 3
Notice 1d6 = 2: 2 or 1d6 = 3: 3

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KahlessNestor
Posts: 404
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Thu Oct 24, 2019 3:55 am

Date: October 28, 109 PA
Mission: Day 6
Time: 1910
Weather: 40 degrees warmer than normal (hot); no wind; light rain
Location: Altona, Manitoba
Ley Line: Yes
  • Very Large: Three-quarters of a mile wide, 2,000 feet tall, 75 miles long to the south
Scene modifiers:
  • Light: Dim -2
  • Visibility: -1 light rain
Round 0

Something was playing foul with the Cassowary’s sensors. Ryder could make out something moving in the woods to the north, but not what it was. Barinthasheer noted it as well, though couldn’t make it out through the trees and rain.

Nazo could make out the sounds of a large group moving through the woods. She also started to feel the beginnings of a familiar headache starting.

Vik new it was a large group of something, and he prepared as well. As he grabbed his techno-wizarded rifle, he got zapped by an ominous bit of purple electricity from the magical battery, enough to make him suck on his burnt fingers.

Ashley and Thomas were clueless, until someone told them. Ashley felt her head start to pound painfully.

Someone in the woods gave a yell. There was the sound of scrambling among the trees. Then a laser bolt lanced out, striking the ground at Vik’s feet, since he was the only one that was armed.

“Who goes there?” a voice yelled out. “Take another step, the next one doesn’t go into the ground!”

And that’s when the sky overhead roiled into a sickly grey-green color. A bolt of purple lightning lanced down into the woods, and screaming started. Large, heavy drops of rain pattered on the Cassowary, and then something landed on the window, some kind of sick, yellow green slug left a trail of slime down the windshield.

For three miles around the area, slugs, worms, tentacles, and other unidentifiable parts and creatures came down with the rain, raising an awful stench.
Notice (2 Dim light, -1 rain, -2 if using electronics, -4 if using TW)
You can make out the locations of several people in the trees. They are at Short Range (0) in Medium cover (-4).
Notice Raise (2 Dim light, -1 rain, -2 if using electronics, -4 if using TW)
You notice that the people threatening from the woods largely have no armor. They look to have old, worn weapons, or even just rocks to throw. One does have the laser rifle. It looks like it might be Coalition issue, but it’s so caked in mud and grime and blood that it’s hard to tell. Beyond the firing line at Medium range (-2) in Heavy Cover (-6) you can see more people moving, but they seem to be trying to hurry away to the west, away from the firing line and you. They seem to be carrying bundles on their backs, or helping others that appear to be injured or unable to move quickly. Many are succumbing to the stench of the falling effluvia.
Make a Vigor roll (+1 if in sealed armor)
Success, you are fine. You don’t vomit all over inside your helmet. Failure, you are Shaken as you lose your lunch to the disgusting smell and sight of the alien effluvia. Roll Spirit to unshake or spend a benny, otherwise you are unable to participate in the first round of the Dramatic Task. Critical Failure, take a level of Fatigue as you roll around in your own vomit, it’s so disgusting! You are Shaken and must roll Spirit to unshake or spend a benny, otherwise you cannot participate in the first round of the Dramatic Task.
Two Dramatic Tasks! [b
Choose one! You have 3 rounds. Number of successes determine results.[/b]]Someone took a warning shot at you from the woods, and a Ley Line Storm has opened up on your location! What do you do?

Roll 1d54. Use your initiative bonuses: If your number is 52 or lower and divisible by 4, you have a Club and a -2 Complication on your Dramatic Task roll. Describe your complication. If you have a 53 or 54, you have a Joker. You get +2 on your Dramatic Task roll. Describe what helped you out. Everyone gets a benny.

Dramatic Task 1: The people in the woods. What do you do about them? Skills: Social skills, Combat or Arcane Background skills, anything reasonable you can come up with. Successes are the number of threats you remove.

Dramatic Task 2: There’s a freaking ley line storm on top of you! It’s probably not a good idea to stay out in it! What do you do to help keep people safe? Skills: Athletics, Persuasion, Survival, anything reasonable you can come up with. Success is the number of people you help.
***
Combat Notes

Initiative:

Ashley
Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Thomas
Barinthasheer
Vik
Zephrim Ouri
Maps
***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Barinthasheer
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Re: 3.1 Northern Exposure

Post by Barinthasheer » Thu Oct 24, 2019 6:47 pm

Notice
Modifiers: -1 rain. net -1
Notice 1d6-1 = 0: 1
Wild 1d6-1 = 3: 4 Benny for EE 1d6+3 = 5: 2
Vigor
Vigor 1d8 = 6: 6
Wild 1d6 = 3: 3
KahlessNestor wrote:
Thu Oct 24, 2019 3:55 am
Someone in the woods gave a yell. There was the sound of scrambling among the trees. Then a laser bolt lanced out, striking the ground at Vik’s feet, since he was the only one that was armed.

“Who goes there?” a voice yelled out. “Take another step, the next one doesn’t go into the ground!”

Despite the warning Bari does move forward a couple of steps and stands defiantly with his hands on his hips. he flicks on the loudspeaker in his helmet
"Hey!! That was not nice. You snuck up on us... Who goes there is our question!!" He pauses a second, the eyeball on the end of his helmets antennae wobbling in the storms winds. "So... yeah .. um Who goes there? And if you shoot my friends I will get big and smoosh you!... Jerk."

Initiative 1d56 = 44: 44
Task roll
Persuasion 1d6-2 = 2: 4
Wild 1d6-2 = 0: 2
Last edited by Barinthasheer on Wed Oct 30, 2019 5:28 pm, edited 2 times in total.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 4/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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Ashley Logan
Posts: 115
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Re: 3.1 Northern Exposure

Post by Ashley Logan » Sat Oct 26, 2019 7:24 pm

"Bari wait!" Ashley called out to the dragonling hastily. "We have bigger problems!"

She then raised her hands, showing them to be empty and faced the direction of the voice. Even through the driving rain, her suit's optics could detect heat signatures among the trees that way.

"We're not hostile!" she shouted up at them. "We're with the Tomorrow Legion, just passing through! We can defend ourselves but we won't attack you!"

As unnatural rain of mulch started to fall, she quickly turned her suit to run on recirculated air, just before getting a whiff of the fishy stink from outside. It was enough to make her gag, but the scrubbers got rid of it almost instantly. She had nothing but pity for anyone without sealed armor though.

"Look, there's a ley line storm! Do you know of any shelter nearby?? We can help each other get through this!"

Rolls: Notice 4, Vigor 11, Persuasion 11
Notice at -3 1d6-3 = 1: 4 or 1d6-3 = 3: 6
Ace: 1d6 = 1: 1
Vigor at +1 1d6+1 = 7: 6 or 1d6+1 = 4: 3
Ace: 1d6 = 4: 4

Init 1d54 = 25: 25

Rolling for 1st Dramatic Task: Persuasion 1d6+2 = 5: 3 or 1d6+2 = 8: 6
Ace 1d6 = 3: 3

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Vik
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Re: 3.1 Northern Exposure

Post by Vik » Mon Oct 28, 2019 11:03 am

Notice 1, Vigor 8, TW 14 for protecting people
Notice 1d8-1 = 1: 2
Wild 1d6-1 = 1: 2

Vigor 1d6+3 = 8: 5
Wild 1d6+3 = 4: 1

Initiative 1d54 = 11: 11

Techno-Wizardry for Dramatic Task 2: Activating the Energy Field Generator to be powered by and protect against the Ley Line Storm
TW 1d10 = 10: 10 = Ace! 1d10+10 = 14: 4
Wild 1d6 = 1: 1
Vik squints as the light goes gangrenous and strange and horrible things start to drop from the sky, a bit like standing underneath the cheap seats at an Arsenal match.

"Plagues and locusts and all the uvver tripe of the End of Days, only the day don't actually end, and just keep going wif' like more wretched shite," he says, shaking his head and trying to wipe a slug off his visor.

The smear it leaves keeps him from seeing much of anything, but Bari is roaring -- bloody hell, he's got to take the volume knob on that brain-bucket down from 11 -- about smooshing buggers whats off in the trees and the fiery bird, Ash, is tryna work it out peaceful-like, while the ruddy ley line storm seems determined to turn Vik's nice little construction site into a barking yooge loo.

"Buncha wankin' loonies and degenerates," he says, waving his arms to encompass everyone in the general vicinity. Turning his arse to the crowd, he digs back into the Cassowary until he finds the team's Energy Field Generator.

The force field is meant to be powered by a ley line, but Vik posits that a ley line storm might work a trick, too, with a bit of a tinker. Sure enough, a little truesilver solder, aetheric mesh and WD-40 has it purring like a kitten, or more like a meth-addicted cougar, truth be told, as the force dome blossoms out to about twice normal size.

"Right, you dim-pated barstards. All of you lot what's willing to lay down the arms and come have a shiver within is welcome, so's you know what it's BYOB and no like leaving low marks on Yelp on account of the smell."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 1/2
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d10
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 10/20
Active Effects: +4d Shooting, +1d Agility, +2 Pace; quickness
Adventure Cards: 37 Villainous Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan; 33 Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.

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Nazo
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Re: 3.1 Northern Exposure

Post by Nazo » Mon Oct 28, 2019 6:56 pm

Notice: 1d8+4 (-2 storm fouled senses, -1 fatigue from psionics and leyline storms): 1d8+1 = 3: 2 Wild 1d6+1 = 6: 5
Vigor: 1d12 = 11: 11 wild 1d6 = 4: 4

1d54 = 13: 13 has quick. Reroll 1d54 = 24: 24

No armor with slugs dripping off her wide brimmed hat that Vik had crafted nazo walked to the group of bandits. Her weapons were still stowed in their sheathes at her side a hair’s breath from being snapped into her hands. She had killed people for less, and no one shoots Vik’s feet without deserving a little chat. Beside’s I think I got everything I could out of the attenae array, right Shadow? Her constant companion, the shadow silk spider clung to her back like a creepy wiggly black cape.

She walked well passed medium and definitely to short and if possible very short (6”). Her lack of common knowledge precluded her from knowing people’s comfort zones. She waved realizing she had not said hello. Her voice translated accross every dialect, and language known in north america through her helmet, fuck off translated well... “Seasonal Greetings fellows of North America. Hold your fire and prepare yourselves for the coming of our leader. The better of two brothers, the sultan of smooth, his courage is in the sack... Thomas! Your women will fall for him and bare babies, and you willl give him your undivided attention!” There was something in her tone that indicated if the large group of humanoids did not quiet down she might just close the distance and start kicking in heads. Hopefully her hat hid her no eyes so they might be inclined to listen and not just run away screaming.

Intimidation: 1d8 = 3: 3 wild 1d6 = 4: 4 total: 3! Failure!
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

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Thomas
Posts: 115
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.1 Northern Exposure

Post by Thomas » Tue Oct 29, 2019 7:09 am

Seeing the fuss being kicked up, Thomas thinks there is no way to survive fighting two enemies at once. So it is time to make friends with the bandits. "Calm down friends. I am guessing you are hungry to be so desperate as to try and rob a group of warriors and dragons with such poor equipment. Lets work together, we are from The Tomorrow Legion, sharing food and helping others others is our job."

Notice Success
Notice 1d10-3 = 5: 8
Wild 1d6-3 = -2: 1
Vigor Success
Vigor 1d4+1 = 2: 1
Wild 1d6+1 = 5: 4
Persuasion 15
Persuasion 1d8+6 = 14: 8
Wild 1d6+6 = 10: 4
Ace! 1d8+14 = 15: 1
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 18/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 20/20

Active Effects( Ex Rapid Recharge + Conservation of Magical Energy + Wizard)
  • Elemental Mastery.
Bennies 3
  • 3 Reset of Quarter

User avatar
Thomas
Posts: 115
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.1 Northern Exposure

Post by Thomas » Thu Oct 31, 2019 6:44 am

Nazo wrote:
Mon Oct 28, 2019 6:56 pm
She walked well passed medium and definitely to short and if possible very short (6”). Her lack of common knowledge precluded her from knowing people’s comfort zones. She waved realizing she had not said hello. Her voice translated accross every dialect, and language known in north america through her helmet, fuck off translated well... “Seasonal Greetings fellows of North America. Hold your fire and prepare yourselves for the coming of our leader. The better of two brothers, the sultan of smooth, his courage is in the sack... Thomas! Your women will fall for him and bare babies, and you will give him your undivided attention!” There was something in her tone that indicated if the large group of humanoids did not quiet down she might just close the distance and start kicking in heads. Hopefully her hat hid her no eyes so they might be inclined to listen and not just run away screaming.
Once he realizes what Nazo is saying Thomas finds himself split. Is she complementing him in her own way, or insulting him. Maybe something in between, it has a bitter ring to it. He hopes she is still not upset about his not wanting to take advantage of her. Shaking his head he sticks to the plan. And how did she know about his goody two-shoes brother Chris Homesworth? Has he been speaking more than he should, with their names being different and his brother still being a Magus he would have expected little to no one to have made the connection. Hmm, she has followed him around a bit, maybe Liz spoke with her?
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 18/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 20/20

Active Effects( Ex Rapid Recharge + Conservation of Magical Energy + Wizard)
  • Elemental Mastery.
Bennies 3
  • 3 Reset of Quarter

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Ryder
Posts: 82
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Wed Nov 06, 2019 4:13 pm

Notice 5, Complication, Task 2 Drive 12
Notice (+2 Sensors, -2 for using electronics, Negate Dim penalty, -1 Rain)
Notice 1d8-1 = 5: 6
Wild Notice 1d6-1 = 0: 1

Initiative 1d54 = 32: 32
Divisible by 4, -2 to DT

DT 2: Rescue the Bystanders
-2 for Complication, Driving d12+3, net d12+1
Driving 1d12+1 = 12: 11
Wild Driving 1d6+1 = 4: 3
Ryder sees civilians caught in the unnatural rain of the Ley Line Storm, and immediately gets on the PA system. "Okay, folks! Weather's getting nasty. Anyone with their weapon holstered gets to take a ride!" And the Cassowary lunges forward; Ryder starts hitting the controls for the door panels as they move through the crowd; whenever someone who has stashed their weapon is near the door, the Mountaineer comes to a stop just long enough for them to jump in, then rumbles forward again. One of the larger, more rubbery squids does get caught in the wheels, but Ryder's knack and the Cassowary's superior engineering make it an easy job to begin picking up passengers smart enough to prefer coming aboard with weapons holstered rather than standing out in the Calamari Cacophony with weapons drawn.
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
KahlessNestor
Posts: 404
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Thu Nov 07, 2019 3:23 am

Date: October 28, 109 PA
Mission: Day 6
Time: 1920
Weather: 40 degrees warmer than normal (hot); no wind; light rain
Location: Altona, Manitoba
Ley Line: Yes
  • Very Large: Three-quarters of a mile wide, 2,000 feet tall, 75 miles long to the south
Scene modifiers:
  • Light: Dim -2
  • Visibility: -1 light rain
Round 2

Score:
Dramatic Task 1: 5 successes
Dramatic Task 2: 6 successes

The words of the Trailblazers seem to hit some of the armed men and women crouched in the darkness. Five of them lower their weapons and slink back to the group in the woods. But others still remain, watching them warily.

“Why should we trust you? How can we believe you are who you say you are?” someone called out.

Others are more persuaded. Six bedraggled, ragtag civilians come out from the woods, jumping to avoid the slimy tentacles and effluvia dropping from the ley line storm as the dart for the Cassowary or Vik’s environmental dome to get out of the rain and gore.
Round Two Dramatic Tasks!
Choose one! You have 2 rounds. Number of successes determine results.[/b]]Someone took a warning shot at you from the woods, and a Ley Line Storm has opened up on your location! What do you do?

Roll 1d54. Use your initiative bonuses: If your number is 52 or lower and divisible by 4, you have a Club and a -2 Complication on your Dramatic Task roll. Describe your complication. If you have a 53 or 54, you have a Joker. You get +2 on your Dramatic Task roll. Describe what helped you out. Everyone gets a benny.

Dramatic Task 1: The people in the woods. What do you do about them? Skills: Social skills, Combat or Arcane Background skills, anything reasonable you can come up with. Successes are the number of threats you remove.

Dramatic Task 2: There’s a freaking ley line storm on top of you! It’s probably not a good idea to stay out in it! What do you do to help keep people safe? Skills: Athletics, Persuasion, Survival, anything reasonable you can come up with. Success is the number of people you help.
***
Combat Notes

Initiative:

Ashley
Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Thomas
Barinthasheer
Vik
Zephrim Ouri
Maps
***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Thomas
Posts: 115
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.1 Northern Exposure

Post by Thomas » Thu Nov 07, 2019 8:33 am

OOC Comments
1d54 = 24: 24 = Club
Thomas sees the storm approaching and feels split. he does not really want to see these morons die in the storm, but then again, he needs to protect his men. 'Hit men, what the hell has gone wrong in the world when legionaries are considered his men. He had done everything he could to make sure his followers where more subtle, but actual legionaries.' Out loud he announces both in his most projecting voice and over the radio. "This is your last chance, we are leaving. Move it or let the storm devour you people." But as he shout the synthesizer begins changing pitch randomly as it reacts to the storm. "Damn it!" He says as he jumps into the safety of the vehicle.

Persuasion 11 = 2 successes
Persuasion d8++6, -2 for Scene
Persuasion 1d8+4 = 11: 7
Wild 1d6+4 = 5: 1
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 18/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 20/20

Active Effects( Ex Rapid Recharge + Conservation of Magical Energy + Wizard)
  • Elemental Mastery.
Bennies 3
  • 3 Reset of Quarter

User avatar
Nazo
Posts: 129
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Thu Nov 07, 2019 10:38 pm

Initiative 1d54 = 36: 36

Why do we even try so hard to get new slaves? We have tricked so many people into joining us already, do we need more? Thomas seems to think so... He is probably super horny I wonder which bandit he will bed first?

Slowly the self proclaimed demon queller slid her sword and dagger from their sheathes. Her long blade, a katana in name blazed white hot with holy energy. Its pommel was gilded silver with a sweeping flowery guard. A true celestial blade once wielded by the aspect of Hope. In contrast her dagger, had a dark black grip and a short blackened metal guard with a jagged lip. Its blade now drawn formed ethereal with sparks of grey blue energy flitting about it. A soul forged dagger.

With her weapons out she leaped forward spinning and twirling as she approached the bandits and other’s being accosted by the tentacled slugs. As she spun a shadow deeper than any point of black space wrapped our her shoulders like a small shawl or cape. Her blades flung forward in a delicate deadly dance of lost fury in an effort to separate slug from person.

After a time she with drew back to confines of the vehicle tossing a smile at the bandits, “ That is why you trust us. You might as well join us as by now your women will have been impregnated by the words of Thomas lord of the Sheets. Resistance is pointless. ” Sadly she must have gotten turned around or perhaps her lack of sight caused her some amount of complications. The “bandits” she helped were actually just stubby trees.


Support for Thomas: fighting -1 fatigue leylines storm, -2 complication 1d10-3 = 2: 5 wild 1d6-3 = -1: 2
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

User avatar
Vik
Posts: 115
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Fri Nov 08, 2019 1:49 pm

TW 9, 2 Success
1d54 = 39: 39
Techno-Wizardry 1d10+2 = 5: 3
Wild 1d6+2 = 5: 3
Benny to Reroll + Elan
TW 1d10+4 = 9: 5
Wild 1d6+4 = 7: 3
"How do ya know we ain't who we say we are? How do I know you ain't a bloody arse-rupturing Stephen King shit-weasel what just crawled up some hobo's bum and is like, walkin' round havin' itself a constitutional in the great wilds of 'Merica, like, and decided to have a stroll into ol' Vik's construction site when the weather turned all slug-filled and shite?"

Vik lets the question hang in the air a moment.

"It's rhetorical you daft bastards, and the answer ain't gonna do a trick if you all get 'lectrocuted or like dissolved into slug spooge while waitin' for a formal fucking invite. Last chance, wankers," he says, before rolling out what appears to be several all-temperature blankets stitched together into a long carpet.

At full extension, glowing runes and psychedelic LEDs light up along the length of the energized rug, which floats up to head height and begins to emit an energy field tuned to counterbalance the erratic ley line radiation. The slugs raining down from the sky sizzle and bounce away when they strike the energized canopy, which offers a protected avenue to safety for anyone willing to seek refuge.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 1/2
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d10
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 10/20
Active Effects: +4d Shooting, +1d Agility, +2 Pace; quickness
Adventure Cards: 37 Villainous Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan; 33 Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.

User avatar
Ryder
Posts: 82
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Sat Nov 09, 2019 9:18 am

Driving 5


Initiative 1d54 = 24: 24
Divisible by 4, -2 to DT

DT 2: Rescue the Bystanders
-2 for Complication, Driving d12+3, net d12+1
Driving 1d12+1 = 3: 2
Wild Driving 1d6+1 = 5: 4

Ryder continues to swing the truck around to stragglers, but they're actually getting harder to find, as several run towards Vic's impromptu shelter, or are hiding in the trees--and yes, that one squid is still caught in the wheels. Still, another refugee from the Calamari Calamity does jump aboard when the Cassowary comes to a stop right in front of him.
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Ashley Logan
Posts: 115
Joined: Tue Mar 06, 2018 3:55 pm

Re: 3.1 Northern Exposure

Post by Ashley Logan » Tue Nov 12, 2019 11:38 pm

Thomas took the 'good security officer,' so Ashley filled the shoes of the 'bad' one.

"We're not aggressive, but we protect our own," she called out. "If you're coming to us in peace, whether just for shelter or because you want to travel with us, then everything's fine. But if anyone comes at us looking for trouble...they can expect a different reception."

And just like that, every tree in sight erupted into flames like a giant torch, casting everything in a fitful orange glow. Just as quickly, and before the trees even had time to 'properly' burn, the fires were extinguished all at once...plunging everything back into darkness.

"Look for no trouble, find no trouble."

Rolls
Psionics 1d10 = 2: 2 or 1d6 = 3: 3
Could also reasonably be Intimidation...not sure which is more appropos so I'll roll both and let the GM decide 1d6 = 4: 4 or 1d6 = 6: 6
Ace 1d6 = 1: 1

User avatar
KahlessNestor
Posts: 404
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Thu Nov 14, 2019 2:04 am

Date: October 28, 109 PA
Mission: Day 6
Time: 1930
Weather: 40 degrees warmer than normal (hot); no wind; light rain
Location: Altona, Manitoba
Ley Line: Yes
  • Very Large: Three-quarters of a mile wide, 2,000 feet tall, 75 miles long to the south
Scene modifiers:
  • Light: Dim -2
  • Visibility: -1 light rain
Round 2

Score:
Dramatic Task 1: 6 successes
Dramatic Task 2: 11 successes

Ashley’s display of pyrotechnics gets at least one more of the jittery refugees challenging them to go “Nope!” and he retreats off the firing line.

The rest of the Trailblazers do a good job convincing more of the refugees to get out of the ley line storm, ducking out of the trees and into the shelter of the Cassowary or the environmental protection dome.

But there is still a fire line watching the Trailblazers warily, and more of the huddled masses still in the trees, uncertain.
Last Round Dramatic Tasks!
Choose one! You have 2 rounds. Number of successes determine results.[/b]]Someone took a warning shot at you from the woods, and a Ley Line Storm has opened up on your location! What do you do?

Roll 1d54. Use your initiative bonuses: If your number is 52 or lower and divisible by 4, you have a Club and a -2 Complication on your Dramatic Task roll. Describe your complication. If you have a 53 or 54, you have a Joker. You get +2 on your Dramatic Task roll. Describe what helped you out. Everyone gets a benny.

Dramatic Task 1: The people in the woods. What do you do about them? Skills: Social skills, Combat or Arcane Background skills, anything reasonable you can come up with. Successes are the number of threats you remove.

Dramatic Task 2: There’s a freaking ley line storm on top of you! It’s probably not a good idea to stay out in it! What do you do to help keep people safe? Skills: Athletics, Persuasion, Survival, anything reasonable you can come up with. Success is the number of people you help.



***
Combat Notes

Initiative:

Ashley
Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Thomas
Barinthasheer
Vik
Zephrim Ouri
Maps
***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Nazo
Posts: 129
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Thu Nov 14, 2019 7:53 am

Task 2, 9, 2 success!
1d54 = 43: 43
Athletics 1d8-1 = 7: 8 ace 1d8 = 2: 2wild 1d6-1 = 4: 5
Something is watching us...

Nazo cried out as the leylines flashed in rapid assulted above, “I’ll deal with the fire line! You guys get these people to safety! Demons have fear because Nazo your queller is here!”

A fire line was perhaps one of the most fearsome beasts to ever grace the ravages of rifts earth. Its many hands could rip a child in half without a second thought. Its many mouths could nash a rhino buffalo into fine steaks fit for a bbq. Worse yet, it was watching with its many beady eyes. There was only one option for the self proclaimed demon queller of dubious loyalty. With all the grace of her genetic engineering she leaped at the beast twirling and twisting her way through the onslaught of leyline storm created slugs. Finally in front of the fire line she made her move to grab it, and wrestle it to the ground while it surely cried out in massive protest.
Combat info
Toughness: 27(18)MD, Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Ppe: 8/25, Isp: 30/30
Active Powers:


Bennies: 3/3
+1 post rate
+1 interlude
-2 interlude

User avatar
Ryder
Posts: 82
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Fri Nov 15, 2019 4:39 am

OOC Comments
1d54 = 41: 41
No complication!

Let's do this:
Driving 1d12+3 = 12: 9
Wild Driving 1d6+3 = 7: 4
Finally dislodging the Calamari Surprise from the wheel, Ryder gets full control of the Cassowary again, making it much easier to drive the hulking truck through the trees in order to get people who were afraid to run across the more open terrain with all the squids falling down. "Seriously, people, you do not want to stuck out here, do you?"
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Thomas
Posts: 115
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.1 Northern Exposure

Post by Thomas » Fri Nov 15, 2019 6:57 am

Task 1, 13 = 3 success
1d54 = 53: 53
Joker +2
Pursuation 1d8+8 = 13: 5
Wild Die 1d6+8 = 12: 4

From within the safety of the dome shelter Thomas starts organizing the men that have come. Even bandits can get in the weedy if you don't organize them.
"Okay people, if any of you are psionic or magically gifted, let's not use those powers. It will accelerate the storm and focus it on us. I'm not sure that is what we want. So let's all stay alive and huddle together." Thomas loved it when all the attention was on him. Within minutes he was lost in the moment as he worked the crowd.
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 18/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 20/20

Active Effects( Ex Rapid Recharge + Conservation of Magical Energy + Wizard)
  • Elemental Mastery.
Bennies 3
  • 3 Reset of Quarter

User avatar
Vik
Posts: 115
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Tue Nov 19, 2019 1:55 pm

Occult 15, 3 threats removed
1d54 = 6: 6
Occult 1d10 = 10: 10 = Ace! 1d10+10 = 15: 5
Wild 1d6 = 2: 2
"Oy, Naz, I don't fink that's a ... er, is that his ...? Or your ...? Eh, bugger all, just bring the, uh, fire line, over here 'neath the canopy of calmness and we have a peep in better light, right. Fink maybe the fire line what swallowed some like people we might not want to strangulate like that."

Despite the mad nudist's acrobatic exhortations, there were still fools hiding in the trees, where the chaotic energies of the ley line storm swirled and grew in power like mosh pit of footie hooligans.

Vik calls out to the misguided unfortunates, hoping to call a few more in from the cold as the environmental conditions worsen.

"Might rethink standing under them branches like that, what wif' the way them patches of fog is going all tentacly and green. Usually a sign what the transcendental winds has shifted and some chthonic horror's 'bout to stick out its little pawsie-wawsies for a bit of a slap-and-tickle. Not what there's anything wrong wif' a bit of squiddly penetration, if you're of a mind, but I know not everyone goes for it. And right there, behind you -- yeah, you wif' the man-bun -- that like red patch, where the light's gone all fractal and queer. Might be that's the sort of doorway what like them hounds of Tindalos likes to creep through, and mind you they're not one to stop at pissing up your leg. But I've heard them parasites can be handled with like a four-dimensional cleanse, if done quick and proper. Maybe be a mite safer and just avoid all that slog to come over here under this like force umbrella, though. Your choice."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 1/2
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d10
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 10/20
Active Effects: +4d Shooting, +1d Agility, +2 Pace; quickness
Adventure Cards: 37 Villainous Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan; 33 Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.

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Barinthasheer
Bronze Patron
Bronze Patron
Posts: 90
Joined: Fri Sep 14, 2018 9:56 pm

Re: 3.1 Northern Exposure

Post by Barinthasheer » Tue Nov 19, 2019 5:06 pm

Reaching up under his helmet Bari rubs his temple a moment as Nazo goes full Nazo. Stupid ley line storms.. He was pretty done with these weird and scared humans pointing guns at them
Persuasion for task 1, 8
Persuasion 1d6-3 = 3: 6 Ace 1d6+3 = 8: 5
Wild 1d6-3 = 2: 5
"You really should listen to Mr.'s Vik and Thomas. They are smart and mostly nice. Ms. Ashley seems mean with her fire but is really quiet. Or don't listen and stay out in the storm where mean things will eat your tiny squishy bodies. Either way I can not stay in human for anymore. I will be by the Aeon Cassoway if any monsters show up." With that the "boy" changes into his natural form and stomps over to the teams ride. Curling up next to it he tucks his head under a wing and tries to sleep thru the rest of the storm.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 34 (16)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 4/3
Adventure Cards
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    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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Thomas
Posts: 115
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.1 Northern Exposure

Post by Thomas » Wed Nov 20, 2019 8:42 am

Vik wrote:
Tue Nov 19, 2019 1:55 pm
"Might rethink standing under them branches like that, what wif' the way them patches of fog is going all tentacly and green. Usually a sign what the transcendental winds has shifted and some chthonic horror's 'bout to stick out its little pawsie-wawsies for a bit of a slap-and-tickle. Not what there's anything wrong wif' a bit of squiddly penetration, if you're of a mind, but I know not everyone goes for it. And right there, behind you -- yeah, you wif' the man-bun -- that like red patch, where the light's gone all fractal and queer. Might be that's the sort of doorway what like them hounds of Tindalos likes to creep through, and mind you they're not one to stop at pissing up your leg. But I've heard them parasites can be handled with like a four-dimensional cleanse, if done quick and proper. Maybe be a mite safer and just avoid all that slog to come over here under this like force umbrella, though. Your choice."
Thomas looks aghast at Vik. Here he was really enjoying the show and production @Nazo as putting on when he heard @Vik. "What in the 9 hells. How do you even think this stuff up. What did your parents do to you as a child?" Do his best to control his stomach from expressing how he really feels about the visual Vik is conjuring, Thomas shakes it off as best he can.
Conditions
Charisma +6* (Persuasion d8+6)
Parry 5
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 18/20
Staff PPE: 10/10
Amulet PPE: 10/10
Vampire Slayer: 20/20

Active Effects( Ex Rapid Recharge + Conservation of Magical Energy + Wizard)
  • Elemental Mastery.
Bennies 3
  • 3 Reset of Quarter

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