2.3 New Alamo: The Journey Home

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KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Date: September 28, 109 PA
Time: 0240
Weather: Temperature normal for season (warm); no wind, no rain
Location: Wilderness
Ley Line: None
Scene modifiers:
  • Light: Dark (-2 illumination penalty)
  • Visibility: Clear
Round 0

***
Instructions
  • Include a Notice roll at the top of your post.
  • Include a straight Vigor roll if you rode in the howdah. Failure, take a level of Fatigue; Crit Fail and you are Exhausted.
  • I will assume the first person who responds was the person on watch.
  • I will also assume that out wilderness traveling you are all more or less sleeping in body armor, or enough so that you can just quickly strap on and be ready. This isn’t the comfort of a secure town. It will be an action to get combat ready behind the wheel of a vehicle or to mount Toad.
As morning dawned, the Trailblazers took a moment to get all the refugees situated that were coming north with them to Fort Hope. As many as could fit were in the Cassowary and the rest atop the vehicle in the howdah. A trailer attached to Whiskey Pete’s Big Boss was filled with food and water and what remained of Whiskey Pete’s alcohol by the grateful residents of New Alamo. The repentant trader would accompany you to Fort Hope, promising to keep his eyes and ears open for you as he made his trade rounds.
OOC Comments
You have gained Whiskey Pete as a Contact. He can help you with trade and information.
As you traveled, you took it easy. The Cassowary didn’t handle as well with the howdah on top, so it was a bit of getting used to the vehicle’s new center of gravity and how well it could maneuver. Your first two days of travel passed uneventfully.

On the second night, the travellers camped in a small stand of trees near a river. The cookfires are low and everyone but the watch are asleep. The first indication of trouble is the light night breeze brings a soft whine to your ears. Then lights appear in the darkness and seem to be coming toward your camp.
Notice Success
There seem to be a number of lights. They are about 60” away. They are traveling south, but in a direction a bit more west. They might pass you on that trajectory, but they have obviously noticed your camp since a couple of the lights break off and head toward you.
Notice Raise
You can make out 6 hovercycles and a Titan Combat Robot. Two of the hovercycles have broken off to come investigate your camp. Both have a driver and passenger.
***
Combat Notes

Initiative:

Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Karsk/Toad (Quick)
Vik
Charlemagne (Cyberkinetic -2)
Barinthasheer
Ashley
Thomas
Whiskey Pete

Enemies:
Maps
***
GM Notes
GM Bennies: 8/8
Whiskey Pete 2/2
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: 2.3 New Alamo: The Journey Home

Post by Nazo »

Nazo does her best durimg the travel to keep her feelimgs under control but every so often she does let her radar settle on the magnificience that is Thomas. It was especially easy for her to perv on him during the evening rest stops. Fortunatly Pete had been forced to accomany the group and while takimg it easy in the howdah she was able to get a bottle of sake out of him just in case things went from bad to worse.

It was during the second night as she watched Thomas through her sightless radar from afar that she contimplated chugging the entire bottle. Fortunately something more interesting than drowning her feelings interupted her watch.

Beauty knows no bounds when I am within its tender grasp. Nazo you must not think like that. My heart will yearn for what it is not ready for. Nazo, you... You swore to Charlemagne you would bury any feelings. Fine, Sake it is... Wait, it seems like something is passing our camp by. A few fast movimg small vehicles, and a large walking armored robot.

She crouched low by a rock reaching for her celestial blade and activated the radio to the group, ”Time to wake up sleepy heads. Two fast craft approach our position.”

Notice [dice:380wjre0]48500:0[/dice:380wjre0] ace [dice:380wjre0]48500:4[/dice:380wjre0]wild [dice:380wjre0]48500:1[/dice:380wjre0]
Vigor [dice:380wjre0]48500:2[/dice:380wjre0] wild [dice:380wjre0]48500:3[/dice:380wjre0]
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: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

OOC Comments
Notice [dice:flnshi5n]48618:0[/dice:flnshi5n]
Wild Notice [dice:flnshi5n]48618:1[/dice:flnshi5n] ACE [dice:flnshi5n]48618:2[/dice:flnshi5n]
Raise!
A 'transporter' who sleeps soundly is a transporter who wakes up surrounded by angry guards. The change in Nazo's soft breathing was practically enough to have Ryder snapping awake and alert; as she whispered into his ear via the radio, he activated the seals on his armor, and started scrambling towards the driver's seat, tapping Ashley as he passed, and hoping she wasn't as prone to lashing out uncontrollably as she sometimes indicated. In his experience, people who actually worried about that sort of thing were far less dangerous than the ones who insisted they never lost control.
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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Barinthasheer
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Posts: 127
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Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

Notice
Notice [dice:2eccxxaq]48620:0[/dice:2eccxxaq]
Wild [dice:2eccxxaq]48620:1[/dice:2eccxxaq]
"Hmm? Wazhapening..?" the sleepy dragon asks, lifting his head to survey the scene on being awoken by the whine of hoverbike engines. "Visitors? Should I get small to not scare them?" he asks of whomever is near to him.
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.3 New Alamo: The Journey Home

Post by Karsk »

Notice
[dice:ahxju58p]48658:0[/dice:ahxju58p]
wild dice [dice:ahxju58p]48658:1[/dice:ahxju58p]

Karsk hops on Toad for the journey back, moving at the sedate pace, which suited Toad. However, Karsk was glad to heading back to familiar surroundings. All this desert did not agree with him.

As they camp and spot the lights approaching, Karsk spots them and moves, picking up his vibrospear.

"Could be trouble," he growls, "karsk ready for action."

He leaps onto Toad, who moans as it was eating its way through a creature Karsk caught earlier. Karsk moves Toad into position that if the lights are a threat, Toad will be able to charge them.
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Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Notice Fail, Vigor Crit Fail
Notice [dice:2uuy2c5r]48684:0[/dice:2uuy2c5r]
Wild [dice:2uuy2c5r]48684:1[/dice:2uuy2c5r]

Vigor [dice:2uuy2c5r]48684:2[/dice:2uuy2c5r]
Wild [dice:2uuy2c5r]48684:3[/dice:2uuy2c5r]
"Just fuckin' shoot me, Charles, I'm beggin' you," Vik moans, not for the first time, as he retches and dry heaves into the dirt at one edge of the camp. "It's like a ruddy riot of footie hooligans stompin' tribby wankers in my guts. I can't take it, like them shit-weasels from Stephen King or like aliens, swimming 'round the septic system."

Although normally possessed of the iron guts of a professional drinker, Vik has been laid low by a particular bottle of rotgut tequila Whiskey Pete had been holding back from public consumption -- for good reason. As it turns out, the worm in the bottle (which Vik had consumed on a dare) was of an alien species that, while not fatal, was known as a 'Mexican Anger Worm' for the effect it tends to have on victims as it thrashes out its death throes in the intestines of those who consume one.

So it was that Vik found himself hunched over, squirming in the dirt and exhausted from vomiting himself dry when the encounter with the unknown force began. On the upside, he was still wearing his armor because he'd never managed to take it off, so violently had he been sick for such a protracted period of time.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 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) (six 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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.3 New Alamo: The Journey Home

Post by Charlemagne »

Charlemagne
Notice
[dice:1vyz5wid]48763:0[/dice:1vyz5wid]

WD Notice
[dice:1vyz5wid]48763:1[/dice:1vyz5wid]

Vigor
[dice:1vyz5wid]48763:2[/dice:1vyz5wid]

WD Vigor
[dice:1vyz5wid]48763:3[/dice:1vyz5wid]
Charlemagne is rarely caught unawares. This was not one of those times, despite Vik wretching his guts into the thirsty earth and drawing much of Charlemagne's attention. "I'll not shoot you, nor can I fix the ill that has befallen you. All I can do is pray, and..." The lights do not escape his notice. With a thought, the metal shell of the Cyber-Knight's armor encases his form. He doesn't summon his blades just yet, but he does warn his team of the situation. "We have company. I will place myself between these visitors and our guests. Karsk, remain at my side. The rest of you, fan out and take cover on either side of us. Do not reveal your positions until flank advantage can be gained." He looks towards the Cassowary. "Ryder, your task is to keep our charges out of the reach of whatever carries these lights. If you must flee, then we shall cover your escape." He lifts a fist high in the air. "In the name of His Holiness, the Pope, and Almighty God!" He strides boldly to the front of the Cassowary, standing just in front of and off slightly to the side of Toad.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
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Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.3 New Alamo: The Journey Home

Post by Ashley Logan »

"Ahh, ma guddah bah," Ashley babbles when Ryder gives her a smack. She sits up, helmet off, and looks around blearily.

"My turn already?" she asked...then frowned as she picked up on the trimadore's mood. "What's wrong?"

Ryder pointed out the window, and Ash spotted the oncoming lights of the caravan...and the vehicles that had peeled off to come at them. She swore softly and grabbed her helmet off the floor, plunking it over her head and engaging the seals.

"So what's the plan?" she asked. "Are they looking for trouble, or just checking us out?"

Rolls
Notice [dice:atw4h0ux]48775:0[/dice:atw4h0ux] or [dice:atw4h0ux]48775:1[/dice:atw4h0ux]
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Barinthasheer
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Posts: 127
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Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

Charlemagne wrote: Fri Jan 25, 2019 12:54 am
Charlemagne
Notice
[dice:3a1hu8i2]48763:0[/dice:3a1hu8i2]

WD Notice
[dice:3a1hu8i2]48763:1[/dice:3a1hu8i2]

Vigor
[dice:3a1hu8i2]48763:2[/dice:3a1hu8i2]

WD Vigor
[dice:3a1hu8i2]48763:3[/dice:3a1hu8i2]
Charlemagne is rarely caught unawares. This was not one of those times, despite Vik wretching his guts into the thirsty earth and drawing much of Charlemagne's attention. "I'll not shoot you, nor can I fix the ill that has befallen you. All I can do is pray, and..." The lights do not escape his notice. With a thought, the metal shell of the Cyber-Knight's armor encases his form. He doesn't summon his blades just yet, but he does warn his team of the situation. "We have company. I will place myself between these visitors and our guests. Karsk, remain at my side. The rest of you, fan out and take cover on either side of us. Do not reveal your positions until flank advantage can be gained." He looks towards the Cassowary. "Ryder, your task is to keep our charges out of the reach of whatever carries these lights. If you must flee, then we shall cover your escape." He lifts a fist high in the air. "In the name of His Holiness, the Pope, and Almighty God!" He strides boldly to the front of the Cassowary, standing just in front of and off slightly to the side of Toad.
On being tasked to not reveal his position Barinthasheer immediately shrinks to his human form. He moves over to the stricken techno-wizard and easily hoists him to his feet, "I will help you hide Mr. Vik. Please do not vomit on my clothes, they are the only ones I have." He ponders the humans weird positions on nudity as he helps Vik to cover. In this form I must wear clothing but in my natural form it is acceptable to not wear them. In fact it may be considered odd it I did?
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
User avatar
Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

Notice crit fail, Vigor success
Vigor [dice:3hr4iz1a]48866:0[/dice:3hr4iz1a]
Wild Die [dice:3hr4iz1a]48866:1[/dice:3hr4iz1a]
  • Benny to reroll
    Vigor [dice:3hr4iz1a]48866:4[/dice:3hr4iz1a]
    Wild Die [dice:3hr4iz1a]48866:5[/dice:3hr4iz1a]
Notice [dice:3hr4iz1a]48866:2[/dice:3hr4iz1a]
Wild Die [dice:3hr4iz1a]48866:3[/dice:3hr4iz1a]
.
Thomas hated the endless excuses for traveling all over the place. But at least this time they were allowed to travel at a reasonable pace and where not being yelled at. Even so his body ached and the soreness in his muscles from trying to safely ride on the howdah which teetered back and forth left him exhausted. He was asleep within an hour of stopping and no simple communication over the radio would be enough to rouse him.
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Date: September 28, 109 PA
Time: 0241
Weather: Temperature normal for season (warm); no wind, no rain
Location: Wilderness
Ley Line: None
Scene modifiers:
  • Light: Dark (-2 illumination penalty)
  • Visibility: Clear
Round 0

***

The two approaching lights grow closer. As Ryder powers up the Cassowary, they veer around the camp, circling it. There are two figures on each bike, a driver and passenger. They circle around the camp and head back toward the larger mass of lights, stopping about halfway between them and the camp. The larger mass of lights changes direction and starts to approach.

As they grow closer, the lights separate out into six dual-passenger hoverbikes. The passengers all get off the backs of the bikes, spreading out further in the tall grass. Behind them comes the massive form of a Titan Combat Robot with a blazing light that shines directly into the camp, blinding you.

After a squeal of a PA system, you hear, “And now what do we have here?”

The refugees in the camp murmur in fear, huddling together. There isn’t really any place to hide in the flat plains of Texas.
Combat Notes

Initiative:

Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Karsk/Toad (Quick)
Vik (Exhausted -2)
Charlemagne (Cyberkinetic -2)
Barinthasheer
Ashley
Thomas
Whiskey Pete

Enemies:
Maps
***
GM Notes
GM Bennies: 8/8
Whiskey Pete 2/2
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: 2.3 New Alamo: The Journey Home

Post by Nazo »

Nazo stands tall on what amounts to as a small rock adding a foot or two to her hight. Her blades are drawn and her hat obscures much of her face except for the slight smile of her lips. She cries into the night, ” We are the heroes of New Alamo, and defenders of the fort of hope! While our feelimgs of love must be repressed, I assue you the fury with which we fight is unleashed ten fold! Now who are you robot master?”
Intimidation 14
Skill to roll after hangout convo: Intimidation [dice:2dfiioix]48888:0[/dice:2dfiioix] ace [dice:2dfiioix]48888:2[/dice:2dfiioix] ace [dice:2dfiioix]48888:3[/dice:2dfiioix]wild [dice:2dfiioix]48888:1[/dice:2dfiioix]
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
User avatar
Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

OOC Comments
Repair [dice:2lsy88bs]48913:0[/dice:2lsy88bs] ACE [dice:2lsy88bs]48913:2[/dice:2lsy88bs]
Wild Repair [dice:2lsy88bs]48913:1[/dice:2lsy88bs]
Raise: [dice:2lsy88bs]48913:3[/dice:2lsy88bs] Rounds
Dammit.
So, gonna say this is:
Round 1: Retrieve Laser Cannon
Round 2: Pull cables out to set up connection
Round 3: Plug in Cannon
Round 4: Get Cannon 'set' as best he can on the back seats, making it possible to at least change the angle a bit. The seats will provide some soft cover (-2, probably, to be hit, but no added armor) when the hatch is opened, but that's about it.
Ryder responds to Charlemagne's orders over the radio. "Sorry, Boss, but much as I'd love to cut-and-run with a noble excuse to help me sleep at night, even if we could get all of the civvies loaded onto the Cassowary before things get ugly, with the loss of speed we suffered, I'd be lucky to outrun the armor unit, and those hoverbikes could ride circles around me til dawn. If we don't stop 'em here, then I just end up fighting 'em solo a few miles away, and we lose half the refugees, anyway."

Ryder contemplates outriders and the Titan. It's like a bunch of birds hanging around a buffalo. "Ash, stay at the controls; if shooting starts, crack the window and burn 'em if you have to. When I tell you, pop the back-hatch--but not until I say. We'll only get one shot at this, I think."

And he drags out the Helios Cannon from the storage pod it was in, preparing to hook it up to the Cassowary's power supply.
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
Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.3 New Alamo: The Journey Home

Post by Charlemagne »

Persuasion
Persuasion - add 2 for Charisma, 2 for Psionic Presence, subtract 4 if the subject is CS or otherwise fears / distrusts d-bees
[dice:387vnoxs]48942:0[/dice:387vnoxs]

WD Persuasion
[dice:387vnoxs]48942:1[/dice:387vnoxs]

Benny reroll with Elan
[dice:387vnoxs]48942:2[/dice:387vnoxs]

WD Reroll
[dice:387vnoxs]48942:3[/dice:387vnoxs]
Charlemagne nods, though Ryder is likely too busy to notice. He checks the radio. "Your reasoning is sound. This new addition to the battlefield makes an effective escape unlikely. Artillery adds dignity to what would otherwise be a vulgar brawl; however, it does our cause no blessing. Very well. At least make whatever evasive maneuvers you are able."
He smiles as Nazo takes her position on the rock. Such bravery. An army of such as this one would be unstoppable in the face of any odds. He strides forward, flanking wide from Nazo to avoid clustering for artillery targeting. He shouts into the night air. "Verily, my companion has the right of it. We are returned from the destruction of a horde of vampires and the protection of life. We have no quarrel with you, and are merely travelers in this land. We bid you good fortune as you go your separate ways with no enmity." He begins to focus his thoughts, hoping for a peaceful response, but expecting the violence of a would-be bully in massive armor. His psi-swords still remain "sheathed."
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Nazo smiled ruefully at @Charlemagne’s sweet approach but her master taught her that more could be accomplished on the end of a sword tip than the end of a soft tongue. That’s it fearless leader use your honey trap, and I’ll be the coarse salt that we pour into their wounds.
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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Barinthasheer
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Posts: 127
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Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

Setting Vik down behind a rock outcropping Bari looks over the scene and decides to try and get closer. In part so he doesn't have to close as much distance if things go sideways but mostly because he's never seen such a large machine before. In a stage whisper to Vik "I am going to turn invisible and sneak closer."
Psionics roll and notice
Psionics [dice:y3yt7nrk]48999:0[/dice:y3yt7nrk]
Wild [dice:y3yt7nrk]48999:1[/dice:y3yt7nrk] Ace! [dice:y3yt7nrk]48999:4[/dice:y3yt7nrk]

Notice [dice:y3yt7nrk]48999:2[/dice:y3yt7nrk]
Wild [dice:y3yt7nrk]48999:3[/dice:y3yt7nrk]

Feeling the power activate flawlessly Bari strides out avoiding cover so as to not make any noise. So intent is he on this that he fails to notice much else as he skitters closer to the giant robot, fully visible to its electronic sensors. I hope they are nice and let me look at the big machine. Are there people in it?
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
User avatar
Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.3 New Alamo: The Journey Home

Post by Karsk »

Notice 7
OOC Comments
[dice:2tyyvfsb]49059:0[/dice:2tyyvfsb]
[dice:2tyyvfsb]49059:1[/dice:2tyyvfsb]
Karsk

He raises his magic armour on himself in anticipation of a fight, whilst he touches Toad on the back to protect him further.

Karsk expects trouble from them. He hefts his spear up ready just in case.

Psionics 12 Mega Armour Raise
OOC Comments
[dice:2tyyvfsb]49059:2[/dice:2tyyvfsb] [dice:2tyyvfsb]49059:4[/dice:2tyyvfsb]
[dice:2tyyvfsb]49059:3[/dice:2tyyvfsb] [dice:2tyyvfsb]49059:5[/dice:2tyyvfsb]
OOC Comments
Now Toughness 15 (9)
Toad Toughness 45 (28)
ISP 30
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Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Moaning and clutching his abdomen like some alien monstrosity might burst out at any moment, Vik allows Barry to carry him away like a sack of uncooked tatties. Seeing the young dragon start to move off toward the approaching robot, Vik grabs his young protege's talon.

"Hold a tick, guv, 'fore you go running into Danger-Danger-Will-Robinson and get your fair scaled hide turned into to a natty suit of +5 plate mail."

Digging into his pack, Vik pulls out his View-Master of Mastery and gives himself a quick boost of TW know-how, then grabs his Hype-Me-Up Hypo and gives the dragon a shot of the ol' Blitzkrieg Bop.

Rolls
TW to activate Greater Boost Trait: TW on self, 1d10 base, +2 MM, -2 exhaustion, -2 MAP; then TW to activate Greater Quickness on Barry

Techno-Wizardry [dice:16j9rza0]49075:0[/dice:16j9rza0]
Wild [dice:16j9rza0]49075:1[/dice:16j9rza0] = Ace! [dice:16j9rza0]49075:2[/dice:16j9rza0]
Benny for Extra Effort + Elan = [dice:16j9rza0]49075:3[/dice:16j9rza0] = Raise
+4d to Techno-Wizardry, +2 Common Knowledge and +1d Notice, -5 PPE

Greater Quickness: TW is boosted to 1d12+3, +2 MM, -2 exhaustion, -2 MAP
Techno-Wizardry [dice:16j9rza0]49075:4[/dice:16j9rza0]
Wild [dice:16j9rza0]49075:5[/dice:16j9rza0]
Benny for Extra Effort + Elan [dice:16j9rza0]49075:6[/dice:16j9rza0] = Raise
Barry gets two complete turns, ignoring 2 points of MAP each turn. He redraws initiative cards less than 8. The Adrenal Overload trapping adds +1 Parry and +1d Vigor. When the power expires, he must make a Vigor check or suffer fatigue that cannot be removed for 1d6 hours. -9 PPE
"There you go boy, a dose of the ol' Mother of All White Ladies. Dunno which way this goes, but you'll be buggering them bastards in loads of uncomfortable places no doubt either way," Vik says, as he rolls behind the best cover he can find to watch the fireworks.

Vik hit himself with Greater Boost Trait: Techno-Wizardry with a raise, granting +4d to Techno-Wizardry, +2 Common Knowledge and +1d Notice (from trapping).

Vik hit Barry with Exalted Quickness with a raise, granting the dragon two complete turns, ignoring 2 points of MAP each turn. He redraws initiative cards less than 8. The Adrenal Overload trapping adds +1 Parry and +1d Vigor. When the power expires, he must make a Vigor check or suffer fatigue that cannot be removed for 1d6 hours.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 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) (six 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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Group Intimidation 2
Intimidation [dice:vseky3xm]49089:0[/dice:vseky3xm]
Wild [dice:vseky3xm]49089:1[/dice:vseky3xm]
Date: September 28, 109 PA
Time: 0242
Weather: Temperature normal for season (warm); no wind, no rain
Location: Wilderness
Ley Line: None
Scene modifiers:
  • Light: Dark (-2 illumination penalty)
  • Visibility: Clear
Round 1

***

”We are the heroes of New Alamo, and defenders of the fort of hope! While our feelings of love must be repressed, I assure you the fury with which we fight is unleashed ten fold! Now who are you, robot master?” Nazo cries out.

"Verily, my companion has the right of it. We are returned from the destruction of a horde of vampires and the protection of life. We have no quarrel with you, and are merely travelers in this land. We bid you good fortune as you go your separate ways with no enmity."

“New Alamo?” the robot pilot says. “That buncha preachin’ whores a day’s ride south? I heard they done all rode off north a fortnight ago. They call me Wild Bill, and this is my territory ya’ll be ridin’ through. Ah’m of a mind ta ask if ya’ll paid the toll. Merry, did they pay the toll?”

One of the hovercycle riders pulled off her helmet, shaking out her blonde hair. “No, Bill,” she said.

“Oh, an’ Ah’d like it kindly if ya’ll cease that magical mumbo-jumbo an’ keep yerselves where Ah can see ya’ll.” One of the weapons on the Titan immediately pointed at the invisible Barinthaseer. “We wouldn’t want anyone ta get jumpy.

“Now Ah’m mighty grateful fer ya’ll takin’ care a some bloodsuckers, if that’s what ya’ll did, but seems ta me that it’s only polite ta ask permission ‘fore ya go traipsin’ over a man’s territory, mebbe give a man a small gift fer the privilege. As a courtesy. ‘Cause this be a lot of people.” The Titan gestured to the huddled, frightened civilians. “Be a great shame if anyone got hurt ‘cause there was a misunderstandin’ and they had no protection.”

You can make a Notice roll
Success
You can make out that these bandits have been in a fight. There are laser burns and dings and such on their armor and equipment. Nothing that will compromise their fighting ability, but they’ve had a hard knock.
Raise
A few of the bandits are coughing. One coughs so hard he doubles over. You see him look at his hand and then wipe a smear of blood on his leg.
The blonde woman Merry is eying the refugees. She seems sympathetic to their plight.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Nazo notice(alertness, danger sense, sixth sense): [dice:21rrwpiv]49093:0[/dice:21rrwpiv] wild [dice:21rrwpiv]49093:1[/dice:21rrwpiv] ace [dice:21rrwpiv]49093:2[/dice:21rrwpiv]

Psionics for speaklanguage: [dice:21rrwpiv]49093:3[/dice:21rrwpiv] wild [dice:21rrwpiv]49093:4[/dice:21rrwpiv]

Perhaps healing whatever ails them could be payment through their land.
The hard edge in Nazo’s voice continues to speak in a language all can understand, ” The signs were not well marked Wild Bill. I am Nazo of Kyoto the queller of Demons and disease...” She lowers her blades keeping them drawn but at her sides instead of poimted at them. Her hard edge lessens slightly, ” I can sense some are sick among you. While I am forbade to know love, I still have compassion for those in need. Bring forth those who are ill and I will see to their restoration.”

She shifts her weight in her MDC armor glad to have its protection. She also keeps her wide brimmed hat neatly over much of her face except her bountiful lips and rosey cheeks.
Staff of Life
Nazo has a staff of life with the greater heal power on it. Capable of healing sickness and disease.
persuation 13, 17 with greater healing power bonus
need to add +4 for healing power, Persuasion( untrained, +2 CHA, +2 bonus): [dice:21rrwpiv]49093:5[/dice:21rrwpiv] ace [dice:21rrwpiv]49093:8[/dice:21rrwpiv] ace [dice:21rrwpiv]49093:9[/dice:21rrwpiv]wild [dice:21rrwpiv]49093:6[/dice:21rrwpiv] ace [dice:21rrwpiv]49093:7[/dice:21rrwpiv]
Healing with the staff of life greater heal 18
Mysticism stsff of life: [dice:21rrwpiv]49093:10[/dice:21rrwpiv] ace [dice:21rrwpiv]49093:12[/dice:21rrwpiv]wild [dice:21rrwpiv]49093:11[/dice:21rrwpiv]
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
User avatar
Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

Inside the Cassowary, Ryder starts extracting cables from behind a panel, laying them out to the spot behind the seating where he's setting up his impromptu firing station. "Sounds like they're trying for diplomacy out there; we won't actually play laserjack-in-the-box 'til the shooting actually starts."
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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Barinthasheer
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Posts: 127
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Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

Seeing the weapon point in his direction Bari first looks behind him to make sure it's not pointed at someone else. Then he holds in hands in front of his face waving them about. Unable to see them himself he's perplexed but drops the power regardless. While the TW concoction that Vik gave him made Barinthasheer feel as though he could rip the great robot in half with ease as the pilots tone set him on edge he holds back. " Yes. We can help your hurt friend, also I would very much like to look at your giant machine." He wants to say more but recognizes the delicate situation that he may already have made worse.
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
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Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.3 New Alamo: The Journey Home

Post by Ashley Logan »

"I can attack them," Ashley says to Ryder as she stares out the windshield at the bandits, "But I can't stop them from hitting our people. And that big robot, I might not be able to melt in time."
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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.3 New Alamo: The Journey Home

Post by Karsk »

notice 5
OOC Comments
[dice:1fu3zpln]49233:0[/dice:1fu3zpln]
[dice:1fu3zpln]49233:1[/dice:1fu3zpln]
Karsk looks at the robot, keeping it in view. Toad Karsk could feel viewed the robot as a threat and wanted to smash it to pieces. Karsk urged Toad to stay calm, but readied to charge if combat was to break out. The robot would die at their hands and Karsk would feast on the heart of this Wild Bill. The fact that they had already fought meant they would be easier prey, but whom had they fought.

"Whom has Wild Bill been fighting tonight?"

OOC Comments
Armour round 2 on Toad
User avatar
Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Notice 8
Notice [dice:2mfc37oo]49319:0[/dice:2mfc37oo]
Wild [dice:2mfc37oo]49319:1[/dice:2mfc37oo] = Ace! [dice:2mfc37oo]49319:2[/dice:2mfc37oo]
Barinthasheer wrote: Wed Feb 06, 2019 7:37 pm" Yes. We can help your hurt friend, also I would very much like to look at your giant machine."
"Comparing the size of our machines, is we? Well, have I got a wigglin' gizmo to show yas," Vik says, stumbling forward into ear-range, but keeping behind anything solid he can while the giant robot has its guns out.

The ailing techno-wizard keeps his visor down as much as he can while leaving a crack open in case of further digestive emergencies. Despite the distractions, he manages to peep a few key details of the opposing force.

"Been in a scrap, I'd wager, considerin' the look of you. And yer boys are leakin' like poor yours truly, though if they got into a bottle of dodgy old Peter's, my sympathies are extended," he says, before pausing to retch into the grass. "Might be we all listen to the nice choppy-choppy bird and call a mortar-terrarium, like a reprieve, on comparing knobs and have us an exchange of like, knowledge and pharmaceuticals, instead?"
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 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) (six 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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.3 New Alamo: The Journey Home

Post by Charlemagne »

Notice 5 and Persuasion 11 or 15
Notice
[dice:148fy1ax]49324:0[/dice:148fy1ax]

WD Notice
[dice:148fy1ax]49324:1[/dice:148fy1ax]

Persuasion - support
[dice:148fy1ax]49324:2[/dice:148fy1ax]
One Ace with prior
[dice:148fy1ax]49324:4[/dice:148fy1ax]

WD Persuasion
[dice:148fy1ax]49324:3[/dice:148fy1ax]
One Ace WD with prior
[dice:148fy1ax]49324:5[/dice:148fy1ax]
Charlemagne shakes his head. "Friend, it's a great, wide world before you. If you wish to lay claim to a portion of it, which we would most certainly respect, you must demarcate it. Otherwise, how can you expect to keep a usurper from laying the same claim? How, also, can you expect to enforce your borders if even you are unsure where your land begins, and where mine begins?" He bows, then offers a concession. "We shall depart, forthwith, seeking your border and avoiding meandering through your lands in the future. In exchange, we shall do our part to inform those we encounter of your territory, preventing them from tromping your fertile lands without paying the toll first. I believe all reasonable parties would find that a fair arrangement, don't you agree?"
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
User avatar
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Intimidation 4
Intimidation [dice:2dd231ka]49433:0[/dice:2dd231ka]
Wild [dice:2dd231ka]49433:1[/dice:2dd231ka]
Date: September 28, 109 PA
Time: 0242
Weather: Temperature normal for season (warm); no wind, no rain
Location: Wilderness
Ley Line: None
Scene modifiers:
  • Light: Dark (-2 illumination penalty)
  • Visibility: Clear
Round 3

***

“If you want to know love, I’m sure we can work somethin’ out, sweetheart,” Wild Bill told Nazo with a chuckle over his PA system.

The blonde woman on the hover bike just rolled her eyes. “You can heal?” she confirmed. She motioned to one of her men, the one with the worst symptoms, and pushed him toward Nazo. “Let’s see what you can do.”

When Bari reappeared, Wild Bill said, “Good boy. An’ if ya’ll play nice, mebbe I’ll give ya a ride in ol’ Betty. If ya don’t, well, then ya get ta see how much of a bitch Betty can be.”

The Titan turned its attention to Karsk then. “We were out collectin’ our taxes,” he said, a bit of amusement in his voice. “Ran inta another bastard had the same idea, so we licked ‘em good. So ya understand why we ain’t keen on strangers runnin’ ‘round these parts.”

Wild Bill chuckled as Vik started blabbing and vomiting. “I’m not rightly sure what yer sayin’, friend, but I like the sound. Did ya say Pete? Whiskey Pete? I thought that looked like his trailer up on your roof,” the bandit in the robot armor noted.

“Yup. I’m here, Wild Bill,” Whiskey Pete said, leaning out the window and waving. “Had a spot of trouble, an’ these folks are helpin’ me out.”

Charlemagne spoke, and Wild Bill chuckled. “Round these parts, sir, your land is what ya can claim an’ defend,” he said. “Now ya’ll seem like nice folk, but I got mouths ta feed an’ equipment ta keep up, an’ it’s been a right lean trip. So Ah’d appreciate if we can get this issue of your payin’ the toll wrapped up nice an’ neat an’ we can all be on our way.” His tone grew more serious and the other members of the bandit gang shifted their weapons into a more ready position. But no one was aiming anything at anyone or shooting just yet.





Instructions
Last round of the social challenge! One more chance to talk your way out. You have a +1 to your rolls for having Whiskey Pete with you.
Count stands so far Bandits: 2; Trailblazers: 6
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.3 New Alamo: The Journey Home

Post by Charlemagne »

Silver Tongued Cyber Knight
Persuasion - +1 for Whiskey Pete, +2 for Cyber Knight - Deduct for distinctive d-bee? -4 if CS citizens / sympathizers?
[dice:1n4ertjv]49476:0[/dice:1n4ertjv]
Benny EE with prior, Elan, and applied bonuses
[dice:1n4ertjv]49476:2[/dice:1n4ertjv]

WD Persuasion
[dice:1n4ertjv]49476:1[/dice:1n4ertjv]
Charlemagne smiles. "If your men need aid and succor, we can provide that in good faith. Beyond that, you'll extract no tithe from us, for we have none to give. We have our own hungry mouths to feed, and a long way to travel, be it through your lands or those I claim in the name of the Holy Roman Empire. I seek not combat, for in such a dangerous land as this, expending your forces on simple highwaymen is a precious price to pay. However, if combat you must have, then you'll not find us easy prey. And your men will not feel the relief of their ailments which my faithful companion is able to give." He gestures to Nazo to hold her position. "You may ask a toll, but are your men ready to forego healing in the name of a pitched battle they are ill-fated to fight in order to pad your coffers?"
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
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Barinthasheer
Bronze Patron
Bronze Patron
Posts: 127
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

His mentor's magics were making him a bit jittery and the tone of the man in the robot has Bari on edge. He's considering his options when Charlemagne speaks up. Nodding in agreement with his leader Bari chimes in Yes, our toll will be healing your friends and if that is not good enough..." The young wyrm returns to his natural form in a massive expansion of scales claws and wings.. "Try your luck tossers!"
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
User avatar
Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Sex or Death? Warlords near Kyoto traded women like pawns why would it be any different in these strange lands. Nazo shethes her weapons and stows her staff neatly via a simple leather strap to her back. She nods to the man that was healed. No thank you was nessesary of course but she wanted him to know she would not undo her art with a blade.

Despite Charlemagnes words there was one more thing she could give, Bill in fact asked directly for it. Sadly she is unable to see Charlemagnes gesture and can only wonder what her true love Thomas may think of her! She calls to the one known as Wild Bill accepting his terms, ” Your offer for safe passage is accepted. Know this Wild Bill... I am not completly unfamiliar with men who deal in the pleasures of flesh. You have set a course of action that will haunt your dreams for the only molestation you shall find on this eve approaches. Prepare yourself Wild Bill I come for you.” Clad in her black protective armor with her wide brimmed hat pulled over much of her face, she then sets out on the journey betweeen her and the RA.
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
User avatar
Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.3 New Alamo: The Journey Home

Post by Ashley Logan »

"Prosek's balls," Ashley swore under her breath. She was no great diplomat or anything, but one thing she'd learned trying to be a solo merc was that people with their backs to a wall would fight even if it seemed like a bad idea. This Wild Bill was trying to look out for his people. They were hurt, they needed gear and repairs. Not getting credits would be a slow death sentence, especially if word that they couldn't challenge people got around. And even if he backed down, they'd have to keep dealing with him.

She opened the ATV door and swung herself out and up onto the roof of the cab.

"Hey!" Ash shouted, turning up the gain on her helmet loudspeaker. "Look, we have a settlement not far from here! We have resources and could use some extra help keeping it all safe! Do you guys want a JOB? I mean, you seem like relatively okay people...robbery aside...and it seems like steady, paid work would be better than scraping by in the wilderness, sticking up random people. Even with a giant robot thing, sooner or later you're going to bite off more than you can chew doing that."

"Come with us back to the fort, see if we can work out something you can deal with. If not, you can go your way. It's just, you know, we have people to look after, same as you. If we have to fight your people to keep our people safe, we will. But maybe we can all have what we want, you know?"

Rolls: Persuasion 7, 1 benny spent
Persuasion [dice:h39ub4uj]49481:0[/dice:h39ub4uj] or [dice:h39ub4uj]49481:1[/dice:h39ub4uj]
I'll benny that to EE it [dice:h39ub4uj]49481:2[/dice:h39ub4uj]
User avatar
Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.3 New Alamo: The Journey Home

Post by Karsk »

Notice 3
OOC Comments
[dice:21w31fjx]49507:0[/dice:21w31fjx]
[dice:21w31fjx]49507:1[/dice:21w31fjx]
Karsk shakes his head as Bari suddenly changes. Karsk knew he was no use in these situations except for scaring people and could tell that the polite approach was actually working her; so no hearts for Karsk

"BARI, step back!" Karsk shouts at the Dragon, exerting his authority within the group for the first time.
User avatar
Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Vik watches, puzzled, as Nazo stalks toward the robot, intent on showing Wild Bill something ... perhaps a little violent, but not entirely unpleasant?

"Wait a tick ... Is she fixing to shag ol' Robin Robot-Hood?" he asks to no one in particular.

Without waiting for answer, Vik pulls out his tools and starts cobbling together a drone that resembles a crystal eyeball held aloft by several tiny propellers. Once activated, it prompts turns invisible and darts after Nazo.

"Fly, my trusty recorder of 'fings what normally we only dream of, and gen'rally the sorts of dreams what end in a mess and like, explaining strange spots on one's knickers," he says. "Fly, and preserve these 'fings so's they can be known, and pondered of a lonely night alone with Lord Richard."

Using Arcane Machinist to craft a clairvoyance gizmo.
Success with a Raise
Techno-Wizardry [dice:321jdbh8]49571:0[/dice:321jdbh8]
Wild [dice:321jdbh8]49571:1[/dice:321jdbh8]

Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 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) (six 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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
User avatar
Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

Ryder shoots Ash a quick thumbs-up; not a bad idea, actually, lots of folks in this line of work are there because they don't think there's a choice. Still, best to be prepared--cables laid out, he continues to work, hooking the laser cannon to the power supply--the subtle vibration of a powered energy weapon makes him feel a bit more comfortable. Now I just gotta get it set up on the seats.... It'll be crap for aiming, but hell, that Triax monster ain't gonna be hard to hit....
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: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Fear checks
Bandit leader
Spirit [dice:4t25kgbk]49625:0[/dice:4t25kgbk]
Wild [dice:4t25kgbk]49625:1[/dice:4t25kgbk]
Ace [dice:4t25kgbk]49625:15[/dice:4t25kgbk]
Ace [dice:4t25kgbk]49625:17[/dice:4t25kgbk]

Bandit second
Spirit [dice:4t25kgbk]49625:2[/dice:4t25kgbk]
Ace [dice:4t25kgbk]49625:16[/dice:4t25kgbk]
Wild [dice:4t25kgbk]49625:3[/dice:4t25kgbk]

Bandit 1
Spirit [dice:4t25kgbk]49625:4[/dice:4t25kgbk]

Bandit 2
Spirit [dice:4t25kgbk]49625:5[/dice:4t25kgbk]
Ace [dice:4t25kgbk]49625:18[/dice:4t25kgbk]
Ace [dice:4t25kgbk]49625:19[/dice:4t25kgbk]

Bandit 3
Spirit [dice:4t25kgbk]49625:6[/dice:4t25kgbk]

Bandit 4
Spirit [dice:4t25kgbk]49625:7[/dice:4t25kgbk]

Bandit 5
Spirit [dice:4t25kgbk]49625:8[/dice:4t25kgbk]

Bandit 6
Spirit [dice:4t25kgbk]49625:9[/dice:4t25kgbk]

Bandit 7
Spirit [dice:4t25kgbk]49625:10[/dice:4t25kgbk]

Bandit 8
Spirit [dice:4t25kgbk]49625:11[/dice:4t25kgbk]

Bandit 9
Spirit [dice:4t25kgbk]49625:12[/dice:4t25kgbk]

Bandit 10
Spirit [dice:4t25kgbk]49625:13[/dice:4t25kgbk]
Ace [dice:4t25kgbk]49625:20[/dice:4t25kgbk]

Bandit 11
Spirit [dice:4t25kgbk]49625:14[/dice:4t25kgbk]
Date: September 28, 109 PA
Time: 0242
Weather: Temperature normal for season (warm); no wind, no rain
Location: Wilderness
Ley Line: None
Scene modifiers:
  • Light: Dark (-2 illumination penalty)
  • Visibility: Clear
Round 4

***

“Fancy words, chicken boy,” Wild Bill answered Charlemagne. “Seems your womenfolk have a hankerin’ for a real man, though.” He laughed as Nazo approached the Titan.

Ashley climbed out of the Cassowarry and called out to offer the bandits a job doing good work. Bill chuckled. “You wanna join the party, too, lady, you come right on over.”

The blonde woman on the hoverbike gave an eye roll. “We don’t have time for this, Bill. We got sick folk need gettin’ back if you don’t accept their help.” She stepped off her bike.

And then suddenly there was a dragon! The bandits fell into disarray, shouting in fear, Bill and the blonde woman yelling at them to pull it together and form up. Hoverbikes revved. Two of the bikes spun around and roared off into the darkness, taking their passengers with them. Another bandit leapt onto the blonde woman’s empty bike and sped off into the night as well, everyone remaining drawing weapons.

“Bill…” the woman said.

One could almost hear Wild Bill recalculating in his head. He was down three bikes and five men, almost half his force. The dominance of a Titan was now met by a dragon. The situation had definitely shifted.

“Stand down!” Wild Bill called out over the loudspeaker. “Well, folks, seems ya caught me on a good day,” the bandit leader said. “Ah’m feelin’ generous. Ah’ll let ya go on yer way seein’ as how ya helped out these parts with a vampire problem.

The Titan shifted, the weapons lowering, though still held warily as the robot backed up. The bandits remounted the remaining three bikes and then the troop started heading off into the night. The blonde woman paused and looked back at Ashley. “Go on, Bill,” she said.

“You serious about that offer?” the woman asked. “Steady pay? Three squares and a bed? Not robbin’ poor farmers?”
Instructions
Congratulations! You settled things without violence, and gained another ally! Anyone want to name her?
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.3 New Alamo: The Journey Home

Post by Ashley Logan »

Ashley nodded at Mia.

"Totally serious. We're building something worth protecting out here, and we look out for each other. Kinda like what you have here maybe, except instead of robbing farmers, we keep them from being robbed. And, you know...houses instead of tents, food that doesn't come out of cans...that kind of thing. We can always use another hand."

She glanced back at the refugees and added, "And if you check it out and don't feel like it's right for you, no harm done. You'll be free to go."
User avatar
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Date: September 28, 109 PA
Time: 0244
Weather: Temperature normal for season (warm); no wind, no rain
Location: Wilderness
Ley Line: None
Scene modifiers:
  • Light: Dark (-2 illumination penalty)
  • Visibility: Clear
Round 0

***

The woman listened to Ashley closely before coming more into the light. She was older, maybe around forty, with a mature attractiveness about her. “Sounds a sight better than Wild Bill’s harem,” she said. “You got room for another, though?” she asked skeptically, seeing the number of refugees around the camp, some starting to settle down now that the threat had passed. She also eyed the dragon nervously.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

Ryder finally emerges, and the newcomer will see the impromptu firing station he'd set up inside the Cassowary'' cargo/passenger bay. "I'm gonna leave the laser cannon plugged in tonight, just in case we end up needing it, Boss," he informs Charlemagne. "Well have to unhook it in the morning, of course; with everyone packed in there, it'd be bad if it went off accidentally, and we can't really use it on the road like that in any case. You think I should prep it whenever we make camp for the night for the time being? Coulda been rough with that robot if they hadn't been willing to chat about the life of a highwayman."

Nodding to the woman, the Trimadore gives an amiable, long-limbed wave. "Hi, there, welcome aboard. My name's Ryder, and this is the Aeon Cassowary. She's normally prettier than this, but we have a lotta folks to transport, as you noted. It'll be snug, but we don't have too many more days to travel. Whoever complains gets to ride Toad." He points a thumb at the big beast, where Karsk is no doubt already sitting, watching the retreating hovercycles.
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
Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.3 New Alamo: The Journey Home

Post by Karsk »

Notice 10
OOC Comments
[dice:2votk8vr]49681:0[/dice:2votk8vr] ace [dice:2votk8vr]49681:2[/dice:2votk8vr]
[dice:2votk8vr]49681:1[/dice:2votk8vr]
Run cowards Karsk watches as they flee from sight.

As the situation comes to a satisfactory (well, except Karsk did not get to eat the heart of a fallen foe) conclusion, he relaxes the field Karsk was generating surrounding Toad.
Ryder wrote: Tue Feb 26, 2019 1:26 am It'll be snug, but we don't have too many more days to travel. Whoever complains gets to ride Toad." He points a thumb at the big beast, where Karsk is no doubt already sitting, watching the retreating hovercycles.
"Rather be on Toad than that lump of metal." was Karsk's terse reply
User avatar
Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

Stretching as he get up Thomas looks around a bit confused for a moment. He looks around mumbling "What is everyone making so much noise for?"

Seeing the bandits leaving Thomas realizes he missed so much. Oh crap, why did not one think to wake him. Now he is going to have to listen to Chuck lecture him about situation awareness or some other stuff. Perhaps it would be best if he poses defensively near the civilians and tried to look like he was ready to protect them? Then looking around he realizes, no it is too late, he will have to listen to the lecture and stick to the truth or all the useless things.

"What happened?"
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
User avatar
Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

Ryder chuckles at the freshly wakened Thomas, and extends a thumb at the woman. "Nothing much, just a recruitment drive."
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
Barinthasheer
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Posts: 127
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

Ryder wrote: Wed Feb 27, 2019 9:06 pm Ryder chuckles at the freshly wakened Thomas, and extends a thumb at the woman. "Nothing much, just a recruitment drive."
Walking up still in his natural form Bari is still jazzed from Viks cocktail of magic and narcotics and he is only too happy to fill in the details to the sleepy wizard. "There were.. hov-ver bikes.. and a giant mechanical person, that I think had a guy inside. and they came over all "You need to pay us to be here." And Sir Charlemagne and Ms. Nazo were all "We are heroes and will heal your hurt people but that is all." Except Ms. Nazo was gonna get love from WildBill because it is forbidden?? I do not understand that part. But then I was all small and invisible but the robot could still see me.. Does that mean it was a magic robot? How incredible would that be!... And WildBill, that's the robot man, said "You stop that invisible stuff" and pointed a Really Big gun at me. So I did. Then Ms. Ashley said "You should join us and help people." And I returned to my natural form and told them to be nice or else and a bunch of them ran away then Ms. Mia here decided to join us....<he waves to the newcomer> Hi Ms. Mia, I am named Barinthasheer…<back to Thomas> Then you woke up." His description includes attempts to mimic the speakers and he is very enthusiastic in telling it.
Vigor test for side effects, Crit Fail
Vigor [dice:sm1j0i4b]49720:0[/dice:sm1j0i4b] Wild [dice:sm1j0i4b]49720:1[/dice:sm1j0i4b]

His rambling ends with a titanic yawn as the spell ends, leaving him drained and barely conscious. "I think I am going to lay down now, suddenly not feeling so goo.." He stumbles to the edge of the camp and hits the ground, curling into a snorring ball before he can even finish his sentence.
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
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Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Barinthasheer wrote: Wed Feb 27, 2019 9:32 pmHis rambling ends with a titanic yawn as the spell ends, leaving him drained and barely conscious. "I think I am going to lay down now, suddenly not feeling so goo.." He stumbles to the edge of the camp and hits the ground, curling into a snorring ball before he can even finish his sentence.
Finally past the worst of his demon-worm-inflicted digestive issues, Vik chimes in.

"Yar, all's well I s'pose, 'ceptin' for the rather abrupt departure of thems that poor, dear, horned-up Naz was gonna get her kit off wif," the techno-wizard says, shaking his head sadly as he contemplates the scene he was this close to capturing on etheric film.

When Bari collapses at the edge camp, Vik nods sagely before retrieving his own pack and a ratty blanket from the Cassowary.

"Boy had his first dance wif the old White Lady, mind, and the experience appears to have left him a mite emptied. Me, I like to follow up a bit of nasal drip wif a side of vitamin K, but he don't seem to need the help dropping into snorty-snore-y land. Right idea, I reckon."

Almost tenderly, Vik spreads his blanket over one of Bari's giant, scaled arms ... then plops down himself, using the dragon for a pillow as he almost immediately descends into his own log-sawing slumber.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 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) (six 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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.3 New Alamo: The Journey Home

Post by Charlemagne »

Charlemagne lets out a sigh as, somehow, the appearance of a dragon de-escalated the situation. Ashley's alternate tack on peace talks with an eye towards recruitment makes the knight chuckle and shake his head. Why didn't you think of that? He turns back towards his crew. "Well done, friends. Ashley, I am glad to nominate you for a commendation for your efforts. And..." He turns towards Mia. "Welcome to the Holy Ro...Tomorrow Legion. I am Charlemagne, the appointed commander of Fort Hope. We are glad to have you."
He heads to the Cassowary to survey Ryder's handiwork. "Yes, friend, I believe your suggestion is wise. Having such armament when we are otherwise defenseless and stationary is, at least, something to temper an enemy's advantage. If you need assistance in reassembling it at night, I could assign Vik to aid you, unless you have a different option in mind."
He moves to Nazo. "My friend, your body is not forfeit. Exchanging your body for passage will never be necessary. There are those who would extract their price, and turn on their word. I will not see you defiled and betrayed. Take comfort in our abilities to wage war. We shall not be defeated by such a ragged crew."
With that, the commander tours the assembled outfit, arranging them for the next leg of their journey.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Nazo nods at Charlemagne, ” I have heard tales of lands like these. There is much for me to remember. No love and no forfeiting of ones body.” She snakes her dagger out of its sheathe. The blade gleams ethereal, ” If It came down to it, this blade might have been able to defeat the great armored monster.”

She puts the blade back in its sheathe and smiles at Charlemagne. ” I will heed your words and try to find their deeper meaning. It’s too bad we are out of Sake...”

She makes her way to the slumbering dragon and places her staff of life near him. ” I am not sure what ails you, but I heard your words. May this bring you comfort.” The staff glows white covering Bari’s body removing any poison.

Mystsim [dice:21ffto3m]49778:0[/dice:21ffto3m] wild [dice:21ffto3m]49778:1[/dice:21ffto3m]
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
User avatar
Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

Looking at the dragon and the sympathy he is receiving Thomas wonders quietly. "What is the matter with him? Most people like drinking, maybe he is more of a wine person Vik can help sort him out."
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.3 New Alamo: The Journey Home

Post by Karsk »

Karsk looked at Bari, then at Vik, then Bari again.

"Vik broke the mountain Bari's back," he says, chuckling as he moved Toad next to Thomas.

Toad sniffed loudly at Thomas and let out a cheery grunt, before extending its tongue and licking Thomas from toe to head.
User avatar
Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

Karsk wrote: Mon Mar 04, 2019 12:24 pm Toad sniffed loudly at Thomas and let out a cheery grunt, before extending its tongue and licking Thomas from toe to head.
Toad's overly thick saliva dripping from him with a smell that threatens to bring up his lunch Thomas looks at the animal with disgust, then up to Karsk. "I know you did that on purpose." His eyes narrowed suspiciously and their final resting place left a little unsure if he was speaking to Toad or Karsk. Thomas moves away to wash off. Hesitant to speak the words he would like about the filthy animal for fear of Karsk telling the thing and the animal betraying him in the field of battle Chucky is so obsessed with.
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.3 New Alamo: The Journey Home

Post by Karsk »

Thomas wrote: Mon Mar 04, 2019 1:26 pm Toad's overly thick saliva dripping from him with a smell that threatens to bring up his lunch Thomas looks at the animal with disgust, then up to Karsk. "I know you did that on purpose." His eyes narrowed suspiciously and their final resting place left a little unsure if he was speaking to Toad or Karsk. Thomas moves away to wash off.
Karsk looks down at Thomas somewhat confused at what has occurred to see Thomas stood there drenched in Toad's saliva.

"Toad being friendly," he tells Thomas, almost shrugging, "perhaps Toad think you need a bath.". If a several ton apex predator can look hurt, Toad does, as it sags a tiny bit on its huge legs.

As Thomas walks away, Karsk looks down at the giant Rhino Buffalo.

"Good boy," he tells Toad, patting the Rhino Buffalo.
User avatar
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Whiskey Pete Vigor 11
Vigor [dice:26f2kp52]49884:0[/dice:26f2kp52]
Ace [dice:26f2kp52]49884:5[/dice:26f2kp52]
Wild [dice:26f2kp52]49884:1[/dice:26f2kp52]
Mia Vigor 4
Vigor [dice:26f2kp52]49884:2[/dice:26f2kp52]
Wild [dice:26f2kp52]49884:3[/dice:26f2kp52]
Civilian Vigor 12 fails
Vigor [dice:26f2kp52]49884:6[/dice:26f2kp52]
Date: September 30, 109 PA
Time: 2028
Weather: Temperature 30 degrees colder for season (chilly); no wind, light rain
Location: Wilderness
Ley Line: None
Scene modifiers:
  • Light: Dim (-1 illumination penalty)
  • Visibility: Lightly obscured (-1 visual penalty)
Round 0

***

The young bandit woman gave a small, tentative wave back to Ryder when he introduced himself. She was still staring at the large cannon he’d exposed when he got out. They hadn’t known that was there!

“Mia,” she introduced herself. “Mia Sikorsky.” Then she looked up at the simvan on the massive rhino-buffalo, the only thing they had been really concerned about if it came to a fight. There were plenty of simvan roaming around the Empire, and she knew enough to be wary of them lest she end up someone’s dinner.

A handsome, sleepy looking young man dragged himself from the back of the vehicle and asked what had happened. The big dragon spoke at rapid speed to catch the man up, and Mia couldn’t help but jump when the dragon turned his attention on her.

And then the dragon seemed to deflate and collapse into a snoring heap.

“Is he...okay?” Mia asked cautiously.

The strange-talking man reassured her that Barinthasheer was fine before flopping down to join the dragon in snoozeville.

Everyone seemed to go about settling down for the rest of the night, leaving Mia standing there wondering what to do. Finally she picked up her pack and found a quiet corner alone to roll out her bed. She overheard Nazo lament the lack of sake.

“I don’t have sake, but will vodka do?” Mia asked, digging a bottle out of her bag and tossing it to the woman in the big hat.

***

The next morning the team loaded up the howdah and the refugees again. Mia was placed atop with them. They eyed her with a bit of wariness, but there was no overt hostility. The day’s travel was rather uneventful, and the team camped beside a river with plenty of fresh water.

The following day they followed the river north. The temperature had dropped significantly, and there was a definite biting chill in the air. They came to a broad swath of damp fens, soft, marshy ground with a noxious air. It didn’t impede travel overly much, but everyone got a bit muddy, wet, and dirty. A few started coughing in the thick, fetid air. It didn’t help much when it started to lightly rain, and everyone was grateful when a significant island of solid ground was found in the marshy area to make camp.

Fires were lit and dinner served out as the refugees huddled together to get warm. No one was in a particularly great mood, and there were a few squabbles among the refugees. A few hours after making camp, though, the coughing could be heard, deep, chest rattling, lung-raking coughing from several of the refugees. Some even cough so much they hack up blood.
Instructions
Everyone needs to make a Vigor roll. If you are immune to disease (Barinthasheer) or never unseal your armor to eat, sleep, or do your business, you do not need to roll against disease. But you should probably then make a roll versus hunger, sleeplessness and to not mess your armor at -2.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
User avatar
Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

Vigor 16
Vigor [dice:233brqyy]49895:0[/dice:233brqyy]
Wild Vigor [dice:233brqyy]49895:1[/dice:233brqyy]
Extra Effort w/ Elan [dice:233brqyy]49895:2[/dice:233brqyy] ACE [dice:233brqyy]49895:3[/dice:233brqyy]
Ryder wasn't the sort to stay sealed in his suit just because of a little stink, but he manages to fend off whatever this is. Seeing it affect the refugees, he shakes his head. "Boss, we're gonna have to ride hard for a bit to get out of this miasma. Don't know if it's poison or an infection or what, but we gotta get away from it, fast. We should load the folks that are most affected inside--they'll be safe from getting worse in there, at least. Once we get through that list, I'd say kids and elderly inside, too, if there's still room. They tend to be the most affected." He waits for the confirmation, but will then get started on taking down the laser cannon that they'd set up for the night.
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
Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.3 New Alamo: The Journey Home

Post by Karsk »

notice 1 critical fail
OOC Comments
[dice:zkxodc9h]49915:0[/dice:zkxodc9h]
[dice:zkxodc9h]49915:1[/dice:zkxodc9h]
Karsk never wore environmental armour
Karsk kept the rain off him and the Howdoh as best Karsk could using his water control abilities, but trudging through

"Karsk not remember us coming this way


Vigour 7
OOC Comments
[dice:zkxodc9h]49915:2[/dice:zkxodc9h]
[dice:zkxodc9h]49915:3[/dice:zkxodc9h]
benny for extra effort
[dice:zkxodc9h]49915:4[/dice:zkxodc9h]
Toad
[dice:zkxodc9h]49915:5[/dice:zkxodc9h]


"Karsk try and find us way out."

survival
[dice:zkxodc9h]49915:6[/dice:zkxodc9h]
[dice:zkxodc9h]49915:7[/dice:zkxodc9h]

tracking
[dice:zkxodc9h]49915:8[/dice:zkxodc9h]
[dice:zkxodc9h]49915:9[/dice:zkxodc9h]
User avatar
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 127
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

In the evening of their first day of travel post Wildbill, Barinthasheer tries to befriend the new recruit as most of their charges seemed to avoid the woman. Approaching her in his human form he excitedly asks a barrage of questions. At first about the robot and hoverbikes then about life as a bandit. Which makes her uncomfortable despite his curious tone. When he asks what a harem is and what that was like she begs off any more questions and while unsure of how he breached protocol the young wyrm acquiesces politely.

Notice
Notice [dice:1sh8ty6n]49916:0[/dice:1sh8ty6n]
Wild [dice:1sh8ty6n]49916:1[/dice:1sh8ty6n]
The next Bari is annoyingly entertained when the rain begins to fall having never experienced it before doing barrel rolls and loops in the drizzle. Circling the caravans new camp playing in the air until he's called down to help move the laser cannon. Landing with a muddy splut, he strides up to the cargo bay door and easily hefts the laser cannon. He giggles a bit as he approaches the place he was told to put the cannon. Then he points it at a nearby tree and mimics firing the gun making sounds he's heard human children make when playing pretend guns. "Pew..Pew.. Take that villains! I am Dragonbot fear my justice!" He notices the looks of disapproval at his antics he puts the gun down and shifts to human form.

Feeling the cold for the first time he begins to shiver. Then he notices the coughing people and looks to Nazo as she's applying magic from her staff. "Ms. Nazo, will my healing power help them?"
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
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Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.3 New Alamo: The Journey Home

Post by Ashley Logan »

Vigor: [dice:24ukwm15]49921:0[/dice:24ukwm15] or [dice:24ukwm15]49921:1[/dice:24ukwm15]

Ashley, who kind of keeps to herself like usual, notices the coughing and wheezing and with utmost care tries to raise the temperature around the camp a little bit to ease their suffering. After a few minutes though she breaks off, worried she might accidentally slip and burn someone. Maybe if things got much colder she'd try again...or she could make more campfires or something.
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KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

More information
If you want more information on what is afflicting people you can make a K. Medicine check at -2. You have 12 refugees that seem afflicted, so I'm not sure Nazo's staff can take care of all of them. You will need Healing. If you choose to break camp and move on, it will take [dice:109r515e]49935:0[/dice:109r515e] hours to move out of the fens and you will likely have to make Vigor rolls for extended travel.
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: 2.3 New Alamo: The Journey Home

Post by Nazo »

As the coughing starts Nazo moves to action with her staff of life in hand. It’s glistening leaf buds glow softly with a light of healing and health. She puts down the vodka and calls to her companions, ” We must move quickly. Time is of the essence! Get everyone huddled together who is coughing and I will do what I can!”

Once together she calls upon her own mystic talent directed through the staff of life! ” We may be sworn to never know true love but Spirits of the land hear our plea and restore those sick to health!”

Vigor roll [dice:1zwwwxm1]49941:0[/dice:1zwwwxm1] wild [dice:1zwwwxm1]49941:1[/dice:1zwwwxm1]
Mass healing [dice:1zwwwxm1]49941:2[/dice:1zwwwxm1] wild [dice:1zwwwxm1]49941:3[/dice:1zwwwxm1] Benny for EF [dice:1zwwwxm1]49941:4[/dice:1zwwwxm1]

3 bennies left.
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: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

When did infection occur? 1-3 Outside Healing window; 4-6 inside Healing window
[dice:10eiv5sw]50032:0[/dice:10eiv5sw]
Date: September 30, 109 PA
Time: 2028
Weather: Temperature 30 degrees colder for season (chilly); no wind, light rain
Location: Wilderness
Ley Line: None
Scene modifiers:
  • Light: Dim (-1 illumination penalty)
  • Visibility: Lightly obscured (-1 visual penalty)
Round 0

***

Nazo’s healing seems to have some effect as the coughing of the refugees subsides. They look at her with wonder and gratitude.
OOC Comments
Vik, Charlemagne, and Thomas left to post.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Vik wakes from a nap to a stench like few others, and immediately starts retching and waving away the foul air.

"Oi, Barry boy, crack a feckin' window, mate. I told you them sheep had a 'spicious look to 'em. You're gonna be hiking out behind the trees the rest of the way to Fort Hopeless."

After ascertaining that the smell comes from the swamp, rather than swampy nether-regions, Vik continues complaining about "fermentin' crotch vapors" but cobbles together a device that looks a bit like a respirator mounted on the end of a hot glue gun. It takes a few tries, but he eventually persuades one of the refugees to stick their face into the business end. A quick trigger-pull launches a rubbery, gel-like face mask that adheres over the recipients' nose and mouth, filtering the air.

"Make you a little mush-mouthed, 'course, but wif a side benefit of preventing the spread of the ol' herpes if you get your snog on wif a fellow traveler or three," he says, rather proud of himself.

[Vik uses Arcane Machinist to craft an environmental protection gizmo to filter the bad air.]
TW 11 - Success with a Raise
Techno-Wizardry [dice:ty3c9oc0]50091:0[/dice:ty3c9oc0]
Wild [dice:ty3c9oc0]50091:1[/dice:ty3c9oc0]
Benny spent to re-roll (+ Elan)
Techno-Wizardry [dice:ty3c9oc0]50091:2[/dice:ty3c9oc0]
Wild [dice:ty3c9oc0]50091:3[/dice:ty3c9oc0]
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 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) (six 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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

Holy hell that is putrid. The smell of the stuff is almost enough to make Thomas want to imitate Vik, almost. As he gets up Thomas spends most of his time wrapped in his armor and taking advantage of its protections. But unfortunately the nature of being mortal meant he was forced to open it for important things like making water, having movements and eating.

Each time he breaches his armor he holds his breath as best he can followed by retching as he clears his throat from the acridity and misery of the air.
Success
Vigor [dice:3ek91adq]50201:0[/dice:3ek91adq]
Wild [dice:3ek91adq]50201:1[/dice:3ek91adq]
Extra Effort [dice:3ek91adq]50201:2[/dice:3ek91adq]
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.3 New Alamo: The Journey Home

Post by Charlemagne »

Unassailable Vigor
Vigor
[dice:1f9lwtpt]50207:0[/dice:1f9lwtpt]
Ace Vigor
[dice:1f9lwtpt]50207:2[/dice:1f9lwtpt]

WD Vigor
[dice:1f9lwtpt]50207:1[/dice:1f9lwtpt]
Charlemagne bows to the new arrival. "Lady Mia, you are welcome amongst us." He relays the chain of command and offers his assistance in getting acclimated to her new crew.
Charlemagne's Lyn-Srial physiology and constitution fend off the stench of the fens. He is not oblivious to the effect the stink has on their passengers, though. He nods at Ryder's suggestion. "I believe you are correct. Pushing through and being slightly exhausted is better than staying here and contracting a foul disease. Let us march on as far as our strength will hold."
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
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Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

Vigor 8
Long Night [dice:3eusi8i1]50296:0[/dice:3eusi8i1]
Wild Vigor [dice:3eusi8i1]50296:1[/dice:3eusi8i1]
EE [dice:3eusi8i1]50296:2[/dice:3eusi8i1] Elan makes it 8
Sealing his armor, Ryder assists with loading the sicker and more vulnerable into the back of the Cassowary, until they get everyone in. Making one last check to ensure everything got packed away properly, he gets on the road, driving as rapidly as Toad can keep up, pushing himself to get all the way through the night. It's rough going, but he manages.
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: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Date: October 1, 109 PA
Time: 1155
Weather: Temperature 30 degrees colder for season (chilly); light wind, no rain
Location: Wilderness/Small city ruins (south of Tulsa, OK)
Ley Line: None
Scene modifiers:
  • Light: Normal
  • Visibility: Normal
Round 0

***

Charlemagne made the decision to load up again and move camp. There wasn’t much grumbling or complaint, as the fens were rank and damp and the temperature was dropping. It would mean a shorter night, however, if they wanted to get a normal start in the morning. It took a couple hours to get clear of the swamp, and there was frost on the ground when they made camp again and everyone fell into their bedrolls, rolled close to the fire and each other for warmth.
Vigor rolls for shortened sleep
Everyone needs to make a Vigor roll for the forced march and lack of sleep. If you rode in the howdah and not in the Cassowary, roll at -2. Karsk and Toad can roll normally. Ryder has already made his roll. If you fail you take -1 Fatigue until you get a full night’s sleep.
Whiskey Pete Vigor [dice:3cekznrh]50301:0[/dice:3cekznrh]
Wild [dice:3cekznrh]50301:1[/dice:3cekznrh]
Mia [dice:3cekznrh]50301:2[/dice:3cekznrh]
Wild [dice:3cekznrh]50301:3[/dice:3cekznrh]
The next morning dawned bright and clear, but still cold. The frost started to melt as the sun came up, but there was a light wind that made the chill get inside any opening in one’s clothes. Huddled up inside the howdah made things better. As uncomfortable as it was, the close packed bodies at least gave warmth. And, of course, inside the Cassowary or inside sealed armor one was perfectly content.

Spirits rose a bit more as the sun rose higher. The Cassowary started to enter an area where it looked like an ancient city had once stood. The Texas plains were interrupted here and there by the occasional ruins of old buildings, and Ryder had to maneuver around cracked concrete at times.

Suddenly Ryder started getting alerts on the Cassowary’s control panel. Several systems were reporting power fluctuations, or going out completely, sometimes coming sputtering back on. Then it just completely powered down, stalling the vehicle.

“Well that don’t sound good!” Whiskey Pete yelled down from the howdah.

“We should get down and out of this fucking wind while he fixes it,” Mia suggested. Some of those who had gotten sick last night were still weak. She didn’t want them to relapse. “There’s some kind of building over there.” She indicated a two story ruin about 25 yards (12”) away. The roof was still intact, but the front face of the first floor was knocked into the building. It looked structurally sound, and the open face of the building was in the lee of the cold wind.
K. Electronics
You can rejigger the Cassowary to jumpstart it again. You also know from the warning lights and alerts that it looks like whatever Ryder did to jury-rig the solar cannon last night must have crossed some wires or something. The primary power coupling that regulates power from the nuclear engine to other systems is fried out, and as a result, the vehicles various systems are getting too much or too little power. Severe Failure: Anything done with the Cassowary (driving, weapons, sensors) suffers −4 to all Trait rolls. It will take 5 days to fix, Repair -4 and cost 400,000 credits in parts.
Successful Notice roll; any bonuses for Scent apply
There is a strong smell coming from the ruin.
Raise on the Notice
You recognize the scent of Fury Beetle.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.3 New Alamo: The Journey Home

Post by Karsk »

Karsk and Toad
Vigour 8 Notice 4
Vigour 17 Notice 3
OOC Comments
Vigour
[dice:bwk0k8k5]50307:0[/dice:bwk0k8k5]
[dice:bwk0k8k5]50307:1[/dice:bwk0k8k5] ace [dice:bwk0k8k5]50307:6[/dice:bwk0k8k5]
Notice
[dice:bwk0k8k5]50307:2[/dice:bwk0k8k5]
[dice:bwk0k8k5]50307:3[/dice:bwk0k8k5]


Toad
Vigour
[dice:bwk0k8k5]50307:4[/dice:bwk0k8k5] [dice:bwk0k8k5]50307:7[/dice:bwk0k8k5]

Notice
[dice:bwk0k8k5]50307:5[/dice:bwk0k8k5]
Karsk and Toad did not even notice the extra bit of journey and hardship; they were too used to it. Karsk lay next to Toad, the heat generated from the giant Rhino Buffalo keeping him warm. Karsk will let anybody else who wants to sleep next to Toad, though most will be scared or put off by the smell.

Karsk leads them out to less wet conditions just as the Cassoway conks out.

"Toad more reliable," Karsk laughs, "upgrade to beast power."

A smell drifted across Karsk's noise

"Wait!" Karsk calls out to the others, "something in there. Let Karsk check first."

Karsk urges Toad forward, who grunts, its nose having been snuffling in the mud.
User avatar
Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

Holy smokes he did it, somehow he succeeded without a benny
Vigor [dice:2ps3xjhx]50344:0[/dice:2ps3xjhx]
Wild [dice:2ps3xjhx]50344:1[/dice:2ps3xjhx] Ace [dice:2ps3xjhx]50344:4[/dice:2ps3xjhx]
Electronics = Nope, that is for laborers

Notice [dice:2ps3xjhx]50344:2[/dice:2ps3xjhx]
Wild [dice:2ps3xjhx]50344:3[/dice:2ps3xjhx]

Thomas looks around also annoyed by the freezing wind. His suit protected from the worst of it, but still there is a difference between comfort and protected. Just about ready to offer to go with them to keep them safe Thomas stops when Karsk speaks out.

Dammit, that building was looking attractive. "Thanks for the warning, you think only one, or perhaps more? If it is only one i can take care of it." Lifting his staff Thomas readies the spell to control the beast if he sees it.
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
User avatar
Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

OOC Comments
K: Electronics [dice:9lpx5c05]50346:0[/dice:9lpx5c05]
Wild K: Elec [dice:9lpx5c05]50346:1[/dice:9lpx5c05]
Problem diagnosed, at least.

When the Cassowary conks out, the Trimadore just sort of slumps in his seat for a moment, then shakes it off. Ignoring Karsk's 'beast power' jibe, he considers the situation. "Right, it won't be pretty, and handling will be crap, but I should be able to jumpstart it in the morning, at lea--" He stops as the Simvan gives the warning about 'something' inside the structure.

He unslings his GAW Throwback, making sure it's chambered with the BigBore shells--if it's something nasty, he doesn't want to waste time (if the BigBore would be overkill, well, then, other folks can probably handle it without his help). He then takes up a position behind the Cassowary to use it for cover, trying to be at an angle to the Simvan's line of approach to the door, so as to be able to shoot anything that comes out. "Got your back, big guy."
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
Barinthasheer
Bronze Patron
Bronze Patron
Posts: 127
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

vigor
Vigor [dice:1q9yb23e]50348:0[/dice:1q9yb23e]
Wild [dice:1q9yb23e]50348:1[/dice:1q9yb23e]
Notice
Notice [dice:1q9yb23e]50348:2[/dice:1q9yb23e]
Wild [dice:1q9yb23e]50348:3[/dice:1q9yb23e]
Karsk wrote: Fri Mar 15, 2019 5:35 am "Wait!" Karsk calls out to the others, "something in there. Let Karsk check first."

Karsk urges Toad forward, who grunts, its nose having been snuffling in the mud.
Not at all tired by the extra travel Bari moves obliviously towards the building until Karsk's warning stops him. "I will go with you Mr. Karsk, if there are many somethings you may need help." He changes to a more cautious approach, moving to the side of Toad in a crude flank maneuver.
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
User avatar
Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Nazo was about to hop into the groups vehicle. She still did not quite understand who or what Ryder was. Something about his signature was just a bit off. But she did not feel he was a demon or a supernatural threat so let the mystery pass unabated. She had a bottle of liquor so that was good enough. The thought of a nice ride in the relativly comfy seat of the vehicle put a smile on her bountiful lips.

However the kid and the mom shivering and watching her get in put a slight damper on her traveling plans. Being a demon queller she was used to receiving gifts for her abilities and good works. But out here in these lands of North America folks were desperate and needy. Thomas is probably going to be riding in the vehicle to no doubt to make sure Ryder gets us home in one piece. So brave that man... Probably best I ride in the howdaw least I become uncontrollable after I drink this bottle and feel the need to make him mine. She chuckles slightly at her over-exaggerated dark thoughts of lust and pats the entrance to the vehicle calling out to the mom and child.
” My seat is yours miss. Should be enough room for your kid too.”

She pats the kid on the head and leaps up into the howda with her armor’s assistance bottle in hand and weapons scabbard. She sighs finding it difficult to be arround so many folks that would murder her while she slept if they knew the truth about her origions. She just tucks her wide brimmed black hat down over her head pretending she was as human as the rest during the bumpy filled ride.
Vigor 10
Vigor roll [dice:aj41wn6z]50356:0[/dice:aj41wn6z] wild [dice:aj41wn6z]50356:1[/dice:aj41wn6z] benny for Ef with elan(GM gave a benny for the hard road), [dice:aj41wn6z]50356:2[/dice:aj41wn6z] ace [dice:aj41wn6z]50356:3[/dice:aj41wn6z]
Fortunately a couple of sips from the bottle Mia had given her lent itself well to helping her get a good nights sleep. When the vehicle gave out she sighed knowing the spirits had intergected a worthy obstacle for them to overcome. Clearly there was a monster in the building so Mia and the others would need someone to protect them. She drew her celestial blade and soul dagger then sprang forth bounding next to Toad.

To the group she radio’d sternly to what amounted to a warning in a distant language. ”Watashi wa sore o chekku auto suru tsumoridesu, monsutā ga arimasu.”

Notice [dice:aj41wn6z]50356:4[/dice:aj41wn6z] wild [dice:aj41wn6z]50356:5[/dice:aj41wn6z] ace [dice:aj41wn6z]50356:6[/dice:aj41wn6z]
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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Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.3 New Alamo: The Journey Home

Post by Charlemagne »

Charlemagne needs sleep badly
Vigor
[dice:2j4juapv]50414:0[/dice:2j4juapv]

WD
[dice:2j4juapv]50414:1[/dice:2j4juapv]
OOC Comments
Charlemagne's normally robust constitution manages to keep the commander awake, but the swaying of the howdah does no favors for his reserves. The fatigue of the forced march sets in, and his mind flashes back to an arduous journey over the Pyrenees, when he took ill while riding. He collapses, exhausted, barely able to maintain consciousness. "I...just need to...rest..."
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
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Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.3 New Alamo: The Journey Home

Post by Ashley Logan »

Vigor [dice:116e7i3n]50424:0[/dice:116e7i3n] or [dice:116e7i3n]50424:1[/dice:116e7i3n]

Ash groaned when the Cassowary finally ground to a halt and opened a half-lidded eye.

"Damnit...do we have to carry spare parts for this thing now?" She had no idea how to help put the vehicle back together again, and even the prospect of something dangerous in the ruins had a hard time stirring her.

"What if we just post a sentry and not stir whatever's in there up?" she suggests wearily. "Then most of us can actually get some rest."

She hung out in the Cassowary for the time being, resting her eyes. The others probably had this covered. Yep.
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Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Vigor 2, Notice 5
Vigor at -2 [dice:1c8m61qb]50443:0[/dice:1c8m61qb]
Wild [dice:1c8m61qb]50443:1[/dice:1c8m61qb]

Notice [dice:1c8m61qb]50443:2[/dice:1c8m61qb]
Wild [dice:1c8m61qb]50443:3[/dice:1c8m61qb]
”Oy, you buncha soddin’ vegemites, what’s the ruckus? There’s some as don’t need a soundtrack when tryna catch a blink or two.”

After sharing a nip or two with Nazo the night before, plus a drink or five from his own stash, Vik is roused from sleep in a decidedly foul mood.

He stumbles a bit on his way to water the local shrubbery, then casts a squinty eye on the nearby ruins.

”Somefin’ in there what smells worse than a monkey-lizard’s nappies, I warrant. Be no surprise if it bites like one, too.”

Happy to let someone else lead the way, Vik draws his magma shooter and prepares to fire one of the entangling lead rounds, if needed.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 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) (six 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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Date: October 1, 109 PA
Time: 1156
Weather: Temperature 30 degrees colder for season (chilly); light wind, no rain
Location: Wilderness/Small city ruins (south of Tulsa, OK)
Ley Line: None
Scene modifiers:
  • Light: Normal
  • Visibility: Normal
Round 0

***

As the heroes and refugees approach the building, two large forms loom in the darkness. They give a howl and charge out, scattering screaming refugees and two large Fury beetles erupt from inside, barreling toward the Cassowary with its load of refugees as well.

Can you rescue the refugees? Can you get the Cassowary out of the fray before it gets wrecked? Can you handle fury beetles?
Survival Success
Fury beetles are normally solitary and territorial. You must have disturbed a mating pair in their nest! This is going to be tough! Any attempt at Beast Friend or to tame them is at -4. This counts for the Quick Combat (see below).
Instructions: Quick Combat & Dramatic Task
  • Quick Combat (Fight the Fury Beetles): You need 8 successes. You may only attempt this if you have a Mega-Damage capability. Roll a combat or arcane skill at -2. If you fail, take a Wound and a refugee dies. If you crit fail, take 1d4 Wounds and 1d4 refugees die. You use 3d6 Power Points or 2d6 x ROF ammo. You will lose 1 additional refugee for each success you are short. Describe how you save a refugee. Or the grisly death of your charge.
  • Dramatic Task (Jumpstart the Cassowary): You need 4 successes. Roll Repair or K. Electronics at -4. If you fail, the Cassowary takes a Wound and 1d6 refugees die. If you critical fail, roll another Technical Difficulty and 2d6 refugees die. Describe how you attempt to get the Cassowary moving again, or possibly the grisly deaths of your charges.
  • But I don’t have a mega-damage weapon or spell! Make a support roll at no difficulty for either challenge. Describe how you help out.
  • But we’re heroes! You may choose to save a doomed refugee from a failure or crit failure, though it won’t cancel the fail. Take 1d4 Wounds and describe your heroics. These Wounds stack with any you may have taken for a failure. You may spend a Benny to Soak. Take a Benny for your heroics.
  • Don’t forget your Fatigue or Exhaustion! I have noted them below in the combat notes.



***
Combat Notes

Initiative:

Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Karsk/Toad (Quick)
Vik (Fatigued -1)
Charlemagne (Cyberkinetic -2)(Exhausted -2)
Barinthasheer
Ashley (Fatigued -1)
Thomas
Whiskey Pete (Fatigued -1)
Mia (Fatigued -1)
Refugees

Enemies:
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

Seeing the two rampaging beasts coming out Thomas knows instantly that Karsk is his superior in every way when it comes to control beasts. "You take the male, i will take the female!" He shouts knowing that is one of their spells fail it would be much better the larger one be under Karsk control. Focusing on his amulet, normally only used for dominating sapient Thomas concentrates with a wave of calm. Stop, we are not threats sit down, and wait for your mate to finish his work. The command was enough to slow the beast, but not enough to stop the creature entirely.

1 success
Beast Friend d8, Gear +1, Scene modifier -4
Spellcasting [dice:36n8elrr]50500:0[/dice:36n8elrr]
Wild Die [dice:36n8elrr]50500:1[/dice:36n8elrr]

Extra Effort [dice:36n8elrr]50500:2[/dice:36n8elrr]


Power Points Spent [dice:36n8elrr]50500:3[/dice:36n8elrr]
10 from Amulet and 1 from Tommy
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Nazo on the quick combat vs the mating pair of fury beatles.

With little hope of survival and forbade to profess her love Nazo the Demon Queller from Kioto stares fury in the face and laughs. A woman untamed and with a wild heart she leaps into the fray with her celestial blade and soul dagger held in a cross guard defensive position. She knew all too well the dangers of interrupting a pair mod coiters and the shame it would bring if not handled delicately.

The beetles many spiny legs lashed out only to clang hard against her defense and armor. Before the legs can withdraw she casts a carpet of adhesion spell onto them. She repeats this dance over and over until many legs are glued together.

Her unrequited love Thomas had bravery in mind and friended the other beast. She smiled softly glad to see her hearts desire throw himself into combat placing others before himself. Perhaps lost in this repreive Nazo let’s litte Mikey a boy of no more than five years of age past her gaurd. The fury beetle while slowed still has enough strength to life up to its name. It’s great naw and many horns come forth to strike the sandy blond haired boy. Nazo for her part springs forth putting her body in between the boy and beetles horn! The horn plunged deep into her shoulder merely a flesh wound.

Her efforts were in the end nothing compared to Thomas but such is the way of a candle compared to a supernova.
A boy too anxious to see a fury beetle saved and a fury beetle covered with the much popular carpet of adhesion spell was all she could do and had time for. At least she held true to her vows causing no harm unless they be a demon or other unnatural threat.
7 total, heroic option taken saved little Mikey. Took a wound but soaked. Went from 4 to 3 bennies.
Wounds: [dice:qqphwen5]50504:3[/dice:qqphwen5]


Mystisism: [dice:qqphwen5]50504:0[/dice:qqphwen5] wild [dice:qqphwen5]50504:1[/dice:qqphwen5] EF [dice:qqphwen5]50504:2[/dice:qqphwen5]
Benny gained and spent to soak: [dice:qqphwen5]50504:4[/dice:qqphwen5] wild [dice:qqphwen5]50504:5[/dice:qqphwen5]

Power points [dice:qqphwen5]50504:6[/dice:qqphwen5].
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: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

Jumpstart 12, 3 successes

Jumpstart the Cassowary!
Repair: [dice:3dnqffb1]50511:0[/dice:3dnqffb1]
Repair: [dice:3dnqffb1]50511:1[/dice:3dnqffb1] ACE [dice:3dnqffb1]50511:2[/dice:3dnqffb1]
Extra Effort Benny W/Elan [dice:3dnqffb1]50511:3[/dice:3dnqffb1]
Forgot the +2 from Mr. Fix-it--current total 10
Bonus +2 per Matthew's ruling for half-time.
Seeing that there are multiple beetles, Ryder opts to save the passengers first. He leaps in, dropping the GAW in the space between the front seats, and starts doing everything he can to get it in gear--even using his long limbs to directly link the power-source from his body armor to try to get a little more juice where it's needed.

The lights start coming on, even as one of the Beetles is making a charge for the Aeon Cassowary. "Vik! Little help here!" the Trimadore calls out. "We gotta get these folks clear!"
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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Barinthasheer
Bronze Patron
Bronze Patron
Posts: 127
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

Fighting 9
Fighting [dice:s1d0mvdj]50520:0[/dice:s1d0mvdj] Ace [dice:s1d0mvdj]50520:2[/dice:s1d0mvdj]
Wild [dice:s1d0mvdj]50520:1[/dice:s1d0mvdj]
When the fury beetles come storming out at the Cassoway and its passengers Barinthasheer rushes one but keeps in mind that others are trying to calm them. Instead of going in claws and fangs he tries to restrain one until magic or psionics can be applied. Barreling into the larger beast he succeeds in tipping it over and getting a hold on the massive, multi limbed animal.

"...I think I can hold it..." but the fury beetle is bigger and stronger than the hatchling and slips his grasp, now torn between it's original targets and the dragon it stands indecisive a moment.
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
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Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.3 New Alamo: The Journey Home

Post by Charlemagne »

Charlemagne powers through - add 2 QC successes
Fighting, -2 fatigue, -2 scene
[dice:3vorcf1j]50528:0[/dice:3vorcf1j]

WD Fighting
[dice:3vorcf1j]50528:1[/dice:3vorcf1j]
Ace WD with prior
[dice:3vorcf1j]50528:2[/dice:3vorcf1j]
2nd Ace WD
[dice:3vorcf1j]50528:3[/dice:3vorcf1j]
Charlemagne hoists his exhausted body from the floor of the howdah as the fury beetles charge the Cassowary. With a weary shout, he calls on heaven for aid. "In the name of the Pope and the Almighty!" His psi-swords spring to life, blazing with energy. With violent grace belying his weakened state, he slashes at the legs of the beetles, hoping to slow their charge and draw their attention. "Have at you, vermin! I shall put you down or drive you off, should you wish to live another day! BEGONE!"
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.3 New Alamo: The Journey Home

Post by Karsk »

Toad reached out mentally to control the Fury Beetle, slipping past its defenses easily.

Total 5 successes

Beast Friend 18
OOC Comments
4 extra ISP for +2 to roll
[dice:2jo2xyuk]50541:0[/dice:2jo2xyuk]
[dice:2jo2xyuk]50541:1[/dice:2jo2xyuk]

extra effort
[dice:2jo2xyuk]50541:2[/dice:2jo2xyuk] ace [dice:2jo2xyuk]50541:4[/dice:2jo2xyuk] ace 2 [dice:2jo2xyuk]50541:5[/dice:2jo2xyuk]

Toad moves, blocking the other fury beetle from attacking.
strength 7
OOC Comments
[dice:2jo2xyuk]50541:3[/dice:2jo2xyuk]
User avatar
Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Repair 7
Base 1d6, +2 Machine Maestro, -1 Fatigue
Repair [dice:2icckw04]50555:0[/dice:2icckw04]
Wild [dice:2icckw04]50555:1[/dice:2icckw04]
Oops, forgot the -4 penalty, which brings me to 0: Spending a Benny (from my magic dingle-dangle) for Extra Effort + Elan
[dice:2icckw04]50555:2[/dice:2icckw04]
"Eh, wot? Furry Beatles? Like when they was all beardy and, like, worshippin' cattle in the Himalayas or what have you? Always was a Stones man, myself, and don't give me that hipster-hoppy drek what it's really about the Kinks. Nuffin' like a little Sticky Fingers don't ... oh, shite, yeah, them things are bloody huge. Why won't the Cassio-warbler start?"

Focusing his limited attention on the party's vehicle, Vik starts crossing wires and funneling arcane catalysts into the tank, causing the jalopy to finally rumble to life.

"That's the ticket, I warrant. All aboard, dear droogs, 'less you fancy being consumed by them giant roaches."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 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) (six 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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.3 New Alamo: The Journey Home

Post by Ashley Logan »

The light of the noonday sun suddenly seemed to intensify, and the cool air lingering from morning was stripped away by a sudden arid heat that pulsed out in waves from behind the defenders.

Ashley, wreathed in white flames, rose up into the air, her short black hair whipping wildly about in the winds fanned by the temperatures rising around her. There was a whole lot of things going on that she felt helpless to stop. A whole lot of things she didn't understand, or know how to deal with.

But here was something she got. Big giant monsters threatening innocent people. THIS she knew what to do about. And because she FINALLY felt like she could do something, demonstrate some value...maybe she overdid it a little.

Bolts of flame, the same eye-watering shade of white that her corona blazed, cracked across the battlefield. Even in armor, the heat from those blasts could clearly be felt by the other defenders as they soared past overhead. Each one blossomed into a gigantic, thunderous explosion as they struck home, obscuring the beetles and most of the ruins from sight amidst flame, smoke, and dust that was catapulted into the air by each blast.

Okay, maybe a lot.
Rolls: Psionics 18, 1 benny spent
Psionics (4 ISP for +2, -2 from circumstance, -1 from fatigue) [dice:1c3w0x5x]50784:0[/dice:1c3w0x5x] or [dice:1c3w0x5x]50784:1[/dice:1c3w0x5x]
Benny for EE, BECAUSE REASONS [dice:1c3w0x5x]50784:2[/dice:1c3w0x5x]
Ace, BECAUSE WHY NOT [dice:1c3w0x5x]50784:3[/dice:1c3w0x5x]
Power points spent: [dice:1c3w0x5x]50784:4[/dice:1c3w0x5x]
User avatar
Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Vik looks up from his work on the Cassoway, squinting against the light and the heat.

"Oo-er, get you a taste, O Lady of Pyre. Bet even ol' Barry would feel a tickle in his arse from that little zazhi. Know what they say, is all, 'Hell's got no furries what compare t'like a angsty little bird wif' a arsonist fetish. Give you a right case of the burnin' sensation, that one," Vik says, continuing to ramble on and chatter to himself as the thought crosses his mind, not for the first time, that dipping his pen in the company ink could have dire consequences.

"Just you and me, Lord Richard, tills we get ourselves home to Charlie. An' hope she ain't turned into a blazing pyro whilst we was on walkabout, like she turned into one a them Alterna-tarians, what ain't got no eyes. Miss her peepers a bit, I do, even the way she used to glare at me like, so often. Kinda creepy when she does it now, all like wrinkling her brow and giving me the evil eye with them skin patches."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 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) (six 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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Date: October 1, 109 PA
Time: 1159
Weather: Temperature 30 degrees colder for season (chilly); light wind, no rain
Location: Wilderness/Small city ruins (south of Tulsa, OK)
Ley Line: None
Scene modifiers:
  • Light: Normal
  • Visibility: Normal
Round 0

***

The Trailblazers spring into action, dashing to get the refugees out of the way. Ryder and Vik manage to jumpstart the engine on the Cassowary and roar away with most of the refugees who are still atop it in the howday, getting far enough away that hopefully they will be safe from charging fury beetles.

The other members of the team go for those refugees that had already gotten out of the howdah, dragging them to safety, Nazo even taking a nasty hit from one of the monsters.

What really cowed the beasts was the great gout of superhot flame Ashley produced. Most animals have a natural fear of fire, and fury beetles are no different. They backed down, bleating and roaring with fear and rage until Karsk and Thomas managed to use magic to calm them and send them on their way to find new nesting grounds.

Quiet settles on the ruins of the small town, a smoky haze tugged at by the light wind, as everyone is amazed they got out of that without loss of life.

Mia wandered into the nesting building to make sure there were no wee little larva they needed to worry about. “Woo! It stinks in here!” she said. “I think this place is some kind of a library.”

Instructions
  • You have the Cassowary somewhat working again. It’s a finicky and imprecise patch job, though. You can take the time to try and fix it here with the appropriate penalties for a field repair, or keep moving.
  • If you want to explore the library, it will take 1 hour to explore. Choose one option for rewards:
    • Write a post detailing some book, audio file, movie, microfiche, etc. that you find. You receive a ONE TIME bonus of +2 to the Knowledge skill of your choice.
    • Write a post detailing some book, audio file, movie, microfiche, etc. that you find. You receive a PERMANENT bonus of +1 to the Knowledge Focus of your choice. Choose a Knowledge skill and Focus. Examples: +1 to K. Arcana (Vampires), or K. Politics (Coalition), or Repair (NEMA tech).
    • Screw one book! You want them all! Spend the hour grabbing as many books as you can and shoving them into every nook and cranny and lap on the Cassowary. You may now establish a starter Library (-1 bonus) at Fort Hope. If multiple characters choose this option, you may choose to add a starter Specialist Library (-1) or Focus to the library
  • Severe Failure: Anything done with the Cassowary (driving, weapons, sensors) suffers −4 to all Trait rolls. It will take 5 days to fix, Repair -4 and cost 400,000 credits in parts.
  • Don’t forget your Fatigue or Exhaustion! I have noted them below in the combat notes.
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: 2.3 New Alamo: The Journey Home

Post by Nazo »


Take it all!
Nazo having always been a fan of readimg or at least hearing stories read from books leaps into the library with the speed and enthusasim of a kid at a candy shop. Who knows perhaps she could find something that would allow Charlegemain to lift the ban on loving Thomas. Eventually she stumbled into a room that had been sealed for some time and contained only a simple 8 x 11 flat readimg machine. After scramblining With it flr a couple seconds Nazo found a button and clicked it before anyone could stop her. She wispered softly expressimg the hopes and dreams of a giddy school marm ” Please tell me how I can make Thomas all mine.”

The small tablet responded in a pleasant yet distictly mechanized female voice, ” I am sorry I cannot do that.”

Nazo sensed no danger only mild surprise, ” Who-Who are you?”

”Please call me Alexa. Currently I am in the visually impaired assist mode. Swipe down and tap on settings if you wish to disable this function and return to normal mode.”

” No, this is great! I can’t see.” Nazo pauses unsure of what to do next...

” Very well. I contain books in my Kindle Library on countless subjects. If you are a first time user, I can be placed into adaptive learning mode and we can explore my content together.”

Sounds interesting but I need to meet back up with the others. Nazo softly sets the tablet down, ” I need to meet back up with the others. I’ll be back.”

” I am compley mobile. Please take me with you. I have much knowledge to share.”

Nazo picks it back up clueless at the odd request and puts it in her backpack, ” Sure Alexa. My name is Nazo. Lets go.”

” Nazo... Japanese for puzzle. Thank you Nazo.”
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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Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

As the team is getting ready Thomas is amazed so many people are not willing to spend the time here to get what is needed. "Are you crazy, you cannot take just one. These books are worth a bloody fortune and could help set us forward years at Fort Hope." Immediately he sets about gathering as many books as he can. Then speaking with the refugees and has them get to work also explaining how the books will be useful in ensuring food and support can be found later.

While they work, Thomas makes sure to gather everything he can on the arcane or occult to ensure the information that really matters is not lost. A find like this will take days or even weeks to transport. "We will definitely have to make multiple trips to ensure this information gets saved."

OOC Comments
Working for a Starter Library
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.3 New Alamo: The Journey Home

Post by Ashley Logan »

The library was actually a little depressing to Ashley. Once upon a time, she'd probably have been in a detail tasked with burning this place to the ground after a team of officers scoured it for information relating to military tech or tactics for the brass to use. She'd have been good at that.

Now though, it was a reminder of the halcyon days of humanity, now long past...and of her own inabilities. The books meant nothing to her. Like most citizens of the Coalition, she'd never learned to read. It was easy to get by in Chi-Town. Everything was icons and little pictures. Living as a mercenary hadn't been much different. But now, in the Tomorrow Legion, it seemed like most everyone could do it and she was the odd one out.

When would she find time though? It took years, it seemed like. And what was even the point? You didn't need to be able to read to mow down enemies.

Even so, something about Thomas' passion for salvaging the books was oddly moving. Maybe it was too late for Ashley, but she could help make sure other kids had brighter futures.

As Thomas gathers up armloads of books and makes his way out to deliver them to the ATV, he notices something odd.

From inside the library emerges a CLOUD of books. A veritable buzzing swarm of them, all suspended in midair in a dense cluster. They press through the door and immediately re-expand to their former volume. At the center of them is Ashley, eyes focused on the middle distance, hands outstretched as she exerted control over their movements.

"These things are heavier than they look," she commented as she maneuvered almost half a ton of books over to the vehicle and started stacking them neatly on the pavement alongside it.

(Helping with library!)
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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.3 New Alamo: The Journey Home

Post by Karsk »

Karsk gets the people inside whilst the weather improves.

He looks around at the library and shrugs.

"Take it with us. No use to anyone out here."
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Barinthasheer
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Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

Ashley Logan wrote: Fri Mar 29, 2019 9:28 am From inside the library emerges a CLOUD of books. A veritable buzzing swarm of them, all suspended in midair in a dense cluster. They press through the door and immediately re-expand to their former volume. At the center of them is Ashley, eyes focused on the middle distance, hands outstretched as she exerted control over their movements.

"These things are heavier than they look," she commented as she maneuvered almost half a ton of books over to the vehicle and started stacking them neatly on the pavement alongside it.

(Helping with library!)
"There are books in there?? I could learn all kinds of things!" He rushes to help salvage but is brought up short by Ashleys book cloud. The boy-dragons mouth is agape in amazement. Wow, that is amazing Ms. Ashley! I wonder if I could learn that?" He concentrates on ambient mystic energy, raptly observing the ebb and flow of the bursters telekintics. After she stacks them neatly he asks if she could do that again, does it make her tired, how does she keep track of all the stuff, etc
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
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Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.3 New Alamo: The Journey Home

Post by Ashley Logan »

Ash is taken aback by Barinthasheer's reaction to what she's doing. It's still hard for her to connect the giant rampaging monster he sometimes is to the wide-eyed childlike thing he is at other times. Terrifying and...somehow really cute?...in the same creature.

When they go back in for another load, she slows her roll a bit, letting the hatchling see more clearly what she's doing...coils of psionic energy that loop and twine out of the blinding furnace of power that constantly churns within her, like tendrils of plasma lancing out from the surface of the sun. They coil around the books, gathering them up...painstakingly curl around them without actually passing through them. She explains that the books would catch on fire if she let that happen.

The display of telekinetics does wear Ashley out, but she is quick to say it has a lot more to do with keeping it all under control. Channeling the power so that it only lifts and moves the books as a whole, rather than dumping that raw energy into the pattern of atoms and molecules the book was made of, thus destroying it. Uncontrolled blasts of destructive energy cost Ashley nothing at all to call on...no more effort than lifting a hand and pointing. Precision though...delicacy...that exhausted her in short order.
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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Not to shoe horn in on a private moment between Ash and Bari, Nazo clutches her talking tablet under her arm and watches the exchange intently. If for no other reason than to observe what Ash could do. For all her pinning about Thomas and even Wisky Peete it was all just a hastily constructed front to hide her true desire. From mis interpreting who was with whom, to having insightful converstions she had begun to create a mental image of who Ash was. For an Altaran that was the greatest thing that mattered when it came to the affairs of ones heart.

She sighed knowing the burden she bore would prevent anyone from loving her. Its a family thing.. She stood siliently observing with a small smile half hidden under her hat.
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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Barinthasheer
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Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

Ashley Logan wrote: Sun Mar 31, 2019 3:00 pm Ash is taken aback by Barinthasheer's reaction to what she's doing. It's still hard for her to connect the giant rampaging monster he sometimes is to the wide-eyed childlike thing he is at other times. Terrifying and...somehow really cute?...in the same creature.

When they go back in for another load, she slows her roll a bit, letting the hatchling see more clearly what she's doing...coils of psionic energy that loop and twine out of the blinding furnace of power that constantly churns within her, like tendrils of plasma lancing out from the surface of the sun. They coil around the books, gathering them up...painstakingly curl around them without actually passing through them. She explains that the books would catch on fire if she let that happen.

The display of telekinetics does wear Ashley out, but she is quick to say it has a lot more to do with keeping it all under control. Channeling the power so that it only lifts and moves the books as a whole, rather than dumping that raw energy into the pattern of atoms and molecules the book was made of, thus destroying it. Uncontrolled blasts of destructive energy cost Ashley nothing at all to call on...no more effort than lifting a hand and pointing. Precision though...delicacy...that exhausted her in short order.
He could "see" the way she redirected the "firey" psionic power inside of her to harmlessly move the books. And the amazing dance of energies at play around them took his breath away for a moment. At the end of her display he is in awe of her. "Wow, I hope I can be as good with my psionics as you or Mr. Karsk someday. Ms. Nazo has psionics too but I don't know if she uses them much." He turns to the demon queller and notices she still has a wound from driving off the fury beetles. "I can heal you if you would like Ms. @Nazo . I may not know the awsome things Ms. Ashley and Mr. Karsk do but I can heal!" He says cheerfully hoping to be helpful to his friends.
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Nazo nearly drops her tablet so startled from reprieve by @Barinthasheer. She nods finding a way to let the dragon heal her. Though she was brave she was still uncomfortable around a being of so much raw power. She lifts up her shirt where the Beatles horn gored her. ”Here Barry, right there. Thank you.” After a moments pause Nazo asked him something that had been swelling in her much filled mind, ” Why are you with us Barry? A dragon can be free to do as they like no? Free come and go as you please, free to love whom you may. Why travel with us?”
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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Barinthasheer
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Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

Nazo wrote: Mon Apr 01, 2019 12:38 pm Nazo nearly drops her tablet so startled from reprieve by Barinthasheer. She nods finding a way to let the dragon heal her. Though she was brave she was still uncomfortable around a being of so much raw power. She lifts up her shirt where the Beatles horn gored her. ”Here Barry, right there. Thank you.” After a moments pause Nazo asked him something that had been swelling in her much filled mind, ” Why are you with us Barry? A dragon can be free to do as they like no? Free come and go as you please, free to love whom you may. Why travel with us?”
Healing 17
Psionics [dice:2iafar4g]51118:0[/dice:2iafar4g]
Wild [dice:2iafar4g]51118:1[/dice:2iafar4g] Ace [dice:2iafar4g]51118:2[/dice:2iafar4g] Ace [dice:2iafar4g]51118:3[/dice:2iafar4g]
Shifting to his human form to better address the wound he examines it then begins to focus his psionic power. The lessons he's learned in controlling and directing his energy have served him well and the wound rapidly stiches together, debris pushed out, and the skin is left unscarred and healthy.
"You are very welcome." The boy glows with joy at having helped one of his friends.

He considers her question a moment, "My kind do not like to be around other dragons except when mating, not even to raise our young." Before she can ask why he shrugs, "I do not understand it but when I spoke to the dragoness that lived near New Alamo I felt... yucky, like bugs were crawling under my skin. We just do not so it. So parents psionically teach hatchlings some basic things in the egg, then leave. We then find people to be our friends and teach us things. Like about machines and how different groups expect one to act, and how magic works. Mr. Vik was the first human to see me in my natural form who did not run away or try to kill me but was nice instead. Then the rest of you and I got to help you all protect the town. So I get to do nice things with you guys and you are all usually kind and teach me many things. Maybe someday I will look for new friends but I think it will be hard to do better than you guys."

He decides to ask a question of his own of the demon queller. "I do not understand love, it sounds like a good thing in books and stories but it seems to make you and Mr. Vik sad, much like the spicy water.. um al-co-hol. And it seemed to make Nara and Squire Reynolds happy, but then Nara started to love me. She was still happy but Reynolds was mad and did not want to be my friend anymore. Mr. Pete loved his children, then when they became vampires it helped them to trick him. So it doesn't sound like a very good thing to me."
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Nazo sighs with her heart a flutter as she considers love. She finally settles on something poignant and turns from Ash’s dysplay of pyrotechnic wonder. She points to Thomas flitting about concerned about saving books, ” We maybe forbid to love by our superiours but it does not mean we cannot appriciate our heart’s desire from afar.” Her lips purse slightly and a bit of blush fills her cheeks just peaking out from beneath her hat. I hate to have to hide my true feelings. ” Love, Barry makes this journey worth it. For all its pain, its joy, and sadness it is an emotion worth every moment. Do not deny yourself this wonderment.” She breathes and puts her flash of liquor to her mouth and chugs a deep swallow.
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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Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

Thomas cannot help but to say something when the dragons asks his question. "Love is the feeling mortals have when they desire something dangerous for them. You will see someone loves one person one moment and then abandons them to love another the next. It is like standing against great waves in the ocean, each time it is beautiful and takes all of your being to stand within it. But then it is gone, and a new beauty arrives.

"You see, with every love you experience more of the mortality we all bear. Not only the true mortals, but even those gifted like our kind with long lives can only taste true experience in the moments of passion brought on in love and death. Any other passion is only a taste of that true passion that comes when creating and bonding with others."
Thomas looks out as if thinking of the many times he has loved and been loved by a woman. "I suggest young Berry if you ever get a chance to try it."

Thinking on what he is saying Thomas looks at Nazo. "Perhaps it is not right for anyone to be denied such things in life. I should have respected your freedom more Lady Nazo."
Thomas (Rob T) status and conditions
Bennies 1

-1 Fatigue
PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.3 New Alamo: The Journey Home

Post by Ashley Logan »

"Ugh," Ashley sighed. She went over to join the dragon and the others.

"Look. What you have to know is that we all use the word 'love' to talk about a lot of totally different things. Like, I can 'love' eating chocolate, and I can 'love' my dad, and I can 'love' a friend and I can 'love...' like, whoever I want to settle down and spend my life with. So you kind of have to specify."

She nods at Nazo. "She's got the last kind of love, I guess. The kind of love people feel when they want to live together and start a family and all that. Don't worry about feeling it or not. You'll feel it when you're ready. Don't let anyone tell you different."
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Barinthasheer
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Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

Ashley Logan wrote: Mon Apr 01, 2019 4:05 pm "Ugh," Ashley sighed. She went over to join the dragon and the others.

"Look. What you have to know is that we all use the word 'love' to talk about a lot of totally different things. Like, I can 'love' eating chocolate, and I can 'love' my dad, and I can 'love' a friend and I can 'love...' like, whoever I want to settle down and spend my life with. So you kind of have to specify."

She nods at Nazo. "She's got the last kind of love, I guess. The kind of love people feel when they want to live together and start a family and all that. Don't worry about feeling it or not. You'll feel it when you're ready. Don't let anyone tell you different."
Bari gets a look like Ashley just showed him where a puzzle piece goes. "Ohhh, I was thinking it sounded like many different things. Your language is confusing sometimes but I am getting better with it. Thank you for an ob-jective answer." He turns to Nazo. "See, even though I think both of you might still worry I'm bad, you are nice and help me understand things. Where could I find better friends?"
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 50 (30)/10 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/5; Fatigue: 0/2; ISP/PPE: ISP 13/20; PPE 9/10
Bennies: 1/3
Adventure Cards


  • Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand[/ooc]
User avatar
Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

Ryder, in addition to helping cart out books, also reveals the heretofore undisclosed 'secure compartments' secreted all around the Aeon Cassowary--to the adults, of course, the purpose of these compartments is obvious. It adds to the time it takes to get the truck fully loaded, but it also considerably adds to the number of books the Cassowary is able to carry. Even beyond the smuggler's holds, Ryder knows all the tricks for packing gear. Space under the crude bench-seating of the howdah, for instance, just needs a bit of plastic tarp to protect the books as they travel, becoming almost an entire new storage bin in itself.

Of course, during the loading process, Ryder is careful to make sure that some of the books pertain to his own interests. And he listens to the conversation about 'love' with interest as he works, adding his own small insight into the matter when he has the opportunity. "Love isn't intrinsically bad or good, kid," he explains to Bari. "But it is powerful, and like anything powerful, can be dangerous. That doesn't mean you should avoid it--but you should always treat it with respect and caution, much the same way you do that flaming breath of yours. Love gone wrong can destroy worlds; love done right can save souls."

OOC Comments
Specialist Library for the win!
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
Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.3 New Alamo: The Journey Home

Post by Karsk »

Karsk listens to the conversation and does something the squad had not seen much; he smiles a look of contentment on his face as he seems to go far away in his mind.
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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Karsk wrote: Wed Apr 03, 2019 1:10 pm Karsk listens to the conversation and does something the squad had not seen much; he smiles a look of contentment on his face as he seems to go far away in his mind.
To share this life with. I can’t have a family.

Nazo smiles at Barry and says a bit tersely, ” Ash knows me. That’s what I am about. Good to have you as a friend too kid.” She then flips over some tombs and finds someone who does not say much.

Nazo wondering over to Karsk and shakes her head slowly deleting the last 5 minutes, ” Mind if I ride with you on our way out of here?”
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
User avatar
Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Vik emerges from the buried library carrying a couple of duffles' worth of data drives and hard-copy books.

"You lot still wiggling your gums over love and other drugs and wot? Well, I managed to skiver up the like rom-com romance section, buncha bosom rippers and Danielle Steele and th'like. And some historical karma sutra-style booky-wooks, wif diagrams and all. Closest I nicked wot's resembling the real pr0n is this, like scholarly 'vestigation, says on the cover it's a "Dissection of Rule 34 in 21st Century Social Networks." Sounds like rot but it's got a pitcher of Marge Simpson on the front gettin' buggered by the Scotsman, so maybe worth a look, right?"
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 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) (six 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: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
User avatar
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Whiskey Pete Vigor 0
-2 difficulty
Vigor [dice:uzw8tp09]51407:6[/dice:uzw8tp09]
Wild [dice:uzw8tp09]51407:7[/dice:uzw8tp09]
Mia Vigor 3
-2 difficulty
Vigor [dice:uzw8tp09]51407:8[/dice:uzw8tp09]
Wild [dice:uzw8tp09]51407:9[/dice:uzw8tp09]
Refugee Vigor 9
-2 difficulty
Vigor [dice:uzw8tp09]51407:10[/dice:uzw8tp09]
Ace [dice:uzw8tp09]51407:0[/dice:uzw8tp09]
Wild [dice:uzw8tp09]51407:11[/dice:uzw8tp09]
Date: October 4, 109 PA
Time: 1328
Weather: Normal for season (cool); high wind, heavy rain
Location: Wilderness (north of Stillwater, OK)
Ley Line: Small: 2,000 feet wide, 200 feet tall, one mile long. Quarter mile to the northwest and three quarters to the southeast.
Scene modifiers: Ley Line Storm
  • Light: Dim -1 from the storm
  • Visibility: -2 for the rain
  • Any rolls to use electrical equipment suffer a −2 penalty, while trying to use Techno-Wizard items incurs a −4 penalty.
  • No one, including Ley Line Walkers, can tap into the extra PPE of a ley line.
  • Any attempt to use magic or mystical power requires a roll on the Ley Lines Storm Effect on Magic table (GM Handbook, p. 86)
  • Psionics suffer a -2 to all Psionics skill rolls and an overall Fatigue level that goes away after 10 minutes out of the area of the storm.
Round 0

***

The Trailblazers and their caravan of refugees have about three days of uneventful travel after the run in with the fury beetles and the discovery of the library. There were starts and stops as the Cassowary was still finicky. Overall the patchwork job Ryder and Vik had cobbled together was holding, but the vehicle was still difficult to handle and occasionally needed to cool down or be jumped again.

Shortly after noon on the third day the Trailblazers found themselves following a ley line. As they reach the line, the sky begins to darken, turning a sickly, bruise-colored green and purple. Purple lightning starts arcing through the gathered clouds, high winds rock the howdah and threaten to nearly upset the Cassowary or tear the howdah free, and heavy rain and hail pelts down on Toad, Karsk, and the refugees, protected only by a tarp awning in the howdah.

It’s a ley line storm! Suddenly purple lightning lashes out from the storm, unerringly aimed at the team’s magic users!
Instructions
  • Everyone exposed to the fury of the storm (anyone not inside the Cassowary or Big Boss; the howdah provides no protection) must make a Vigor roll at -2. If you are a Magic user (PPE) the roll is at -4 as the storm has greater effects on you. On a Critical Failure you are Exhausted (-2). If you are a Psionics user, whether inside or outside of the vehicle, you don’t need to roll. Take an automatic level of Fatigue as you get intense headaches from the storm. I assigned it below. +1 Benny if you choose to not be in the vehicle (not drivers or Toad).
  • Anyone who uses PPE or carries any items that use PPE or TW gear (probably everyone?) gets hit by lightning. Take 2d6 MD damage. If you are inside the Cassowary or Big Boss, you may add the vehicle armor to your Toughness (+16 MDC)..
  • Dramatic Task: Choose whether to hunker down or make a run for it. You have 3 rounds in which to get 20 Success Tokens. Each Token represents a refugee that is guaranteed to survive the storm. Make 3 skill rolls (each one different). Write a narrative describing how you use that skill to aid the group against the storm. Remember your penalties (Ley line, Fatigue, Complications). Complications and Jokers are below. Everyone gets 2 Bennies.
    • Nazo: Your third roll drew a club and has a Complication. Describe the complication and roll with an additional -2.
    • Karsk: Your second roll drew a Joker and so gets +2. Describe something advantageous for that roll. Your third roll drew a Complication and has -2. Describe it.
    • Charlemagne: Your second and third rolls drew a Complication and are at -2. (If someone wants to roll for Charlemagne they can, otherwise I will roll when I do the GM post.)
    • Barinthasheer: Your third roll drew a Complication and is at -2.
    • Thomas: Your first roll drew a Joker and is at +2. Your second roll drew a Complication and is at -2.
  • Results: In the next GM post I will roll for the Allies (Whiskey Pete, Mia, and a Refugees group roll, and maybe Charlemagne if no one has done so).
    • Failure on a roll: Take another hit of Ley Lightning at 2d6 MD.
    • Critical Failure: Take another hit of Ley Lightning at 2d6 MD and -1 Success Token.
    • Short on Tokens: At the end of the Dramatic Task, if you are short any Success tokens, I will make that many random rolls to determine who else is injured by the storm (8 PCs, 2 Allies, 20 Extras). If you are going to lose any Refugees you may take a Wound (soakable) or sacrifice a part of your Library to save them).
  • I still need info on what kind of Specialty Libraries you guys want. You get 6. They start at Starter (-1). Each additional library can either add a new library at -1 or add +1 to an existing library, up to +4. Ryder has chosen Repair for his Specialty Library. Or you could add to the general Starter Library up to +4 (this would apply only to Investigation as opposed to a Knowledge roll).
  • Cassowary Severe Failure: Anything done with the Cassowary (driving, weapons, sensors) suffers −4 to all Trait rolls. It will take 5 days to fix, Repair -4 and cost 400,000 credits in parts.
  • Remember your Fatigue levels! I gave everyone with Psionics their automatic Fatigue level.
    • Nazo (Fatigued -1)
    • Karsk (Fatigued -1)
    • Charlemagne (Fatigued -1)
    • Barinthasheer (Fatigued -1)
    • Ashley (Fatigued -1)
  • Summary of Penalties (they stack)
    • Dim light: -1
    • Visibility from rain: -2
    • Anything using electronics: -2
    • Anything using Techno-Wizardry: -4
    • All Psionics -2
    • Complications (if any): -2
    • Jokers (if any): +2
    • Fatigue (all Psionics users; any who failed Vigor): -1
    • Exhausted (if crit failed Vigor): -2
    • Severe Failure (anything involving the Cassowary): -4
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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