3.1 Northern Exposure

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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: Part 1: The Trip

Post by Nazo » Thu Dec 19, 2019 6:35 am

MW1 First strike Fighting (Wild attack due to berserk, Nazo is now vulnerable to the end of her next turn): 1d10+2 = 3: 1 Wild 1d6+2 = 6: 4

Nazo reacted the only way she knew how when folks started to give her hugs and kisses! She wildly lashed out with her divine blade!
Attachments
FC860EE0-2B5D-4C25-9027-FF90E3094127.jpeg
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls

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KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Thu Dec 19, 2019 6:37 am

Male LS casts Healing 1 Wound
-2 Wounds
Spellcasting 1d10-2 = 6: 8
Wild 1d6-2 = -1: 1
Male LS casts Greater Fear LBT on Vik, Ryder, and Bari
-1 Wound
Spellcasting 1d10-1 = 3: 4
Wild 1d6-1 = 4: 5
QF Juicer Fighting Nazo, Raise, since Nazo is Vulnerable
-2 MAP, +1 Gang Up, -2 Uncanny Reflexes
Fighting 1d10-3 = 1: 4
Fighting 1d10-3 = 4: 7
Fighting 1d10-3 = 1: 4
Fighting 1d10-3 = 1: 4
Wild 1d6-3 = -2: 1
Burn on second roll 1d10+4 = 9: 5
Damage 1d12 = 8: 8 + 2d8 = 3: 2, 1 + 1d6 = 3: 3 AP2 MD
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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Posts: 106
Joined: Fri Sep 14, 2018 9:56 pm

Re: 3.1 Northern Exposure

Post by Barinthasheer » Thu Dec 19, 2019 5:52 pm

Resistance rolls.

Puppet: Spirit 1d8-2 = 3: 5
Wild 1d6-2 = 3: 5

Fear: Spirit 1d8 = 1: 1
Wild 1d6 = 5: 5
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/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: 5/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Thu Dec 19, 2019 11:50 pm

Juicer 1 Shooting Nazo; Raise
+1 MO Scope, -2 to hit negates the Raise
Shooting 1d10+1 = 8: 7
Damage 4d6 = 17: 3, 6, 6, 2 AP3
Ace 2d6+17 = 27: 4, 6
Ace 1d6+27 = 29: 2
Juicer 2 Shooting Nazo
+1 MO Scope, -2 Uncanny Reflexes
Shooting 1d10+1 = 4: 3
Burn 1d6+2 = 7: 5
Damage 4d6 = 14: 1, 4, 6, 3 AP3
Ace 1d6+14 = 15: 1
Juicer 3 Shooting Vik
+1 MO Scope
Shooting 1d10+1 = 4: 3
Damage 4d6 = 15: 2, 6, 1, 6 AP3
Ace 2d6+15 = 22: 5, 2
Juicer 4 Shooting Bari; Raise
+1 MO Scope, +2 Size, -2 MAP
Shooting 1d10+1 = 8: 7
Damage 5d6 = 16: 1, 5, 2, 2, 6 AP3
Ace 1d6+16 = 18: 2
Juicer 5 Shooting Bari
+1 MO Scope; +2 Size
Shooting 1d10+1 = 5: 4
Damage 4d6 = 16: 2, 5, 4, 5 AP3
Juicer 6 Shooting Nazo
+1 MO Scope, -2 Uncanny Reflexes
Shooting 1d10+1 = 5: 4
Burn 1d6+3 = 4: 1
Damage 4d6 = 11: 1, 1, 3, 6 AP3
Ace 1d6+11 = 16: 5
Juicer 7 Shooting Bari
+1 MO Scope, +2 Size
Shooting 1d10+1 = 5: 4
Damage 4d6 = 13: 3, 2, 6, 2 AP3
Ace 1d6+13 = 19: 6
Ace 1d6+19 = 20: 1
MW1 Fighting Nazo
+1 Gang up, -2 Uncanny Reflexes
Fighting 1d12-1 = 1: 2
MW2 Fighting Bari
+2 Size
Fighting 1d12+2 = 7: 5
Damage 1d12+4 = 12: 8 + 1d10 = 4: 4 AP10
S1 Shooting Bari
Shooting 1d8 = 7: 7
Damage 4d6 = 15: 5, 6, 1, 3 AP2
Ace 1d6+15 = 21: 6
Ace 1d6+21 = 27: 6
Ace 1d6+27 = 28: 1
S2 Shooting Vik; Raise
Shooting 1d8 = 8: 8
Ace 1d8+8 = 10: 2
Damage 5d6 = 9: 1, 3, 3, 1, 1 AP2
S3 Shooting Bari
+2 Size
Shooting 1d8+2 = 5: 3
Damage 4d6 = 10: 1, 1, 6, 2 AP2
Ace 1d6+10 = 13: 3
Z1 Shooting Bari
-1 Glitch, +2 Size
Shooting 1d6+1 = 6: 5
Damage 4d6 = 12: 6, 3, 1, 2 AP2
Ace 1d6+12 = 18: 6
Ace 1d6+18 = 22: 4
Z2 Shooting Nazo
-2 Uncanny Reflexes
Shooting 1d6-2 = 1: 3
Z3 Shooting Bari
+2 Size
Shooting 1d6+2 = 7: 5
Damabe 4d6 = 15: 4, 5, 1, 5 AP2
Z4 Shooting Bari
+2 Size
Shooting 1d6+2 = 6: 4
Damage 4d6 = 15: 6, 4, 1, 4 AP2
Ace 1d6+15 = 21: 6
Ace 1d6+21 = 23: 2
Female LS to wake up
-4 Greater Slumber
Spirit 1d10-4 = 5: 9
Wild 1d6-4 = -2: 2
Female LS casts Greater Deflection on herself and the male LS; Raise
Spellcasting 1d10 = 10: 10
Ace 1d10+10 = 15: 5
Wild 1d6 = 3: 3
Female LS casts Greater Slumber on Thomas, Ashley, and Zephrim
Spellcasting 1d10 = 6: 6
Wild 1d6 = 2: 2
Date: November 2, 109 PA
Mission: Day 10
Time: 1805
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 2

The male Lyn-Srial started to cast again. More of his wounds healed, and then fear gripped Vik, Ryder, and Barinthasheer.
Vik, Ryder, Barinthasheer
Make a Fear roll at -2. If you fail, roll on the Fear Table with a +2
The quickflex juicer slashed four times at Nazo again. He struck her, but it glanced off her armor.

Juicer 1 peered around the cover of the standing stone to fire his heavy laser rifle at Nazo. It struck her solidly.
Nazo
That is Shaken and 3 Wounds to soak.
Juicer 2 turned his heavy laser rifle on Ashley, hitting her dead center.
Ashley
Shaken and 1 Wound to Soak.
Juicer 3 took aim at Vik on the hood of the Cassowary and fired, striking him.
Vik
That is Shaken, no Wounds.
Juicer 4 shook the sleeping Lyn-Srial female again to try and wake her, then took aim and fired at Barinthasheer. The laser splattered harmlessly against his scales.

Juicer 5 shot at the dragon, as well, just as uselessly.

Juicer 6 shot at Nazo.
Nazo
That is a Shaken, no Wounds.
Juicer 7 fired at Bari, to no effect.

Murder Wraith 1 swung his vibro-longsword at Nazo, but she was too fast for him to connect.

Murder Wraith 2 swung his vibro-blade at Barinthasheer. The blade just skittered off the scales.

Skeleton 1 fired his laser rifle at Bari harmlessly.

Skeleton 2 fired at Vik, but the shot pinged harmlessly off his armor.

Skeleton 3 fired his laser at Barinthasheer, to no effect.

Zombie 1 turned his glitching laser rifle on Barinthasheer also, again fruitlessly.

Zombie 2 fired at Nazo, missing her completely.

Zombie 3 shot at Barinthasheer, doing no damage.

Zombie 4 also shot at Bari, but the dragon didn’t even feel it.

The female Lyn-Srial blinked awake as she was shaken. She clacked her beak angrily and climbed to her feet, already moving her four hands and casting spells.

Shadows coalesced around the two Lyn-Srials, masking them, swirling and making them harder to hit.
Everyone
The Lyn-Srials have Greater Deflection -6
Thomas, Ashley, and Zephrim found their eyes growing heavy as magic settled over them.
Thomas, Ashley, Zephrim
You all need to make a Spirit -2 or fall asleep
Round 2.jpg
Loot
13 refugees
Combat Notes
Male Lyn-Srial Necromancer WC (T) - Parry 5; Toughness 10 (4) Greater Deflection -6 (5r) - 1 Wound; 1/20 PPE
Female Lyn-Srial Necromancer WC (L) - Parry 5; Toughness 10 (4) - Greater Deflection -6 (5r); 7/20 PPE; asleep (599r or until awakened Spirit -4), prone (-4 to hit at range >3”, -4 damage AOE, -2 Parry and Fighting)
Quick Flex male Juicer WC (TQ) - Parry 8; Toughness 15 (6); Burn 5
Juicers (J) - Parry 7; Toughness 16 (5); Uncanny Reflexes (-2 to hit)
  • 1 Burn 6; Medium cover -4 unless you find LOS
  • 2 Burn 6; Medium cover -4 unless you find LOS
  • 3 Burn 6; Medium cover -4 unless you find LOS
  • 4 Burn 5; Medium cover -4 unless you find LOS
  • 5 Burn 6; Medium cover -4 unless you find LOS
  • 6 Burn 5; Medium cover -4 unless you find LOS
  • 7 Burn 6; Medium cover -4 unless you find LOS
Murder Wraiths (M) - Parry 8; Toughness 19 (5); Uncanny Reflexes (-2 to hit)
  • 1
  • 2
Skeletons (S) - Parry 6; Toughness 13 (5)
  • 1
  • 2
  • 3
Zombies (Z) - Parry 5; Toughness 14 (5)
  • 1 TD Glitch -1 on laser rifle
  • 2
  • 3
  • 4

Initiative:

Ashley 9H
Ryder (Danger Sense) AS
Nazo (Danger Sense, Sixth Sense, Quick) 7D
Thomas QD
Barinthasheer 7H
Vik 5D
Zephrim Ouri (Quick) 2H 6H

Tomin QS
Lysia 3C
Tiago (Quick) 6D
Juicers (Quick) QH
Murder Wraiths (Quick) 4D 3D KH
Skeletons AC
Zombies 4C
***
GM Notes
GM Bennies: 6/7
Tomin 1/3
Lyria 0/3
Tiago 3/3
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: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Fri Dec 20, 2019 8:05 am

3 wounds, unshook
1st attack: wound and shaken
2nd attack soak: vigor 1d12 = 11: 11 wild 1d6 = 6: 6
Not shaken
3rd attack: shaken
4th attack: 3 wounds and shaken, 2nd benny soak 1d12 = 7: 7 wild 1d6 = 2: 2 3rd benny to reroll 1d12 = 5: 5 wild 1d6 = 5: 5, 4th benny to reroll 1d12 = 5: 5 wild 1d6 = 6: 6 ace 1d6 = 3: 3
Currently at 2 wounds and shaken
5th attack: Shaken
Unshake: 1d8-1 = 5: 6 wild 1d6-1 = 3: 4
Nazo is now vulnerable
Currently at 3 wounds and shaken...
Nazo spat out blood! Laser burns and mega damage sword slices had cut or burned her armor. She wiped her face muttering, “These are no chicken winged pandas...”. Nazo struck out wildly with her celestial blade trying to hit the murder wraith behind her and the juicer in front. Haha, I need something to drink!
Miss, Miss
Murder wraith Fighting 1d10+1 = 3: 2 wild 1d6+1 = 3: 2
Juicer fighting 1d10+1 = 5: 4 wild 1d6+1 = 4: 3
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls

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Ryder
Posts: 96
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Fri Dec 20, 2019 5:56 pm

S1 rolls Athletics TN 14, fail gets 2 or 3 Wounds; J6 = 4W & 2W; J7 = Shaken; T = 2W, 5W, 2W
Actions:
1: Drive to position indicated on Map. This is technically a Ramming Attempt on S1. Per SWADE Sidebar Note on Page 120, this uses the Ram Maneuver rules on Page 115: I roll Driving, he rolls Athletics to oppose. If it wins, it evades (probably just stepping to the side). Otherwise, we collide. It does 2d6 SDC damage to the Cassowary (ie, nothing, since you need to be MDC to hurt an MDC target), and the Cassowary does 3d6 for Size, +2d6 for relative Toughness (40 vs. 13). If Ryder wins with a Raise, then he scores another +1d6. Pretty sure anything under 12" of movement don't actually increase damage. I'll include the damage with the roll below.
2: Fire Helios Cannon 4 times, twice at J6 and twice at J7, as I now have LoS on them. Combat Ace counters the MAP for this.
3: Fire Helios Cannon 3 times at T. The STS on the Cassowary counters the MAP for this. Of course, he's still at -6 due to Greater Deflection.

Ramming Speed (vs. S1 Athletics): 1d12+3 = 11: 8
Wild Drive 1d6+3 = 9: 6 ACE 1d6+9 = 14: 5
S1 Athletics 14+ = No Damage
S1 Athletics 11-13 = Ramming Damage: 5d6 = 20: 1, 6, 5, 5, 3 ACE 1d6+20 = 24: 4 = 24 MD = 2 Wounds
S1 Athletics 10- = Ramming Raise Damage: 1d6 = 2: 2 = 26 MD = 3 Wounds

Shooting1 J6 1d10+3 = 10: 7
Shooting2 J6 1d10+3 = 11: 8
Shooting3 J7 1d10+3 = 4: 1
Shooting4 J7 1d10+3 = 6: 3
Wild Juicer Shooting 1d6+3 = 4: 1
Two Raises, one Miss, one Hit (I forgot to factor in Uncanny Reflexes, but does not change results):
Damage1 J6: 3d10 = 23: 10, 8, 5 + 1d6 = 2: 2 ACE 1d10+24 = 28: 4 = 28 AP 20 = 4 Wounds
Damage2 J6: 3d10 = 13: 1, 3, 9 + 1d6 = 6: 6 ACE 1d6+19 = 21: 2 = 21 AP 20 = 2 Wounds
Damage2 J7: 3d10 = 14: 4, 2, 8 = 14 AP 20 = Shaken

Shooting1 T 1d10-3 = 1: 4
Shooting2 T 1d10-3 = -2: 1
Shooting3 T 1d10-3 = 6: 9
Wild Lyn-Srial Cultist Shooting 1d6-3 = 2: 5
One Hit
Bennie to Reroll w/Elan:
Shooting1 T 1d10-1 = 1: 2
Shooting2 T 1d10-1 = 1: 2
Shooting3 T 1d10-1 = 0: 1
Wild Lyn-Srial Cultist Shooting 1d6-1 = 2: 3
No. Bennie. Elan:
Shooting1 T 1d10-1 = 0: 1
Shooting2 T 1d10-1 = 4: 5
Shooting3 T 1d10-1 = 4: 5
Wild Lyn-Srial Cultist Shooting 1d6-1 = 4: 5
Three hits!
Damage1 T 3d10 = 21: 9, 8, 4 = 21 AP 20 = 3 Wounds
Damage2 T 3d10 = 18: 2, 10, 6 ACE 1d10+18 = 27: 9 = 27 AP 20 = 5 Wounds
Damage3 T 3d10 = 21: 8, 4, 9 = 21 AP 20 = 3 Wounds

Driving.jpg

Seeing the Murder Wraiths shrug off the Helios Cannon, Ryder opts to leave those two to the more mystically inclined. Seeing the Lyn-Srial male start to heal himself, he scowls. "Right. Need to be sure you STAY down." The Cassowary cuts a hard right, driving forward pretty much through the skeleton off to the western edge of the circle; as the vehicle skids to a stop, Ryder opens fire--the first salvo split between the two Juicers to his north, the second attempting to strike the Male Lyn-Srial despite his cloaking.

Although one shot goes wide against one of the Juicers, all six of the other blasts strike home with radiant bursts of laser-focused sunlight.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

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Ashley Logan
Posts: 118
Joined: Tue Mar 06, 2018 3:55 pm

Re: 3.1 Northern Exposure

Post by Ashley Logan » Sat Dec 21, 2019 1:25 am

The laser beam may ignore Ashley's resistance to temperatures, but it can't ignore the raw psionic power of the tekekinetic field she surrounds herself in. The beam, barely visible shining through the dust of the battlefield, actually curves away from her as if encountering an unthinkably strong, yet completely localized, gravitational field around her. It grazes along the ground and splits a tree behind her in two!

The magic sleep descends upon her, but she manages to fight through it, and as the effect fades away, she erupts in flames and in sudden fear and fury sends a pair of immense spheres of flame that rocket through the air and drench the battlefield in an inferno!

Rolls: 15 ISP spent, 1 benny
From previous round (Catching up): Psionics - Greater Protection 1d10 = 10: 10 or 1d6 = 6: 6 3 ISP after Channeling

Not shaken, as her toughness is now 23 (16) (MD) from Greater Protection with a raise

And now: Spirit -2: 1d12-2 = 0: 2 or 1d6-2 = 2: 4
Benny 1d12-2 = 8: 10 or 1d6 = 1: 1

And NOW

Firebolt 1 (targeting Z1, S1, J6 and J7): 1d10 = 4: 4 or 1d6 = 1: 1 - LBT 6 ISP
5d6 = 10: 1, 3, 3, 1, 2

Firebolt 2 (targeting T, J5, Z4): 1d10 = 7: 7 or 1d6 = 2: 2 - LBT 6 ISP
5d6 = 16: 5, 1, 2, 2, 6
Ace 1d6 = 2: 2

All megadamage, but no AP

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Vik
Posts: 124
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Sun Dec 22, 2019 12:01 pm

Soaked Wound, Resisted Fear
Shaken twice would be a wound, so
Benny to Soak:
Vigor 1d6+2 = 6: 4 = Soaked the wound
Wild 1d6+2 = 5: 3

And vs. Greater Fear
Spirit 1d8-2 = 0: 2
Wild 1d6-2 = 2: 4
Benny to reroll + Elan

Spirit 1d8 = 5: 5 = Success
Wild 1d6 = 3: 3
"Oy, you manky rotters," Vik says as the murder-wraiths shrug off the bursts of molten death he sent their way. Momentarily busy dodging shots and spells directed his own way, Vik scrambles around on the hood of the Cassowary to try to find a bit of cover. Slamming a shot from his hype-me-up hypo he grins as his pupils dilate and everything seems to sloooooooooow dooooooooooown, then he blasts the murder-wraiths again in bullet-time.

"Bitty barstards what needs ta take a dirt nap, permanent-like."

Shooting Stuff
Using Speed as a free action (Adept) with the Exalted Quickness (no MAP) and Greater Speed modifiers. Total 6 PPE. Then firing three full-auto bursts: one at each murder-wraith, then splitting the third volley between whatever is still standing.

Speed
TW 1d10+2 = 6: 4 = Success
Wild 1d6+2 = 5: 3

Full-auto burst at M-W1, 1d12+3, -2 from Uncanny Reflexes
Shooting 1 1d12+1 = 12: 11 = Raise
Shooting 2 1d12+1 = 13: 12 = Ace! 1d12+13 = 14: 1 = Raise
Shooting 3 1d12+1 = 9: 8 = Raise
Wild 1d6+1 = 2: 1
Damage 1 3d10 = 27: 7, 10, 10 + 1d6 = 1: 1 = Aces! 2d10+28 = 38: 8, 2 = 38 damage, AP 2
Damage 2 3d10 = 13: 3, 2, 8 + 1d6 = 1: 1 = 14 damage, AP 2
Damage 3 3d10 = 15: 5, 3, 7 + 1d6 = 1: 1 = 16 damage, AP 2

Full-auto burst at M-W2, 1d12+3, -2 from Uncanny Reflexes
Shooting 1 1d12+1 = 5: 4 = Hit. Free reroll from GBT: 1d12+1 = 5: 4 = Hit
Shooting 2 1d12+1 = 8: 7 = Raise
Shooting 3 1d12+1 = 9: 8 = Raise
Wild 1d6+1 = 2: 1
Damage 1 3d10 = 17: 2, 8, 7 = 17 damage, AP 2
Damage 2 3d10 = 15: 6, 1, 8 + 1d6 = 4: 4 = 19 damage, AP 2
Damage 3 3d10 = 23: 9, 10, 4 + 1d6 = 3: 3 = Ace! 1d10+26 = 31: 5 = 31 damage, AP 2

Full-auto burst at surviving M-Ws or Juicers, 1d12+3, , -2 from Uncanny Reflexes
Shooting 1 1d12+1 = 11: 10 = Raise
Shooting 2 1d12+1 = 12: 11 = Raise
Shooting 3 1d12+1 = 8: 7 = Raise
Wild 1d6+1 = 5: 4
Damage 1 3d10 = 8: 1, 3, 4 + 1d6 = 5: 5 = 13 damage, AP 2
Damage 2 3d10 = 18: 5, 7, 6 + 1d6 = 6: 6 = Ace! 1d6+24 = 26: 2 = 26 damage, AP 2
Damage 3 3d10 = 10: 2, 2, 6 + 1d6 = 5: 5 = 15 damage, AP 2

Vik hits the first Murder-Wraith three times (all raises) for:
  • 38 damage, AP 2
  • 14 damage, AP 2
  • 16 damage, AP 2

He hits the second Murder-Wraith three times (last 2 are raises) for:
  • 17 damage, AP 2
  • 19 damage, AP 2
  • 31 damage, AP 2

He fires his final volley (all raises) at whichever M-W that is still standing, or if both are down, the closest standing juicer, for:
  • 13 damage, AP 2
  • 26 damage, AP 2
  • 15 damage, AP 2
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, 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 Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 12/20
Active Effects: +2d Shooting with reroll 1/round; doubled Pace and Run die (which is maxed); Ignore all MAP

User avatar
Thomas
Posts: 124
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.1 Northern Exposure

Post by Thomas » Tue Dec 24, 2019 4:21 pm

OOC Comments
Spirit versus Slumber 1d6-2 = -1: 1
Wild 1d6-2 = 2: 4

Benny to Reroll
Spirit versus Slumber 1d6-2 = 2: 4
Wild 1d6-2 = 1: 3

Last benny to Reroll
Benny to Reroll
Spirit versus Slumber 1d6-2 = 0: 2
Wild 1d6-2 = 0: 2
Thomas looks up from the rock he is hiding behind just as the spell hits him. His eyes heavy, his mind clouded Thomas waves in place for a moment before falling down, deep within a peaceful sleep.
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: 6/10 (used for Greater Slumber)
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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Barinthasheer
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Posts: 106
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Re: 3.1 Northern Exposure

Post by Barinthasheer » Tue Dec 24, 2019 10:58 pm

Try as he might Bari cannot overcome the compulsion to dismantle the Aeon Cassoway. Turning to face the approaching vehicle he swoops over to it and takes a sweep at the laser turrent with his massive claws. I'm sorry Mr. Ryder he thinks, fighting from the backseat of his mind.
Fighting 4, damage 30 MD AP 10
Modifiers: -2 called shot, +2 Martial Warrior. Net 0
Fighting 1d10 = 3: 3
Wild 1d6 = 4: 4
Damage: Strength 1d12+4 = 12: 8 Claws 3d8 = 18: 6, 7, 5
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/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: 5/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Mon Dec 30, 2019 3:25 am

Rolls
S1 vs Ramming
Athletics 1d8 = 3: 3

Benny for Male Lyn-Srial Soak first hit
Vigor 1d8 = 2: 2
Wild 1d6 = 4: 4
Doesn't soak. Forgot he has -1 Wound.

Incapacitation roll
Vigor 1d8-3 = 4: 7
Wild 1d6-3 = 2: 5
Success
Injury Table roll 2d6 = 8: 4, 4
Guts 1d6 = 6: 6
Busted: Strength reduced a die type

Quick-Flex Juicer attacks Nazo with Improved Frenzy - 1 hit with raise
-2 MAP, -2 uncanny reflexes, +2 Joker
Fighting 1d10-2 = 3: 5
Fighting 1d10-2 = 8: 10
Ace 1d10+8 = 12: 4
Wild 1d6-2 = 0: 2

Fighting 1d10-2 = 3: 5
Fighting 1d10-2 = 4: 6
Wild 1d6-2 = -1: 1

Damage 1d12 = 4: 4 + 2d8 = 10: 7, 3 + 1d6 = 4: 4 +2 Joker AP2
Date: November 2, 109 PA
Mission: Day 10
Time: 1805
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 2 END
Nazo’s Wounds
With the Gritty Damage setting rule, it looks like Nazo needs to make 2 rolls on the Injury Table since she took 2 instances of Wounds last round.
Bones scattered over the windshield of the Cassowary and Vik as Ryder rammed one of the skeletons with the vehicle. Then the Helios cannon opened up, blasting two of the juicers, killing one with a hole through him, the other just barely avoiding the same fate as she pressed against the standing stone. Then the cannon opened up on the male Lyn-Srial, putting him on the ground hard.

Ashley’s first blast only singed the zombie and the juicer, and the smell of cooked meat floated over the forest clearing. Her second did much better, incinerating another zombie and leaving another juicer shaken behind his cover of standing stones.

Vik’s molten death incinerated the two murder wraiths and the nearest juicer.

Thomas slumped into dreamland.

Barinthasheer flew over to the Cassowary and tried to remove the cannon, but Ryder managed to evade the dragon’s claws.

END OF ROUND 2. PLAYERS WON INITIATIVE, BUT THE QUICK-FLEX JUICER GOT A JOKER, SO HE IS GOING BEFORE YOU.

The quick-flex Juicer moved rapidly, his chain sword slashing four more times again at Nazo, striking her once, slicing through her armor.
Nazo
That is 1 Wound.
Round 3.jpg
Loot
13 refugees
Combat Notes
Male Lyn-Srial Necromancer WC (T) - Parry 5; Toughness 10 (4) Greater Deflection -6 (4r) - 3 Wounds; 1/20 PPE - INCAPACITATED GUTS BUSTED Str to d6
Female Lyn-Srial Necromancer WC (L) - Parry 5; Toughness 10 (4) - Greater Deflection -6 (5r); 7/20 PPE; asleep (599r or until awakened Spirit -4), prone (-4 to hit at range >3”, -4 damage AOE, -2 Parry and Fighting)
Quick Flex male Juicer WC (TQ) - Parry 8; Toughness 15 (6); Burn 5 JOKER +2 TRAIT AND DAMAGE
Juicers (J) - Parry 7; Toughness 16 (5); Uncanny Reflexes (-2 to hit)
  • 1 Burn 6; Medium cover -4 unless you find LOS
  • 2 Burn 6; Medium cover -4 unless you find LOS
  • 3 Burn 6; Medium cover -4 unless you find LOS
  • 4 Burn 5; Medium cover -4 unless you find LOS
  • 5 DEAD
  • 6 DEAD
  • 7 Burn 6; Medium cover -4 unless you find LOS - SHAKEN
Murder Wraiths (M) - Parry 8; Toughness 19 (5); Uncanny Reflexes (-2 to hit)
  • 1 DEAD
  • 2 DEAD
Skeletons (S) - Parry 6; Toughness 13 (5)
  • 1 - DEAD
  • 2
  • 3
Zombies (Z) - Parry 5; Toughness 14 (5)
  • 1 TD Glitch -1 on laser rifle
  • 2
  • 3
  • 4 DEAD

Initiative:

Ashley KC
Ryder (Danger Sense) 4H
Nazo (Danger Sense, Sixth Sense, Quick) AH
Thomas (Monologuer) 2S ASLEEP
Barinthasheer 10S
Vik JC
Zephrim Ouri (Quick) 7H

Tomin 5D
Lysia AH
Tiago (Quick) JOKER
Juicers (Quick) 4D
Skeletons 7D
Zombies 2C
***
GM Notes
GM Bennies: 7/7 - Reset quarter after fight
Tomin 1/3
Lyria 1/3
Tiago 4/3
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: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 3.1 Northern Exposure

Post by Nazo » Mon Dec 30, 2019 8:12 am

Blazing
Nazo... injury table...
OOC Comments
2d6 = 7: 6, 1
2d6 = 9: 6, 3
Guts twice!
2d6 = 5: 1, 4 agility and vigor reduced a die type.
This attack: 2d6 = 9: 6, 3
Gits again: 1d6 = 6: 6, str reduced a die type.
She is out of benny’s and took her 4th wound...
I think I’ll just blaze her out...
Broken Guts... Broken Spleen, Broken Arm... Ugghh... I wish I was getting hit by lolipops...

Nazo dropped to one knee. She coughed and the red ichor of her life’s blood seeped out between her lips aplatterimg the ground. “Damn you chicken wing lover... We just wanted to ge the kids so we could enslave them at our fort... We would have even taken you...” Her voice was fading... Her MOM implants were being rejected... Time had run out for the self proclaimed demon queller... She turned her head up looking at the Juicer. She smiled lopsidedly, “You want to see something sexy, you want to see the true power of the 101st?”

She flipped out her soul forge blade driving it down into the juicers foot pinning him, if the gods deemed it, for just long enough for him to meet Thomas... She let her consciousness flow out of her body as her strength finally failed her. For the briefest of moments her wandering mind held itself above Thomas’ sleeping form. She kissed his lips softly imparting what was left of her into him hopefully jolting the son of odin awake. Remember... Then there was nothing.

On seconded thought... Nazo’s eyes flittered open in her dead body and she flung her dagger upward through the jaw of the juicer... She mubled before really dying, “Sorry... He just would not wake up.”

Notes: Hopefully it is cool to pin the juicer to the ground by his foot and wake Thomas. GM advised Thomas would be asleep so killed Juicer.
Combat info
Toughness: 18(7), Parry: 7, Pace: 13 (1)
Active Edges: Sixth Sense, Brave, Elan, quick, -2 to be hit
Isp: 20/20
Active Powers:
Loosing it (Str and Agility increase by two die types, fearless, beserk)

Weapons:
Main hand: celestial blade
Off hand: soul forged dagger
Wrists: altaran blasters
Back: staff of life
Pack: mental incapacitator

Bennies: 4/3
+1 for taking worst rolls

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Ashley Logan
Posts: 118
Joined: Tue Mar 06, 2018 3:55 pm

Re: 3.1 Northern Exposure

Post by Ashley Logan » Tue Dec 31, 2019 11:48 am

On seeing Nazo struck badly, Ashley howled in anger and a pulse of force emanated from her, pressing the grasses away in a circle, then singeing and igniting the slim stalks in an expanding ring around her. From her left hand exploded a white-hot streak of plasma that shrieked through the air, leaving a thick, greasy contrail behind it, and slammed into the juicer that she'd just engulfed in flames moments before.

Meanwhile, the entire boulder that two other juicers were lurking behind exploded into a pillar of star-hot flames, leaving their hiding place little more than magma and showering them with superheated shrapnel!

Rolls: Fire bolt attack 10 to hit J7 for 35 damage, Fire Bolt SBT for 9 on J1 and J2 for 27 damage, 8 ISP spent
Fire bolt at Juicer 7 (2 ISP for 6d6 damage on hit, 4 ISP for +2 to psi roll): 1d12 = 8: 8 or 1d6 = 6: 6 (I'm assuming -2 to hit for Juicerness)
Ace: 1d6 = 4: 4
Damage 6d6 = 28: 5, 4, 6, 6, 1, 6
Damage aces 3d6 = 7: 2, 3, 2

ROF boost: 1isp

Second firebolt at Juicers 1 and 2 (2 ISP for 6d6 damage, 1 ISP for SBT): 1d12 = 9: 9 or 1d6 = 6: 6
Ace: 1d6 = 1: 1 - OOPS, only 1 wild dice. It's fine, both original rolls were enough to hit.
Damage: 6d6 = 22: 5, 2, 4, 3, 2, 6
Damage Ace: 1d6 = 2: 2
Benny on the damage, why not?
6d6 = 23: 2, 5, 5, 6, 3, 2
Ace 1d6 = 4: 4

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Vik
Posts: 124
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Tue Dec 31, 2019 12:23 pm

Vik's position on the hood of the Cassowary shakes as Bari batters at the big solar cannon, causing the techno-wizard to spill a mouthful of liquor from the flask he'd been sipping between shots from his magma blaster.

"Oy, Bari boy! Manners and niceties of friendlies in combat, mind. For all his long neck and strange proportions, ol' Ryder's an ally of more'n opportunity, like, so get your brain-box out your arse and stop actin' like a daft footie hooligan."

After a swig and squint, Vik realizes there's something more to the dragon's strange behavior, and starts rooting around in his tool belt for appropriate bits.

"Bumble-shite. Ruddy culty-types ain't content-ish to raise up rotting deaders, but gots to start poking awkward thoughts and strange urges into innocent noggins like ol' Caring Bari. Travesty, it is."

Slapping a plasmatic aether-hexonograph into barrel of the device he's cobbled together, Vik points it at Bari's head.

"Might feel a bit like a kick in the head, my draconic droog, but beats the flaming enema what yon Ash is like to unleash if you keep up the misbehavior," he says, and pulls the trigger.

Agility Success; Device Created with a Raise; Rolled 6 to Dispel
Agility 1d8 = 1: 1
Wild 1d6 = 2: 2
Benny to Reroll with Elan
Agility 1d8+2 = 7: 5 = Success
Wild 1d6+2 = 4: 2

Round 1: TW to create Dispel device with Arcane Machinist, then use it on Barry (-2 for different tradition, no MAP due to Ex. Quickness)
Creation
TW 1d10+2 = 3: 1
Wild 1d6+2 = 8: 6 = Ace! 1d6+8 = 14: 6 = Raise, Device has 15 PPE

Use
TW 1d6 = 2: 2 ---Should have been 1d10, rerolling 1d10 = 6: 6
Wild 1d6 = 1: 1
Benny to reroll with Elan
TW 1d10+2 = 5: 3
Wild 1d6+2 = 6: 4
Vik got a total of 6 to Dispel, which succeeds if the target number is only 4 due to caster's unconsciousness.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, 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 Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 12/20
Active Effects: +2d Shooting with reroll 1/round; doubled Pace and Run die (which is maxed); Ignore all MAP

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KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Thu Jan 02, 2020 1:21 am

Date: November 2, 109 PA
Mission: Day 10
Time: 1805
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 3.1

The juicer fighting Nazo watched her fall. As he turned to find a new target, the fallen crazy had a little more fight left in her, throwing her dagger through the quick-flex’s jaw and into his brain. He gurgled and fell backward, dead.

In a rage, Ashley blasted fire, taking out three of the juicers.

Recognizing Bari’s plight, Vik popped the dragon with a dispel, and Barinthasheer felt the dark malevolence controlling him fade away.
Bari
Bari is now free of the puppet.
BARINTHASHEER AND RYDER LEFT TO GO.
Round 3.1.jpg
Loot
13 refugees
Nazo’s gear
Combat Notes
Male Lyn-Srial Necromancer WC (T) - Parry 5; Toughness 10 (4) Greater Deflection -6 (4r) - 3 Wounds; 1/20 PPE - INCAPACITATED GUTS BUSTED Str to d6
Female Lyn-Srial Necromancer WC (L) - Parry 5; Toughness 10 (4) - Greater Deflection -6 (5r); 7/20 PPE; asleep (599r or until awakened Spirit -4), prone (-4 to hit at range >3”, -4 damage AOE, -2 Parry and Fighting)
Quick Flex male Juicer WC (TQ) - DEAD
Juicers (J) - Parry 7; Toughness 16 (5); Uncanny Reflexes (-2 to hit)
  • 1 DEAD
  • 2 DEAD
  • 3 Burn 6; Medium cover -4 unless you find LOS
  • 4 Burn 5; Medium cover -4 unless you find LOS
  • 5 DEAD
  • 6 DEAD
  • 7 DEAD
Murder Wraiths (M) - Parry 8; Toughness 19 (5); Uncanny Reflexes (-2 to hit)
  • 1 DEAD
  • 2 DEAD
Skeletons (S) - Parry 6; Toughness 13 (5)
  • 1 - DEAD
  • 2
  • 3
Zombies (Z) - Parry 5; Toughness 14 (5)
  • 1 TD Glitch -1 on laser rifle
  • 2
  • 3
  • 4 DEAD

Initiative:

Ashley KC
Ryder (Danger Sense) 4H
Nazo (Danger Sense, Sixth Sense, Quick) AH
Barinthasheer 10S
Vik JC

Tomin 5D
Lysia AH
Tiago (Quick) JOKER
Juicers (Quick) 4D
Skeletons 7D
Zombies 2C
***
GM Notes
GM Bennies: 5/5 - Reset quarter after fight
Tomin 1/3
Lyria 1/3
Tiago 4/3
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: 96
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Thu Jan 02, 2020 2:35 am

Female Lyn-Srial takes 4 Wounds, 1 Wound, 5 Wounds
Drive to position indicated on map. Drive Roll at -2 penalty for driving in reverse; Penalty countered by Ace.
Open fire on Female Lyn-Srial (L), 2 bursts for a total of 7 shots; first burst is no MAP because of Combat Ace; second MAP is countered by Cassowary's STS. All shots at -6 due to Deflection.

Driving 1d12+3 = 15: 12 ACE because of course it is 1d12+15 = 19: 4
Wild Driving 1d6+3 = 8: 5

Base Shooting d8+1; Helios Cannon raises this to d10+3; Deflection lowers this to d10-3
First Burst:
Shooting L 1 1d10-3 = 3: 6
Shooting L 2 1d10-3 = -2: 1
Shooting L 3 1d10-3 = 2: 5
Shooting L 4 1d10-3 = 1: 4
Wild Shooting L 1d6-3 = 1: 4
All Misses

Second Burst:
Shooting L 1 1d10-3 = 4: 7
Shooting L 2 1d10-3 = 4: 7
Shooting L 3 1d10-3 = 4: 7
Wild Shooting L 1d6-3 = 2: 5
All Hits
Damage vs. 10 (4); All Shots AP 20, so net Toughness 6
Damage 1: 3d10 = 24: 9, 6, 9 24 = 4 Wounds
Damage 2: 3d10 = 12: 1, 6, 5 12 = 1 Wound
Damage 3: 3d10 = 23: 9, 4, 10 ACE 1d10+23 = 26: 3 26 = 5 Wounds
Ryder, realizing what was going on with Bari (and grateful for Vic's unusually high level of coherence, along with the Cassowary's sensors being able to pick up the Techno-Wizard's rambling), slams the Mountaineer into reverse, whipsawing around one pillar and past another, leaving the Helios Cannon pointing at the other Lyn-Srial cultist. Over the PA, he simply says, "Your mother is probably quite disappointed in you."

Then his finger hits the "Fire" button, holding down to let loose over half a dozen blasts at the Necromancer. The first several are turned aside by her dark magics, but by the time the second volley is fired, the Cassowary's targeting system has compensated sufficiently to strike her three times, twice quite solidly.
Driving Map
Driving.jpg
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

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KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Thu Jan 02, 2020 3:19 am

Rolls
FLS Soaks first shot
Vigor 1d8 = 1: 1
Wild 1d6 = 6: 6
Ace 1d6+6 = 12: 6
Ace 1d12+6 = 15: 9
Benny EE 1d6+15 = 18: 3
Soaks all 4 wounds
FLS Soaks second shot
Vigor 1d8 = 8: 8
Ace 1d8+8 = 15: 7
Wild 1d6 = 5: 5
Soaks the 1 wound
FLS Soaks third shot
Vigor 1d8 = 7: 7
Wild 1d6 = 5: 5
Benny to reroll
Vigor 1d8 = 2: 2
Wild 1d6 = 5: 5
Vigor 1d8 = 5: 5
Wild 1d6 = 3: 3
Soaks 1 wound and so is up at 3 Wounds.
Injury roll 2d6 = 8: 2, 6
Guts 1d6 = 6: 6
Busted: Strength reduced a die type
Date: November 2, 109 PA
Mission: Day 10
Time: 1805
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 3.2

Ryder cranked the Cassowary into reverse and blasted the female lyn-srial. She staggered, definitely seriously hurt, but she managed to stay upright.

BARI LEFT TO POST
Round 3.2.jpg
Loot
13 refugees
Nazo’s gear
Combat Notes
Male Lyn-Srial Necromancer WC (T) - Parry 5; Toughness 10 (4) Greater Deflection -6 (4r) - 3 Wounds; 1/20 PPE - INCAPACITATED GUTS BUSTED Str to d6
Female Lyn-Srial Necromancer WC (L) - Parry 5; Toughness 10 (4) - Greater Deflection -6 (5r); 7/20 PPE; asleep (599r or until awakened Spirit -4), 3 WOUNDS, GUTS BUSTED Str to d6
Quick Flex male Juicer WC (TQ) - DEAD
Juicers (J) - Parry 7; Toughness 16 (5); Uncanny Reflexes (-2 to hit)
  • 1 DEAD
  • 2 DEAD
  • 3 Burn 6; Medium cover -4 unless you find LOS
  • 4 Burn 5; Medium cover -4 unless you find LOS
  • 5 DEAD
  • 6 DEAD
  • 7 DEAD
Murder Wraiths (M) - Parry 8; Toughness 19 (5); Uncanny Reflexes (-2 to hit)
  • 1 DEAD
  • 2 DEAD
Skeletons (S) - Parry 6; Toughness 13 (5)
  • 1 - DEAD
  • 2
  • 3
Zombies (Z) - Parry 5; Toughness 14 (5)
  • 1 TD Glitch -1 on laser rifle
  • 2
  • 3
  • 4 DEAD

Initiative:

Ashley KC
Ryder (Danger Sense) 4H
Nazo (Danger Sense, Sixth Sense, Quick) AH
Barinthasheer 10S
Vik JC

Tomin 5D
Lysia AH
Tiago (Quick) JOKER
Juicers (Quick) 4D
Skeletons 7D
Zombies 2C
***
GM Notes
GM Bennies: 0/5 - Reset quarter after fight
Tomin 1/3
Lyria 0/3
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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Posts: 106
Joined: Fri Sep 14, 2018 9:56 pm

Re: 3.1 Northern Exposure

Post by Barinthasheer » Thu Jan 02, 2020 8:42 pm

Vik wrote:
Tue Dec 31, 2019 12:23 pm

"Might feel a bit like a kick in the head, my draconic droog, but beats the flaming enema what yon Ash is like to unleash if you keep up the misbehavior," he says, and pulls the trigger.
With Viks dispel blast hitting home Bari stops trying to chew thru the Cassoways armor and shakes his enormous head. Seeing the minor scoring in the armor of the vehicle he's pretty ashamed of himself. "I am so sorry Mr. Ryder! I... his voice trails off as he sees their fallen comrade. First tears well up but then they start to practically glow with rage and he forcefully launches himself at one of the remaining juicers, the strength of his push-off rocking the massive truck back and forth for a few seconds before Ryder peels towards the remaining Lyn-Srial.
Activate helm and fighting to attack. 29 MD damage AP 10 to J3
Activate helm 1 ppe
Fighting Modifiers: Size -2, uncanny reflexes -2, martial warrior +2. Net -2
Fighting 1d12-2 = 10: 12 Ace 1d6+10 = 12: 2
Wild 1d6-2 = 0: 2

Damage strength 1d12+4 = 11: 7 Claws 3d8 = 17: 6, 7, 4 Raise 1d6 = 1: 1
Utterly silent aside from the wind of his passing he swoops over his prey coming down with a massive clawed strike.
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/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: 5/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Tue Jan 07, 2020 4:36 am

Rolls
Male Lyn-Srial Soul Drain for 2 PPE
-3 Wounds
Spirit 1d10-5 = 3: 8
Wild 1d6-5 = -2: 3
Last Benny to EE 1d6+3 = 7: 4
Cast Healing
3 Wounds
Spellcasting 1d10-3 = 3: 6
Wild 1d6-3 = 3: 6

Female Lyn-Srial casts Healing
-3 Wounds
Spellcasting 1d10-3 = -1: 2
Wild 1d6-3 = -2: 1
Casts Fear on Ryder and Vik
-3 Wounds
Spellcasting 1d10-3 = 5: 8
Wild 1d6-3 = 0: 3

Juicer 4 shoots Vik
+1 scope
Shooting 1d10+1 = 6: 5
Damage 4d6 = 9: 5, 1, 1, 2 AP 3

Skeleton 2 shoots Bari
+2 size
Shooting 1d8+2 = 4: 2
Damage 4d6 = 15: 2, 3, 5, 5

Skeleton 3 shoots Vik.
Shooting 1d8 = 2: 2

Zombie 1 shoots Vik
-1 glitch
Shooting 1d6-1 = 4: 5
Damage 4d6 = 13: 5, 2, 5, 1 AP2

Zombie 2 shoots Ashley
Shooting 1d6 = 1: 1

Zombie 3 shoots Vik.
Shooting 1d6 = 5: 5
Damage 4d6 = 10: 4, 3, 2, 1 AP 2
Date: November 2, 109 PA
Mission: Day 10
Time: 1805
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 3.3

Ryder cranked the Cassowary into reverse and blasted the female lyn-srial. She staggered, definitely seriously hurt, but she managed to stay upright.

Barinthasheer roared his anger when he was freed from the mind control, and leaped on a juicer, rending him apart.

The male lyn-srial continued to lie there unconscious.

The female lyn-srial gathered herself up. She moved her arms, casting, but winced, and lost one spell, but the second went off. Vik and Ryder felt an overwhelming sense of dread as the female necromancer flew behind cover near the male.
Vik and Ryder
Make a Fear Roll. If you fail, roll on the Fear Table.
The juicer near the Cassowary lifted his rifle and fired at Vik. The shot splattered off of Vik’s armor as the juicer ducked for cover again.

The skeleton near Barinthasheer fired uselessly at the large dragon.

The other skeleton fired at Vik., but missed.

A zombie trundled into the center of the stone circle to shoot at Vik. The laser splattered harmlessly on his armor.

Another zombie fired at Ashley, but missed.

Another zombie shot at Vik. Again, his armor protected him.

BAD GUYS WIN INITIATIVE! MAKE YOUR ROLLS FROM THIS POST. ROUND 4 COMING UP.
Combat Notes
Male Lyn-Srial Necromancer WC (T) - Parry 5; Toughness 10 (4) Greater Deflection -6 (3r) - 3 Wounds; 0/20 PPE - INCAPACITATED GUTS BUSTED Str to d6
Female Lyn-Srial Necromancer WC (L) - Parry 5; Toughness 10 (4) - Greater Deflection -6 (4r); 0/20 PPE; 3 WOUNDS, GUTS BUSTED Str to d6
Quick Flex male Juicer WC (TQ) - DEAD
Juicers (J) - Parry 7; Toughness 16 (5); Uncanny Reflexes (-2 to hit)
  • 1 DEAD
  • 2 DEAD
  • 3 DEAD
  • 4 Burn 5; Medium cover -4 unless you find LOS
  • 5 DEAD
  • 6 DEAD
  • 7 DEAD
Murder Wraiths (M) - Parry 8; Toughness 19 (5); Uncanny Reflexes (-2 to hit)
  • 1 DEAD
  • 2 DEAD
Skeletons (S) - Parry 6; Toughness 13 (5)
  • 1 - DEAD
  • 2
  • 3
Zombies (Z) - Parry 5; Toughness 14 (5)
  • 1 TD Glitch -1 on laser rifle
  • 2
  • 3
  • 4 DEAD

Initiative:

Ashley 9S
Ryder (Danger Sense) 8S
Barinthasheer JS
Vik 5H

Tomin AC
Lysia 3H
Juicers (Quick) 7S
Skeletons KH
Zombies 8D
***
GM Notes
GM Bennies: 0/5 - Reset quarter after fight
Tomin 0/3
Lyria 0/3
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Tue Jan 07, 2020 5:32 am

Rolls
Male Lyn-Srial Soul Drain for 3 PPE - success
-3 Wounds, -3 PPE
Spirit 1d10-6 = -5: 1
Wild 1d6-6 = 0: 6
Ace 1d6 = 4: 4
Casts Healing
-3 Wounds
Spellcasting 1d10-3 = 7: 10
Ace 1d10+7 = 12: 5
Wild 1d6-3 = 2: 5
Soul Drain Free Action
-1 Wound, -2 PPE
Spirit 1d10-3 = 2: 5
Wild 1d6-3 = 1: 4
Shooting at Vik twice
-1 Wound
Shooting 1d6-1 = 4: 5
Wild 1d6-1 = 5: 6
Ace 1d6+5 = 9: 4
Shooting 1d6-1 = 0: 1
Wild 1d6-1 = 1: 2
Damage 5d6 = 14: 1, 2, 6, 2, 3 AP3
Ace 1d6+14 = 16: 2

Female LS Soul Drain 3 PPE
-3 Wounds, -3 PPE
Spirit 1d10-6 = 3: 9
Wild 1d6-6 = -4: 2
Shooting Ashley twice
-3 Wounds
Shooting 1d6-3 = 0: 3
Wild 1d6-3 = -2: 1
Shooting 1d6-3 = 3: 6
Ace 1d6+3 = 8: 5
Wild 1d6-3 = -2: 1
Damage 5d6 = 15: 2, 6, 2, 1, 4 AP3
Ace 1d6+15 = 21: 6
Ace 1d6+21 = 25: 4

J4 shoots Vik
+1 scope
Shooting 1d10+1 = 4: 3
Damage 4d6 = 15: 5, 6, 1, 3 AP3
Ace 1d6+15 = 16: 1

S2 shoot Bari
Shooting 1d8 = 5: 5
Damage 4d6 = 15: 3, 2, 4, 6 AP2
Ace 1d6+15 = 18: 3

S3 shoots Vik
Shooting 1d8 = 2: 2

Z1 shoots Vik
Shooting 1d6 = 4: 4
Ace 4d6 = 11: 3, 1, 2, 5 AP2

Z2 shoots Ashley
Shooting 1d6 = 6: 6
Ace 1d6+6 = 7: 1
Damage 4d6 = 9: 5, 1, 2, 1 AP 2

Z3 shoots Vik
Shooting 1d6 = 1: 1
Date: November 2, 109 PA
Mission: Day 10
Time: 1805
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 4.1

Vik felt a clenching in his chest. It was like his heart was stopping! His vision blurred a bit, and he could see his veins turning black.
Vik
You need to make a Vigor roll vs Fatigue.
Behind the standing stone, the male lyn-srial groaned and pulled himself up. He turned hate-filled eyes on the heroes and started to cast, but then instead picked up a juicer rifle and fired at Vik twice, but couldn’t pierce his armor.

The female lyn-srial hissed and gathered her magical focus. But she gave a frustrated snap of her beak and flew to another of the standing stones to grab up a pair of juicer rifles and fire at Ashley twice.
Ashley
That looks like 1 Wound for Ashley to soak. This is one of those Heavy Lasers that ignores her laster resistance.
The juicer dashed around to fire off a shot at Vik, as well, but still can’t penetrate the armor.

The skeleton near Barinthasheer fired at the dragon again, again fruitlessly.

The other skeleton fired at Vik, but missed.

One of the zombies followed up with another shot at Vik, but his armor was too strong.

Another zombie fired at Ashley, but couldn’t penetrate her armor.

The final zombie shot it Vik, but the shot went wide.

Sitting on the far side of the standing stones, bound and stripped of weapons, sat a quick-flex enhanced with techno-wizardry cybernetics, sitting with a bunch of people who looked like the refugees the Trailblazers had met earlier in the day.
Round 4.1.jpg
Combat Notes
Male Lyn-Srial Necromancer WC (T) - Parry 5; Toughness 10 (4) Greater Deflection -6 (2r) - 1 Wounds; 0/20 PPE - GUTS BUSTED Str to d6
Female Lyn-Srial Necromancer WC (L) - Parry 5; Toughness 10 (4) - Greater Deflection -6 (2r); 0/20 PPE; 3 WOUNDS, GUTS BUSTED Str to d6
Juicers (J) - Parry 7; Toughness 16 (5); Uncanny Reflexes (-2 to hit)
  • 1 DEAD
  • 2 DEAD
  • 3 DEAD
  • 4 Burn 5; Medium cover -4 unless you find LOS
  • 5 DEAD
  • 6 DEAD
  • 7 DEAD
Murder Wraiths (M) - Parry 8; Toughness 19 (5); Uncanny Reflexes (-2 to hit)
  • 1 DEAD
  • 2 DEAD
Skeletons (S) - Parry 6; Toughness 13 (5)
  • 1 - DEAD
  • 2
  • 3
Zombies (Z) - Parry 5; Toughness 14 (5)
  • 1 TD Glitch -1 on laser rifle
  • 2
  • 3
  • 4 DEAD

Initiative:

Ashley 9S
Ryder (Danger Sense) 8S
Barinthasheer JS
Vik 5H
Q’omo

Tomin AC
Lysia 3H
Juicers (Quick) 7S
Skeletons KH
Zombies 8D
***
GM Notes
GM Bennies: 0/5 - Reset quarter after fight
Tomin 0/3
Lyria 0/3
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: 96
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Thu Jan 09, 2020 1:30 am

Grenade does 1 Wound to each
Driving base skill d12
Maneuver: Double-turn (0) in reverse (-2), MAP -2.
Vehicle Interface gives +2; Ace counters 2 points of penalties; Handling +1
Driving 1d12+1 = 8: 7
Wild Driving 1d6+1 = 7: 6
Raise: Smooth as glass

2nd action: Lean out window, shoot grenade launcher, landing between L&T with an AP Grenade
MAP -2; Calibrated weapon gets +1; Unstable Platform -2
Shooting d8-3 net
Shooting 1d8-3 = 3: 6
Wild Shooting 1d6-3 = -1: 2
Bennie to Reroll, Elan:
Shooting 1d8-1 = 4: 5
Wild Shooting 1d6-1 = 4: 5
Hit
Damage L 3d8 = 13: 5, 7, 1 = 13 MD, AP 16 = 1 Wound
Damage T 3d8 = 12: 7, 1, 4 = 12 MD, AP 16 = 1 Wound
(Note: Greater Deflection gives them an additional 6 armor vs. the blast, but that only raises them to 12 Armor total, completely negated by the AP of the grenade. Next grenade is a Frag, then a High Explosive, then a Plasma, then two more full sets before the launcher is empty.)


Ryder sighs in frustration. "These warped turkeys need to understand when it's time to lay down and die, already!" Slamming the Cassowary in reverse, he once again cuts around the standing stone the two Lyn-Srial are using for cover, narrowly missing the zombie that had wandered into the center of the ring. Slamming on the brakes, he leans out the window of the Mountaineer with the Solar Wyrm Rifle, launching a grenade right between the two cultists; the shrapnel ignores their shadowy shielding and bites into both their flesh, viciously.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

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KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Thu Jan 09, 2020 4:56 am

Rolls
Male LS injury roll
2d6 = 4: 1, 3
Can't use right lower arm

Female LS injury roll
2d6 = 2: 1, 1
Unmentionables
Date: November 2, 109 PA
Mission: Day 10
Time: 1805
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 4.2

The two lyn-srials grunt as they are hit by the grenade. The female goes down again, though the male remained upright, though his right lower arm hung limply.
Round 4.2.jpg
Combat Notes
Male Lyn-Srial Necromancer WC (T) - Parry 5; Toughness 10 (4) Greater Deflection -6 (2r) - 2 Wounds; 0/20 PPE - GUTS BUSTED Str to d6; CAN’T USE RIGHT LOWER ARM
Female Lyn-Srial Necromancer WC (L) - Parry 5; Toughness 10 (4) - Greater Deflection -6 (2r); 0/20 PPE; 3 WOUNDS, GUTS BUSTED Str to d6; UNMENTIONABLES; INCAPACITATED
Juicers (J) - Parry 7; Toughness 16 (5); Uncanny Reflexes (-2 to hit)
  • 1 DEAD
  • 2 DEAD
  • 3 DEAD
  • 4 Burn 5; Medium cover -4 unless you find LOS
  • 5 DEAD
  • 6 DEAD
  • 7 DEAD
Murder Wraiths (M) - Parry 8; Toughness 19 (5); Uncanny Reflexes (-2 to hit)
  • 1 DEAD
  • 2 DEAD
Skeletons (S) - Parry 6; Toughness 13 (5)
  • 1 - DEAD
  • 2
  • 3
Zombies (Z) - Parry 5; Toughness 14 (5)
  • 1 TD Glitch -1 on laser rifle
  • 2
  • 3
  • 4 DEAD

Initiative:

Ashley 9S
Ryder (Danger Sense) 8S
Barinthasheer JS
Vik 5H
Q’omo

Tomin AC
Lysia 3H
Juicers (Quick) 7S
Skeletons KH
Zombies 8D
***
GM Notes
GM Bennies: 0/5 - Reset quarter after fight
Tomin 0/3
Lyria 0/3
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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Posts: 106
Joined: Fri Sep 14, 2018 9:56 pm

Re: 3.1 Northern Exposure

Post by Barinthasheer » Thu Jan 09, 2020 8:10 pm

Bite attack 9, damage 29 MD, AP 10
Modifiers: Size -2, offhand attack -2, martial warrior +2. Net -2
Fighting 1d12-2 = 4: 6
Wild 1d6-2 = 1: 3
Benny to reroll
Fighting 1d12-2 = 5: 7
Wild 1d6-2 = 4: 6 Ace 1d6+4 = 9: 5
Damage Strength 1d12+4 = 15: 11 Bite 3d4 = 8: 2, 4, 2 Ace 1d4+23 = 27: 4 Ace 1d4+27 = 29: 2
Reaching out with his long neck Barinthasheer snatches up the skeleton near him with his toothy maw. Leaping back into the air he flys at the last remaining juicer, chomping on and grinding the skeleton into smithereens before decending and spitting them at the killers feet. Then he takes a swipe at the drug enhanced mercenary.
Claw attack on juicer 11, Damage 25 MD AP 10
Modifiers: Size -2, uncanny reflexes -2, Martial Warrior +2. Net -2
Fighting 1d12-2 = 6: 8
Wild 1d6-2 = 4: 6 Ace 1d6+4 = 10: 6 Ace 1d6+10 = 11: 1
Damage Strength 1d12+4 = 8: 4 Claws 3d8 = 13: 7, 5, 1 Raise 1d6 = 4: 4
Looking up from the remains of the juicer at the zombie and skeleton who had been firing at Vik, Bari roars a challenge.
1d12-2 = 1: 3
1d6-2 = 4: 6
(Dunno where this roll came from)
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/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: 5/3
Adventure Cards
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    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

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Q’omo
Posts: 11
Joined: Thu Jan 02, 2020 12:56 pm

Re: 3.1 Northern Exposure

Post by Q’omo » Sat Jan 11, 2020 10:51 am

Innate: Mega boost Fighting(3ISP) (+2 ppts for a +1): 1d10+1 = 6: 5 wild 1d6+1 = 2: 1
+1 die fighting and a free reroll once per round
Action 1: Intangibility 1d10-2 = -1: 1 wild 1d6-2 = -1: 1
Action 2: fighting...

I have been trying to get the heroes of fort hope attention for the better part of two week. Pictographs, diagrams, coded paintings... Nothing works. Now I am hog tied with the rest of these refugees... Hello! A little help here!”
Q’omo’s eyes wiggled in a slow unassuming manner trying to get @Barinthasheer attention. No dice... Guess I’ll have to get out of this the hard way, then jump that skeleton, and pick up my priceless blade.
As Q’omo unleashed his psychic powers something happened and he just merly fell from being up right sitting too face down in the dirt. Ugghh... What the hells! Who sprayed me with lemon juice? Face first on the ground he momentarily forgot about escaping and instead flared at the refugees wondering incorrectly which one was hiding the deadly citrus.
Q’omo Stats and Edges
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 8 d8; Parry: 8(+1 from race) ; Toughness: 21(11) (½ Vigor+2 plus armor); Strain: 0

Combat Edges of Note: Quick, First Strike
Qomo Active Powers
None at the moment
Q’omo Bennys
3 Bennies

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KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Tue Jan 14, 2020 2:40 am

Date: November 2, 109 PA
Mission: Day 10
Time: 1805
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 5.1

Barinthasheer roared, his jaws scattering bones as he bit into the skeleton, and his claws shredding the last juicer.

ROUND 5. PLAYERS WON INITIATIVE.
Round 5.1.jpg
Combat Notes
Male Lyn-Srial Necromancer WC (T) - Parry 5; Toughness 10 (4) Greater Deflection -6 (2r) - 2 Wounds; 0/20 PPE - GUTS BUSTED Str to d6; CAN’T USE RIGHT LOWER ARM
Female Lyn-Srial Necromancer WC (L) - Parry 5; Toughness 10 (4) - Greater Deflection -6 (2r); 0/20 PPE; 3 WOUNDS, GUTS BUSTED Str to d6; UNMENTIONABLES; INCAPACITATED
Murder Wraiths (M) - Parry 8; Toughness 19 (5); Uncanny Reflexes (-2 to hit)
  • 1 DEAD
  • 2 DEAD
Skeletons (S) - Parry 6; Toughness 13 (5)
  • 1 - DEAD
  • 2 - DEAD
  • 3
Zombies (Z) - Parry 5; Toughness 14 (5)
  • 1
  • 2
  • 3
  • 4 DEAD

Initiative:

Ashley 8H
Ryder (Danger Sense) KS
Barinthasheer 2S
Vik JH
Q’omo 4D

Tomin JD
Lysia 6C
Skeletons 7D
Zombies 3C
***
GM Notes
GM Bennies: 0/5 - Reset quarter after fight
Tomin 0/3
Lyria 0/3
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Q’omo
Posts: 11
Joined: Thu Jan 02, 2020 12:56 pm

Re: 3.1 Northern Exposure

Post by Q’omo » Tue Jan 14, 2020 2:44 pm

My road to here has not been long or well travelled. It was actually quite a simple set of circumstances that had led me to be captured along with a few refugees by the meanest set of juicers I have ever met. They went by the name of Quantum Five, speed was their game, and they said short of a dragon they were unstoppable. Fortunately in my circumstance their just happened to be a dragon whom ignore’d my eye wiggles but nevertheless was raining death down upon those that deserved it. Now it was just me and a Zombie practicing the exquisite art of knot tying. Not too many folks still practiced it and even fewer ever taught it. I aimed to help him along in his efforts.

Tied up like this, with barely half an inch to move. The uninitiated would be trapped and helpless, but I a warrior of the secret sect of coiled mongoose knew how to unleash fury from a hairs breath away. Muscles flexed, and my magically enhanced vibro knuckles cut through the bonds with little fan fair. Standing, I motioned to the Zombie with my other hand wrapping my bindings around my fist for more of an impact. My eyes said it all, “Come and get some”

Out of his bonds, standing, he does have first strike...
Str -1 for fatigue, 1d10-1 = 6: 7 Wild 1d6-1 = 4: 5
Q’omo Stats and Edges
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 8 d8; Parry: 8(+1 from race) ; Toughness: 21(11) (½ Vigor+2 plus armor); Strain: 0

Combat Edges of Note: Quick, First Strike
Qomo Active Powers
None at the moment
Q’omo Bennys
3 Bennies

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Ryder
Posts: 96
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Tue Jan 14, 2020 7:54 pm

OOC Comments
Shooting twice with Grenade Launcher the Lyn-Srial cultist, centered on male LS (T); MAP -2; Calibrated +1
Fragmentation:
Shooting 1d8-1 = 4: 5
Wild Shooting 1d6-1 = 5: 6 ACE 1d6+5 = 9: 4
Raise Damage (vs Toughness 10 (4) + 6 Armor from Greater Deflection = 16 (10)): 7d6 = 24: 4, 1, 3, 5, 6, 3, 2 ACE 1d6+24 = 25: 1 = 25-16 = 9 = 2 Wounds

High Explosive
Shooting 1d8-1 = 2: 3
Wild Shooting 1d6-1 = 0: 1
Benny for Reroll/Elan
Shooting 1d8+1 = 2: 1
Wild Shooting 1d6+1 = 7: 6 ACE 1d6+7 = 10: 3
Raise Damage (vs. Toughness 10 (4) + 6 Armor from Greater Deflection = 16 (10)): 3d10 = 15: 2, 8, 5 + 1d6 = 4: 4 19 AP 4 -16 (10) = 7 = 1 Wound
Ryder decides he's had enough of the Lyn-Srial cultist, and just continues to shoot grenades at him. The first is a fragmentation grenade; the second is a high explosive model. Both land right next to the cultist, sending even more shrapnel into his avian flesh.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Wed Jan 15, 2020 1:23 am

Rolls
Male LS Injury Table 2d6 = 3: 2, 1
Arm 1d4 = 3: 3 Lower left arm
Date: November 2, 109 PA
Mission: Day 10
Time: 1805
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 5.2

Ryder’s grenades sent the male lyn-srial hitting the dirt again, leaving just a skeleton and three zombies still on the field of battle.

ASHLEY, BARINTHASHEER, VIK LEFT TO POST
Round 5.2.jpg
Combat Notes
Male Lyn-Srial Necromancer WC (T) - Parry 5; Toughness 10 (4) Greater Deflection -6 (2r) - 3 Wounds; 0/20 PPE - GUTS BUSTED Str to d6; CAN’T USE RIGHT LOWER ARM; CAN’T USE LOWER LEFT ARM; INCAPACITATED
Female Lyn-Srial Necromancer WC (L) - Parry 5; Toughness 10 (4) - Greater Deflection -6 (2r); 0/20 PPE; 3 WOUNDS, GUTS BUSTED Str to d6; UNMENTIONABLES; INCAPACITATED
Murder Wraiths (M) - Parry 8; Toughness 19 (5); Uncanny Reflexes (-2 to hit)
  • 1 DEAD
  • 2 DEAD
Skeletons (S) - Parry 6; Toughness 13 (5)
  • 1 - DEAD
  • 2 - DEAD
  • 3
Zombies (Z) - Parry 5; Toughness 14 (5)
  • 1
  • 2
  • 3
  • 4 DEAD

Initiative:

Ashley 8H
Ryder (Danger Sense) KS
Barinthasheer 2S
Vik JH
Q’omo 4D

Tomin JD
Lysia 6C
Skeletons 7D
Zombies 3C
***
GM Notes
GM Bennies: 0/5 - Reset quarter after fight
Tomin 0/3
Lyria 0/3
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Vik
Posts: 124
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Wed Jan 15, 2020 7:52 pm

Rolls
Refills magma blaster (free action). Full auto burst at zombies to the north, then full-auto burst at the zombie and skeleton to the south. No MAP due to Ex. Quickness, no recoil due to gun's enchantment. Shooting is at d12, +1 for armor, +2 from gun, -2 unstable platform
1st Volley
Shooting 1 1d12+1 = 7: 6
Shooting 2 1d12+1 = 8: 7
Shooting 3 1d12+1 = 12: 11
Wild 1d6+1 = 7: 6 = Ace! 1d6+1 = 4: 3 = Should have been 1d6+7, total is 10 = Raise

2nd Volley
Shooting 1 1d12+1 = 10: 9
Shooting 2 1d12+1 = 10: 9
Shooting 3 1d12+1 = 9: 8
Wild 1d6+1 = 2: 1

6 Hits with Raises
Vs north zombies:
Damage 1: 3d10 = 20: 2, 9, 9+ 1d6 = 1: 1 = 21 damage, AP 2
Damage 2: 3d10 = 14: 7, 5, 2+ 1d6 = 1: 1 = 15 damage, AP 2
Damage 3: 3d10 = 25: 10, 6, 9+ 1d6 = 4: 4 = Ace! 1d10+29 = 30: 1 = 31 damage, AP 2

Vs south zombie and skeleton:
Damage 1: 3d10 = 15: 1, 5, 9+ 1d6 = 3: 3 = 18 damage, AP 2
Damage 2: 3d10 = 26: 10, 8, 8+ 1d6 = 5: 5 = Ace! 1d10+31 = 38: 7 = 38 damage, AP 2
Damage 3: 3d10 = 11: 1, 9, 1+ 1d6 = 6: 6 = Ace! 1d6+17 = 21: 4 = 21 damage, AP 2


Having been distracted a bit by the forwarding and reversing of the old Casio-whatsitt, Vik pulls himself together and scans the field.

"Hmm, just one poor soul what's gone and lost his meatsack, and a couple of others what's crawled out the freezer and gone bad. Put me off dinner, s'like," he says, raising his trusty magma rifle and tapping its reservoir to reload.

"Have a word at the Pearly Gates for old Vik, if you mind, 'count of giving you lot of rotters a reprieve from the spot of delayed discorporation in which you find yourselves."

He then proceeds to spray the remaining undead with barrages of hot lead, putting them to final rest.

[Everything's super dead.]
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, 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 Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 12/20
Active Effects: +2d Shooting with reroll 1/round; doubled Pace and Run die (which is maxed); Ignore all MAP

User avatar
KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Fri Jan 17, 2020 2:20 am

Rolls
Male LS Soul Drain -3 Wounds, -3 PP
Spellcasting 1d6-6 = -1: 5
Wild 1d6-6 = -1: 5
Female LS Soul Drain -3 Wounds, -3 PP
Spellcasting 1d6-6 = -1: 5
Wild 1d6-6 = -1: 5
Date: November 2, 109 PA
Mission: Day 10
Time: 1810
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 0

There was no one left standing among the stones except the Trailblazers, and the bound, yet cheering, refugees. Frick and Frack still lay asleep on the altar.

EVERYONE CAN RESET THEIR BENNIES.
Combat Notes
Male Lyn-Srial Necromancer WC (T) - Parry 5; Toughness 10 (4) Greater Deflection -6 (2r) - 3 Wounds; 0/20 PPE - GUTS BUSTED Str to d6; CAN’T USE RIGHT LOWER ARM; CAN’T USE LOWER LEFT ARM; INCAPACITATED
Female Lyn-Srial Necromancer WC (L) - Parry 5; Toughness 10 (4) - Greater Deflection -6 (2r); 0/20 PPE; 3 WOUNDS, GUTS BUSTED Str to d6; UNMENTIONABLES; INCAPACITATED

Initiative:

Ashley
Ryder (Danger Sense)
Barinthasheer
Vik
Q’omo
***
GM Notes
GM Bennies: 5/5 - Reset quarter after fight
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 106
Joined: Fri Sep 14, 2018 9:56 pm

Re: 3.1 Northern Exposure

Post by Barinthasheer » Fri Jan 17, 2020 7:37 pm

Vik rains hell down on the remaining undead ending the threat of the mystery cultists. Bari looks over the odd newcomer but decides if the bad folks had him tied up he must be ok, so he turns and flies with haste to their fallen comrade. Changing into human form as he lands next to her the boy is taken aback some by the extent of her wounds but reaches out to heal her.

"It is ok Ms. Nazo,I will heal you up good and you will be trying to love Mr. Thomas again before dinner." Reaching out he lays a hand on her brow and channels psionic power into healing her but nothing happens. The power just dissipates. I.. did I do it wrong? So he tries again, and again the heal power has no effect on his deceased friend. "Mr. Vik help me! I think the bad people are making my power not work, I can not heal Ms. Nazo! Make a magic machine to stop them!"
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/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: 5/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
Ryder
Posts: 96
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Sat Jan 18, 2020 6:41 pm

As Vic drops the last of the undead minions, Ryder at last puts the Cassowary in park. Shouldering the Solar Wyrm and pulling out his laser cutter, he goes over to Frik and Frak and cuts any remaining chains on them before waking the two youths up, gently. "Don't worry, kids, you're safe, now. Let's get you in the truck; after we clean up here, we can talk you through some of this on the way back to town, okay? Take it easy, now, though--like I said, the bad stuff's over." Hearing Bari, he looks over and shudders a bit at the mess that's been made of Nazo. For you, at least.

He calls out to the refugees, noting that one of them managed to get himself loose. Shouting to @Q'omo, he says, "Hey, get those other guys free, and all of you into the truck, okay? We'll get you all back to safety.'

He feels a bit guilty leaving Vic to deal with Bari, but there's other work that needs doing, for now, and those two have a bond, weird as it is. First he drags the surviving cultists over to one spot, next to the dead Juicers, and records all of their images on his CEP, tossing their hoods back to get a clear shot. He also sets about rounding up the weapons to load into the truck. Seeing that Thomas is still KO'ed, Nazo's dead, Bari's focused on Nazo, and Vic (hopefully) is focused on Bari, he turns to @Ashley Logan . "I think you and I need to focus on making the hard calls right now, with leadership out of action--and not to throw you into the deep end, but you got seniority with this outfit. We got a pair of badly wounded cultists, here. Do we just finish 'em off, or do we try to take 'em back for questioning?"

H
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Q’omo
Posts: 11
Joined: Thu Jan 02, 2020 12:56 pm

Re: 3.1 Northern Exposure

Post by Q’omo » Mon Jan 20, 2020 8:42 pm

I’ve always been alone, lost in my own silence. For years now it followed me, a haunting memory of a time before the war. My sect, the coiled mongoose had taken me in, for years I knew only one person. The master, and he was the first to bind me to my silence. Since that day my magical pieces of cyberware, exposed or embedded bore the mark of the quiet soldier. The time spent in the cloister withnthe master was only half as lonely as the time spent wandering looking for monsters to slay.

So it was to my discomfort that the gangly Trimadore put me in charge of the refugees and loading them up into their vehicle. But first... The zombie that had tied me, dead and newly dead as it was, needed to get its.


Spikes extended out of the hand of Q’omo. He had a dirty look to him, as if he had been in the wilderness and captive for sometime. His face was half hidden beneath his scuffed gladiator armor and what little was visible had a fine layer of grime to it. A thin streak of blood striped his left arm his wound having stopped bleeding sometime ago, but without a manner to clean himself was still visible. He knelt near the downed Zombie and pushed his spiked gauntlets slowly through its brain pain with a slimy crunch for no reason except to just make sure. Briefly he glanced and nodded at @Vik and then moved swiftly with light step towards a rustling cloak made of grey and brown armored cloth and silvered sword lying on the ground with a handle that bespoke fury.

These were my most prized possessions. The cloak could hide me from almost anything and it had a preternatural ability to wrap my enemies for my close work. The sword, was from my first kill. Victor Desmond, the mad mage of shadetown. Where he had gotten it from was not completely unknown to me... He had told me its sordid tale while, like moments ago I had been bound. In brief, from the treasure vaults of Tolkeen after the CS had won the war.

The longer explanation might be best thought over an ale, for now, the battle seemed over and these refugees were looking to me for guidance I could not give. So simply, I did what I could to ease them into the next phase of their sad life.


The momo headhunter cut the refugees bonds with a simple stroke of his silvered sword and waved them over to the vehicle. As he walked himself there he came to look down at the woman @Barinthasheer was trying to heal. She seemed to have lost the will to come back despite the dragons best efforts. Cut down by a juicer... She deserved better. No words of sympathy were uttered, he merely put an appropriate finger to his lips and laid his hand flat hoping the young dragon might leave it alone and find a better way to morn her death. Done he continued on his short journey to the vehicle scooping up a young child helping him in. He handed @Ryder a 2x4 painted peice of paper painted on both sides. One side was a coiled mongoose, and the other was a single word: Q’omo
Q’omo Stats and Edges
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 8 d8; Parry: 8(+1 from race) ; Toughness: 21(11) (½ Vigor+2 plus armor); Strain: 0

Combat Edges of Note: Quick, First Strike
Qomo Active Powers
None at the moment
Q’omo Bennys
3 Bennies

User avatar
Ryder
Posts: 96
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Tue Jan 21, 2020 10:23 am

Ryder blinked as @@Q'omo handed him the strange business card. He also noted the serious gear the guy was sporting. He nodded to the man. "Hey, do me a favor--take the seat right behind the driver's seat in the truck. I think we might wanna have a chat with you on the way back to our base." Then he went back to talking to @Ashley Logan about the fate of the Cultists--whether to execute them here, or take them back for possible questioning.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Wed Jan 22, 2020 1:38 am

Rolls
Spellcasting 1d10-6 = 0: 6
Wild 1d6-6 = -4: 2
Spellcasting 1d10-6 = 1: 7
Wild 1d6-6 = 0: 6
Ace 1d6 = 4: 4
Spellcasting 1d10-3 = 5: 8
Wild 1d6-3 = -2: 1
1 Wound healed
Target: 1d5 = 1: 1 Ashley
Date: November 2, 109 PA
Mission: Day 10
Time: 1815
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 0

As Barinthasheer was agonizing over Nazo, Ashley felt pain spread through her body, her heart seeming to freeze up.
Ashley
Make a Vigor roll. If you fail, take 1 level of Fatigue. On a crit fail, take 2 levels.
The female lyn-srial stirred. She grasped the standing stone and hauled herself upright.
Combat Notes
Male Lyn-Srial Necromancer WC (T) - Parry 5; Toughness 10 (4) Greater Deflection -6 (2r) - 3 Wounds; 0/20 PPE - GUTS BUSTED Str to d6; CAN’T USE RIGHT LOWER ARM; CAN’T USE LOWER LEFT ARM; INCAPACITATED
Female Lyn-Srial Necromancer WC (L) - Parry 5; Toughness 10 (4) - Greater Deflection -6 (1r); 0/20 PPE; 2 WOUNDS, GUTS BUSTED Str to d6; UNMENTIONABLES

Initiative:

Ashley
Ryder (Danger Sense)
Barinthasheer
Vik
Q’omo
***
GM Notes
GM Bennies: 5/5 - Reset quarter after fight
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Vik
Posts: 124
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Wed Jan 22, 2020 11:58 am

Vik blows away the steam wafting from the end of his gun, then climbs down off the Casio-whatsit's hood. Everything seems more or less in hand -- ol' Tom taking a nap while the rest of the lot see to a new batch of Legion laborers -- until he spies Barry crouched over a red spot on the ground.

Oh noes. Not Naz ... he thinks, shouldering his weapon and removing his helmet.

The slow walk to the desperate dragon doesn't change the facts -- the damage is done.

Barmy bird, she was, but's a shame to see her spread around like that. Even that shadow what she had playin' peak-a-bite in her satchel's been thrashed and fashed, flattened out like a coyote on the telly.

He lays a hand on Bari's scaled shoulder, not really knowing how to comfort the lad when he's not looking like a lad, but rather all big-spiky-lizard-confronting-the-cruel-winds-of-fate-shaped, and fit to start crying flaming tears or something.

"There lad, no need to risk burning out your brain-box. Ol' Naz done give us the slip. Reckon she's gone right on past the Pearly Gates, she has, maybe stuck St. Peter wif' a sword or tried to mount him like a pole-dancer, like as not."

Gingerly, Vik lifts the wok-shaped hat from Nazo's face, revealing a peaceful smile.

"Leastways she went out dreaming happy dreams," he says. "Reckon she was 'magining herself climbing rainbow mountains of blood riding a lazy, sorcerous git wif raven locks and a flagpole for a ... well, like as not she enjoyed the ride, which is to say."

Pulling Bari gently away, he points out a quiet spot under a nearby tree.

"What say we get to digging a bit, Barry Boy? Make Ol' Naz a nice little barrow to mark a warrior's grave. I'll conjure up some stuffed bears and bunnies we can plant among the stones, and maybe snap a pic or two of Tom's nethers while he's all aslumber, to leave with her for the sake of old times and peculiar perversions."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, 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 Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 12/20
Active Effects: +2d Shooting with reroll 1/round; doubled Pace and Run die (which is maxed); Ignore all MAP

User avatar
KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Mon Jan 27, 2020 3:10 am

Rolls
Male LS Soul Drain, -3 Wounds, -3 PP
Spirit 1d10-6 = 1: 7
Wild 1d6-6 = -1: 5
Female LS Soul Drain -2 Wounds, -3 PP
Spirit 1d10-5 = -3: 2
Wild 1d6-5 = -3: 2
Date: November 2, 109 PA
Mission: Day 10
Time: 1825
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 0

With the Trailblazers distracted by Nazo’s death, they weren’t paying attention to the revived female lyn-srial. She focused, trying to cast again, but failed, and so settled on trying to drag the male away into the forest.

EVERYONE IS UP!
Combat Notes
Male Lyn-Srial Necromancer WC (T) - Parry 5; Toughness 10 (4) Greater Deflection -6 (2r) - 3 Wounds; 0/20 PPE - GUTS BUSTED Str to d6; CAN’T USE RIGHT LOWER ARM; CAN’T USE LOWER LEFT ARM; INCAPACITATED
Female Lyn-Srial Necromancer WC (L) - Parry 5; Toughness 10 (4) - Greater Deflection -6 (1r); 0/20 PPE; 2 WOUNDS, GUTS BUSTED Str to d6; UNMENTIONABLES

Initiative:

Ashley
Ryder (Danger Sense)
Barinthasheer
Vik
Q’omo
***
GM Notes
GM Bennies: 5/5 - Reset quarter after fight
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Ryder
Posts: 96
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Mon Jan 27, 2020 8:19 am

OOC Comments
Two shots: Calibrated +1, MAP -2

Plasma Grenade
Shooting 1d8-1 = 0: 1
Wild Shooting 1d6-1 = 5: 6 ACE 1d6+5 = 11: 6
Raise
Vs. Toughness 16 (10) due to Greater Deflection
Raise Damage Female 3d12 = 25: 12, 4, 9 ACE 1d12+25 = 29: 4 = 19 = 4 Wounds
Raise Damage Male 3d12 = 25: 9, 6, 10 = 15 = 3 Wounds
Due to Raise, both targets are also ignited and will continue to take damage until doused

Armor Piercing Grenade
Shooting 1d8-1 = 6: 7
Wild Shooting 1d6-1 = 1: 2
Vs. Toughness 16 (10) due to Greater Deflection, AP 16 completely bypasses Armor and Deflection bonus, final Toughness 6
Hit Damage Female 3d8 = 13: 4, 7, 2 = 1 Wound
Hit Damage Male 3d8 = 8: 2, 3, 3 = Shaken (so 1 more Wound)
Ryder, seeing the female Lyn-Srial attempting to escape, grumps. "Well, that may settle this issue." Leveling the Solar Wyrm, he fires the grenade launcher twice in her direction. The first grenade is a plasma, and it sets both Lyn-Srial alight as well as cooking flesh down to the bone; the second grenade, a much less flashy AP explosive, basically serves to gild the lily.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Vik
Posts: 124
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Fri Jan 31, 2020 2:45 pm

Seeing Thomas indisposed, and Ash seeming distracted as well, Vik figures he ought to say something properly supervisor-ly to acknowledge Ryder's proactive approach to prisoners.

"Right crispy there, them what was obviously making a run for like reinforcements and whatnot," he says, nodding at the smoking remains of the cult leaders. "Good on ya for, like, seizin' th'initiative, like. The Tomorrow Legion thanks you for your service, I'm sure, though like as not mayhaps we don't execu ... er, try not to allow any more run-offs what we has to shoot, as may be, in favor of more voluntary prisoner-ships, or cooperative asylum-seeking if you like."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, 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 Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 12/20
Active Effects: +2d Shooting with reroll 1/round; doubled Pace and Run die (which is maxed); Ignore all MAP

User avatar
Q’omo
Posts: 11
Joined: Thu Jan 02, 2020 12:56 pm

Re: 3.1 Northern Exposure

Post by Q’omo » Sat Feb 01, 2020 8:27 am

I was half way into the sweet comfy confines of the afore mentioned and prescribed seat that my gangly friend had sweetly indicated when Mrs. Chicken Wing and her lover made an escape attempt. Seeing how he just rescued me and all I sighed just once wrapping my cloak around me and pulling out my rifle. The rifle was a smooth bore weapon of stormy design. My blade was already at my side ready to be drawn. I disappear and give chase, not because I particularly cared but if we were going to take them down I would back them up... Loyalty has its faults I suppose.

An invisible unseen force drops a 2x4 card at @Barinthasheer claw. It was painted one one side in black with a coiled mongoose ready to strike. On the reverse a simple word, Q’omo. A breeze, a flittering shadow Q’omo ran following the trajectory of the grenades to his quarry.
Q’omo Stats and Edges
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 8 d8; Parry: 8(+1 from race) ; Toughness: 21(11) (½ Vigor+2 plus armor); Strain: 0

Combat Edges of Note: Quick, First Strike
Qomo Active Powers
None at the moment
Q’omo Bennys
3 Bennies

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Barinthasheer
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Bronze Patron
Posts: 106
Joined: Fri Sep 14, 2018 9:56 pm

Re: 3.1 Northern Exposure

Post by Barinthasheer » Sun Feb 02, 2020 9:38 pm

Vik wrote:
Wed Jan 22, 2020 11:58 am
Vik blows away the steam wafting from the end of his gun, then climbs down off the Casio-whatsit's hood. Everything seems more or less in hand -- ol' Tom taking a nap while the rest of the lot see to a new batch of Legion laborers -- until he spies Barry crouched over a red spot on the ground.

Oh noes. Not Naz ... he thinks, shouldering his weapon and removing his helmet.

The slow walk to the desperate dragon doesn't change the facts -- the damage is done.

Barmy bird, she was, but's a shame to see her spread around like that. Even that shadow what she had playin' peak-a-bite in her satchel's been thrashed and fashed, flattened out like a coyote on the telly.

He lays a hand on Bari's scaled shoulder, not really knowing how to comfort the lad when he's not looking like a lad, but rather all big-spiky-lizard-confronting-the-cruel-winds-of-fate-shaped, and fit to start crying flaming tears or something.

"There lad, no need to risk burning out your brain-box. Ol' Naz done give us the slip. Reckon she's gone right on past the Pearly Gates, she has, maybe stuck St. Peter wif' a sword or tried to mount him like a pole-dancer, like as not."

Gingerly, Vik lifts the wok-shaped hat from Nazo's face, revealing a peaceful smile.

"Leastways she went out dreaming happy dreams," he says. "Reckon she was 'magining herself climbing rainbow mountains of blood riding a lazy, sorcerous git wif raven locks and a flagpole for a ... well, like as not she enjoyed the ride, which is to say."

Pulling Bari gently away, he points out a quiet spot under a nearby tree.

"What say we get to digging a bit, Barry Boy? Make Ol' Naz a nice little barrow to mark a warrior's grave. I'll conjure up some stuffed bears and bunnies we can plant among the stones, and maybe snap a pic or two of Tom's nethers while he's all aslumber, to leave with her for the sake of old times and peculiar perversions."
He looks up from Nazo a bit confused at first to what his mentor is telling him, then he gets it. clentching a massive fist into the stoney ground he turns his head towards the Lyn-Srial necromancers. Despite the strong urge to stomp them into paste he turns back to Vik. "I will dig a place for her." he says with sadness.

Q’omo wrote:
Sat Feb 01, 2020 8:27 am
I was half way into the sweet comfy confines of the afore mentioned and prescribed seat that my gangly friend had sweetly indicated when Mrs. Chicken Wing and her lover made an escape attempt. Seeing how he just rescued me and all I sighed just once wrapping my cloak around me and pulling out my rifle. The rifle was a smooth bore weapon of stormy design. My blade was already at my side ready to be drawn. I disappear and give chase, not because I particularly cared but if we were going to take them down I would back them up... Loyalty has its faults I suppose.

An invisible unseen force drops a 2x4 card at @Barinthasheer claw. It was painted one one side in black with a coiled mongoose ready to strike. On the reverse a simple word, Q’omo. A breeze, a flittering shadow Q’omo ran following the trajectory of the grenades to his quarry.
When the sign falls Bari instinctively fortifies his senses mystically. Seeing the vague outline of the weird machine/person Bari notes the machine parts are magic in nature and that said person is now rushing over to help Ryder. Unsure what the strange animal on one side is or the word on the other he ponders what the beings intent was a moment before returning to the grim task of burial.

It doesn't take long for him to scoop out a decent sized hollow at the base of the tree. He considers smashing the standing stones for her cairn but decides that may have bad effects, so gathers other stones instead.

"I have rocks and a hole dug Mr. Vik. I do not know what else is approriate."
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/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: 5/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Wed Feb 05, 2020 5:59 am

Date: November 2, 109 PA
Mission: Day 10
Time: 1830
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 0

Ryder sighed and pumped two more grenades into the lyn-srials. Talk about overkill!

When Barinthasheer activated his magical sight, he could see something powerful glowing on the two downed necromancers. Each had a powerful magical ring on their finger.
Combat Notes
Male Lyn-Srial Necromancer WC (T) - Parry 5; Toughness 10 (4) Greater Deflection -6 (2r) - 3 Wounds; 0/20 PPE - GUTS BUSTED Str to d6; CAN’T USE RIGHT LOWER ARM; CAN’T USE LOWER LEFT ARM; INCAPACITATED
Female Lyn-Srial Necromancer WC (L) - Parry 5; Toughness 10 (4) - Greater Deflection -6 (1r); 0/20 PPE; 2 WOUNDS, GUTS BUSTED Str to d6; UNMENTIONABLES

Initiative:

Ashley
Ryder (Danger Sense)
Barinthasheer
Vik
Q’omo
***
GM Notes
GM Bennies: 5/5 - Reset quarter after fight
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Ryder
Posts: 96
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Fri Feb 07, 2020 10:03 pm

Ryder shrugs his elongated shoulders @Vic. "I know it's not ideal, but really, they had, like three separate opportunities to make nice. And when psychopathic cultists who have the ability to heal their wounds try to scamper to safety to go off and found a new murder cell, I figure it's time to put the lid on it once and for all."
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Q’omo
Posts: 11
Joined: Thu Jan 02, 2020 12:56 pm

Re: 3.1 Northern Exposure

Post by Q’omo » Sat Feb 08, 2020 5:33 am

Q’omo appeared over the bodies of the Lyns. He looked at them intently, silently offering a prayer for their passage into the world beyond. It was strange to see them on the wrong end of a grenade. It was true they had captured me, and the female in particular had roughed me up something good. But there was something peaceful about the cloud weavers as they met their end.
Q’omo Stats and Edges
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 8 d8; Parry: 8(+1 from race) ; Toughness: 21(11) (½ Vigor+2 plus armor); Strain: 0

Combat Edges of Note: Quick, First Strike
Qomo Active Powers
None at the moment
Q’omo Bennys
3 Bennies

User avatar
Vik
Posts: 124
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.1 Northern Exposure

Post by Vik » Tue Feb 11, 2020 7:28 pm

Ryder wrote:
Fri Feb 07, 2020 10:03 pm
Ryder shrugs his elongated shoulders @Vic. "I know it's not ideal, but really, they had, like three separate opportunities to make nice. And when psychopathic cultists who have the ability to heal their wounds try to scamper to safety to go off and found a new murder cell, I figure it's time to put the lid on it once and for all."
"Oh, abso-rightly, no arguments from this quarter, mate. Put a lid and tip the bloody wankers into the bin, s'right. Jus' like, maybe don't mention it to the types what got bars on their epi-lets what might get squeamish 'bout the ol' ultraviolence, is all."

Vik gives a squint at the newcomer with the magic bits for body parts. He reminds him a bit of Nazo, like how Vik could imagine he could hear the crazy birds internal monologue.

"Right, well, welcome to the club and all, mind the upholstery and try not to step in the worst of it, like. Reckon we ought to get those as what ain't evil among the survivors and be heading back to camp. See anything good on those what ain't longer among the living? Might be somefin' what gives a clue about them lin-cereal-types. They ain't usually of the blood-sacrifice-and-non-consensual-worship persuasion, as I recall, but these days you never know. Whole bloody continent going to shite, like as not."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 0/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, 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 Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 12/20
Active Effects: +2d Shooting with reroll 1/round; doubled Pace and Run die (which is maxed); Ignore all MAP

User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 106
Joined: Fri Sep 14, 2018 9:56 pm

Re: 3.1 Northern Exposure

Post by Barinthasheer » Tue Feb 11, 2020 8:22 pm

Vik wrote:
Tue Feb 11, 2020 7:28 pm
Ryder wrote:
Fri Feb 07, 2020 10:03 pm
Ryder shrugs his elongated shoulders @Vic. "I know it's not ideal, but really, they had, like three separate opportunities to make nice. And when psychopathic cultists who have the ability to heal their wounds try to scamper to safety to go off and found a new murder cell, I figure it's time to put the lid on it once and for all."
"Oh, abso-rightly, no arguments from this quarter, mate. Put a lid and tip the bloody wankers into the bin, s'right. Jus' like, maybe don't mention it to the types what got bars on their epi-lets what might get squeamish 'bout the ol' ultraviolence, is all."

Vik gives a squint at the newcomer with the magic bits for body parts. He reminds him a bit of Nazo, like how Vik could imagine he could hear the crazy birds internal monologue.

"Right, well, welcome to the club and all, mind the upholstery and try not to step in the worst of it, like. Reckon we ought to get those as what ain't evil among the survivors and be heading back to camp. See anything good on those what ain't longer among the living? Might be somefin' what gives a clue about them lin-cereal-types. They ain't usually of the blood-sacrifice-and-non-consensual-worship persuasion, as I recall, but these days you never know. Whole bloody continent going to shite, like as not."
Looking up from the cairn Bari answers "They do have magic rings. Sorry, I forget you can not just see that." Shrinking down to human form he approaches Q'omo holding out his sign. "I am sorry Mr. Machine Man, I do not know what this word means. I have not known the American for very long."
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/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: 5/3
Adventure Cards
  • Edit Signature

    Characters Seswarick, Barinthasheer, Antipas, Harris LaVode

User avatar
Ryder
Posts: 96
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.1 Northern Exposure

Post by Ryder » Wed Feb 12, 2020 1:41 pm

Ryder nods to Vic. "Understood."

As Bari mentions the rings, the Trimadore nods. "Right." He goes over and starts removing the rings, and any other still-intact gear from the fallen, placing it all in the Cassowary. He does not loot their fallen comrades, though--apparently that's a bridge too far for him. "Someone else grab Thomas' feet, and we'll load him gently into the Cassowary. I've set up some padding for him to sleep easy on--when we get him back, the magic types can examine him more fully, see why he ain't waking up."

Looking around, he considers the scene. "I got some dynamite. Properly set charges could take out the last of these monoliths, and that altar-thing. Dunno if they actually do anything, or if they're just for show, though."
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.1 Northern Exposure

Post by KahlessNestor » Thu Feb 13, 2020 5:55 am

Date: November 2, 109 PA
Mission: Day 10
Time: 1945
Weather: Normal for season (chilly); 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: Dark: -4 (partial moon)
  • Visibility: Clear
Round 0

Stripping the bodies and loading Thomas were quickly done, and the refugees were loaded up into the Cassowary with what remained of the team. The trip back to the village was uneventful, though well after dark. The quick flexes were exceedingly grateful for the return of Frick and Frack, and the other refugees from earlier were happy to see their compatriots.

Your job here in Altona was done, so nothing was stopping you from returning to Fort Hope and reporting in.

OOC: So you’re leaving Nazo and her gear behind? Is anyone going to examine the rings?
Loot
2 Magic Rings
19 refugees
Juicer gear x 7
Necromancer gear x 2
Zombie gear x 4
Skeleton gear x 3
Murder Wraith gear x 2
Nazo’s gear: https://savagerifts.com/sr/viewtopic.ph ... 653#p61838
Combat Notes

Initiative:

Ashley
Ryder (Danger Sense)
Barinthasheer
Vik
Q’omo
***
GM Notes
GM Bennies: 5/5
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Thomas
Posts: 124
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.1 Northern Exposure

Post by Thomas » Thu Feb 13, 2020 8:46 am

Shaking his head clear, Thomas wakes confused. How did I get in here? What happened, I remember there was cultist, and... Thomas sits up and keys his mic. "Status report, I am missing some time."

Looking around he sees the results of the battle and Nazo lying there. Running over to her, he looks for help, she is obviously beyond recovery. But for some reason Thomas is struggling to understand why, he wants her to get better. "How, how did she die?" He asks looking to the others to fill in the missing time. She was so stupidly brave, just like Chuck, always going out there when she should be more defensive.

Thomas knew they would not leave Nazo here, to be burned with these cultist. She would be taken back, and given proper rights, a good burning and set to water.
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: 6/10 (used for Greater Slumber)
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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