2.3 New Alamo: The Journey Home

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Zephrim Ouri
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Re: 2.3 New Alamo: The Journey Home

Post by Zephrim Ouri »

Zephrim sighed inwardly and his mind raced as he paused beside the door to the Drunken Dragon. *Am I ready for this? To be among people again?* He nodded to himself as he finished the thought. *I am. This is supposed to be an opportunity for a new start Zee, so suck it up and get to it!* He slowly pushed the door open, stepping inside and off to one side as he took in the room.

The helmet of his Urban Camo T-10 armor slowly turned side to side as he paused a moment on each person, out of habit letting his innate senses give him a feel for the individual's psychic or arcane potential before moving on to the next person. Spotting an open seat near the wall he sat, cautious to be sure the chair would hold him in his armor, and slouched down a bit in it, crossing his arms as he tried to simply relax. That didn't come easy, and he began to shift in his seat a slight bit before settling down simply taking the room in.
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Nazo
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Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Zephrim Ouri wrote: Mon Jul 08, 2019 2:05 pm Zephrim sighed inwardly and his mind raced as he paused beside the door to the Drunken Dragon. *Am I ready for this? To be among people again?* He nodded to himself as he finished the thought. *I am. This is supposed to be an opportunity for a new start Zee, so suck it up and get to it!* He slowly pushed the door open, stepping inside and off to one side as he took in the room.

The helmet of his Urban Camo T-10 armor slowly turned side to side as he paused a moment on each person, out of habit letting his innate senses give him a feel for the individual's psychic or arcane potential before moving on to the next person. Spotting an open seat near the wall he sat, cautious to be sure the chair would hold him in his armor, and slouched down a bit in it, crossing his arms as he tried to simply relax. That didn't come easy, and he began to shift in his seat a slight bit before settling down simply taking the room in.
Nazo did not move when the armored fellow came in. But she felt his presence more than anything. Little would or could surprise her. She wore an exoskeleton armor similiar to the NG gladdius system but with japanese elements giving it the impression of a flexible kimono. Her helm was in fact more akin to a wide brimmed hat with a transparent face plate. She held it down nursing a drink and munching on some bread. Who is this joker? Come to execute us D-bees or aid us I wonder? Nazo’s recent time with the bottle had taught her that she could judge a person by how they treated being given some liquor. Take herself, helpful and in pain... She drank as much as she could. She munched a bit more of some bread and muttered to the bartender, ” Send that fella in the back, all alone something nice...” She burped, ”Brubbtt... Put it on Thomas’ tab.” A large sword made lf white steel hung at her side, and a simple dagger with no blade on the other hip. She also worse a set of bracers that seemed to have embedded blasters in it: Splugorth tech by the looks of them. Resting next to her was a staff that seemed to be made out of a piece of wood that was still alive and blossoming. From the pack she wore a small blank tendril emerged and stroked her on her face, just beneath a large welt and nasty cut. I’ll need to thank Vik somehow for the bred.
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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Zephrim Ouri
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Re: 2.3 New Alamo: The Journey Home

Post by Zephrim Ouri »

Nazo wrote: Mon Jul 08, 2019 6:06 pmNazo did not move when the armored fellow came in. But she felt his presence more than anything. Little would or could surprise her. She wore an exoskeleton armor similiar to the NG gladdius system but with japanese elements giving it the impression of a flexible kimono. Her helm was in fact more akin to a wide brimmed hat with a transparent face plate. She held it down nursing a drink and munching on some bread. Who is this joker? Come to execute us D-bees or aid us I wonder? Nazo’s recent time with the bottle had taught her that she could judge a person by how they treated being given some liquor. Take herself, helpful and in pain... She drank as much as she could. She munched a bit more of some bread and muttered to the bartender, ” Send that fella in the back, all alone something nice...” She burped, ”Brubbtt... Put it on Thomas’ tab.” A large sword made lf white steel hung at her side, and a simple dagger with no blade on the other hip. She also worse a set of bracers that seemed to have embedded blasters in it: Splugorth tech by the looks of them. Resting next to her was a staff that seemed to be made out of a piece of wood that was still alive and blossoming. From the pack she wore a small blank tendril emerged and stroked her on her face, just beneath a large welt and nasty cut. I’ll need to thank Vik somehow for the bred.
As Zephrim finished looking about the room his attention was drawn to the server bringing him a glass full of a smoky brown liquid. He began to reach for his credits when the server indicated it was from the woman at the bar. While his armored helmet turned to face her, beneath the helmet his eyebrows were raised at the gesture. He has heard of such things as being common out in the world. Naturally, it had been a common treat in the pens when a chase had been successfully completed and those in command deemed the team had acted in a worthy manner.

He spoke his thanks to the server, his voice regulated and monotone through the armor’s comm circuits. He lifted the glass and raised it even higher in salute to Nazo as his eyes took in all the details of her gear. While the exact provenance of her items escaped him, it was obviously nothing that would be found with someone from the Coalition States and that put him a bit more at ease. He began to lift the drink to his lips and stopped, realizing he was about to simply splash the drink on his visor. A bit of embarrassment hit him, even though he was somewhat hidden behind his armored ‘skin’, and he slowly reached up with his other hand, lifting the visor just enough to bring the glass to his lips.

He tilted his head back quickly, downing the drink in one motion. Coughing as the alcohol hit the back of his throat, he slammed the glass down a bit harder than he intended. He gestured for the server and spoke, his voice with a hint of what would have been considered a southern accent. ”Please thank the lady again for me. Ah’ll also buy her next round as well as a meal. A simple soup for me with bread, thank you.”
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Nazo
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Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

The woman in a japanese style exoskeletal suit of armor approached the table @Zephrim Ouri was sitting at. Her arsenal of weapons were sheathed although she carried in one hand an unusual staff made as if still alive and blossoming. Her wide brimmed helm or hat obscured much of her face except the lips and rosy cheeks. Surely something fair lurked above...

She had a bit of a sway as she stumbled over, but neatly avoided causing any harm or foul. She had a plate, hot roasted buffalo ribs in one hand. With a slight bow she mumbled sweetly, ” I Nazo... This fod...” Her American was something to be left desired. ” I sit... You me eat. Tabemono o arigatō.”
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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Zephrim Ouri
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Re: 2.3 New Alamo: The Journey Home

Post by Zephrim Ouri »

While Zephrim had never personally been in this situation, he had been guard on a couple of his commanding officers social outings and so was somewhat familiar with the customs of such a social moment. The woman’s accent was horrible, and her speech was somewhat simple. His first thought was that it was from her being intoxicated, however by her look if was most likely an unfamiliarity with the language. *Thats going to make things a bit tougher, but perhaps this is a learning opportunity*

He rose, gesturing to the seat next to him. ”Please. Join.” He lifted his visor slightly so that she would have his actual voice to respond to and not the mechanical masking. His accented voice had a bit of a raspiness to it as he spoke.

”Ah’m called Zephrim.”
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KahlessNestor
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Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Date: October 9, 109 PA
Time: 1111
Weather: Normal for season (cool); no wind, no rain
Location: Baldur’s Ferry (ruins of Kansas City)
Ley Line: None
Scene modifiers:
  • Light: Daylight
  • Visibility: Clear
Round 0

Wilhelmina “Slick Willy” Gaupta wasn’t a hard woman to find. She was usually at a back table of the Drunken Dragon that was near the door to a private back room, if it was necessary. She was a tall woman, on the slender side, not unattractive, with dark skin and her black hair in dreads. She wore black combat pants and boots and a stained white tank top beneath a black leather jacket. When the Trailblazers found her, she was holding a glass of rotgut whiskey in her cybernetic left hand and reading and calculating something on a field computer. She looked up as they approached.

“Damn, girl! But didn’t someone work yeh over!” Wilhelmina peered at Nazo. “That’s Benjy’s work, innit? Yeh wander over ta the wrong side of the street? Didn’t yeh see the rules?” She shook her head and looked at the rest of the team. “Yeh really shoulda read her the rules. Make sure she follows ‘em. Less trouble for ever’one. An’ no one ‘roun’ ‘ere wants trouble.”

Willy took the tablet from Nazo and looked it over. “Oh, snap, girl! This is good shite. Now ‘ow c’n I ‘elp yeh?”

Ryder and Vik laid out the case. Willy glanced around the Dragon. It wasn’t exactly a CS hangout, but that didn’t mean there weren’t paid informants among the D-Bees and other clientele. She motioned them to join her in the private back room. It wasn’t much, just a table and chairs, but at least away from prying eyes and ears.

“Now look ‘ere. The Legion ain’t made o’ money, mate,” she said. “But seein’ as yeh brought me some good intel, I think we c’n work out a deal. So make me an offer.”
Persuasion roll
+1 from Nazo’s intel. Each success and raise gets you 100k credits, up to the total 400k.
“I’d say tha’s a deal,” Slick Willy said. She reached into her leather jacket and pulled out an unsecured cred card. “Go on over t’ the West Bank,” she said. “Yeh won’t ‘ave any troubles there wi’ th’ Co’lition. Junkman’s Salvage ain’t far from the ferry. ‘e’s a grackle, an’ honest. ‘e’ll gi’ yeh a good deal, an’ a garage t’ work in, a might more secure than leavin’ it parked outside o’ town. Tell ‘im Slick Willy sent yeh. ‘e’ll do yeh right.”

***

Meanwhile, out at the parking grounds outside of town where the refugees had settled, Ashley and Barinthasheer were trying to convince them to continue on to Fort Hope rather than resettle here at Baldur’s Ferry. They did a rather good job. All of the refugees decided to continue on. In fact, a passing group of unrelated refugees overheard them pitching the benefits of Fort Hope that five more signed on! Of course, now they had to figure out how to fit them all. It was going to be a cramped trip back up the river!

***

A bit later, Slick Willy walked up to the table at which Zephrim and Nazo sat. “‘ullo, Zee,” she greeted. “I see yeh’ve met one o’ the blokes I told yeh about, from up river. Yer lookin’ f’r a job, these guys are a bit short ‘anded. If yeh want, I c’n get yeh signed up now.” She set a tablet in front of him with a contract to sign if he wanted to work for the Tomorrow Legion.
Decisions
  • How long do you want to spend in Baldur’s Ferry? The Cassowary will take 5 days to completely repair, but as stated below, you can just work on her for a couple days using the process outlined below. Alternatively, if Ryder and Vik are BOTH working, you can do it in 2.5 days, plus whatever Mr. Fixit bonus reductions they each have. This precludes them both from doing anything else in Baldur’s Ferry during that time.
  • How do you want to travel from Baldur’s Ferry to Fort Hope? It’s 19 hours by river barge, and 32 hours via the modified Cassowary (190 miles).
  • Each day in the town a character can do one of the activities listed, except Ryder and Vik, if they’re working on the Cassowary, unless you stay longer than the work time needed. Or you can just laze around and do nothing. That is perfectly acceptable also. Enjoy a relatively comfortable bed at the Drunken Dragon while you have it!









Baldur’s Ferry
You can spend as much time as you like in Baldur’s Ferry, or just keep going. You are about 19 hours away from Fort Hope by riverboat, and about 32 hours overland. Baldur’s Ferry is a frontier town. It is ostensibly controlled by the Coalition and has a garrison of Deadboys, but the governor and garrison are highly corrupt.
  • The north and east banks are firmly Coalition territory and actually heavily fortified. It isn’t a fortress city, but it does have defensive walls, artillery, and heavy weapons in the garrison. No D-Bees are allowed, and they control the North-South ferry into northern CS Missouri.
  • The west bank of the river (Kansas City, KS) is technically outside CS territory and where most of the D-Bees live.The East-West ferry across the Kansas River and out of CS Missouri is an open ferry.
  • The south bank is more mixed territory. It is technically part of CS MIssouri, but other than farming and trading settlements along the river, southern Missouri is a little populated area of wilderness that sees only the occasional Coalition patrol.
    • The west end of the south bank (and the Drunken Dragon) contains a lot of D-Bees and any on the team won’t have a problem there. The Tomorrow Legion has an outreach post in the Drunken Dragon to facilitate its business with the river merchants (and keep an eye on the Coalition).
    • The east end is where the Coalition has a smaller garrison of mostly just Deadboys (though easily reinforced by SAMAS from across the river) and more of a human population. D-Bees might get some looks and harassment, but they won’t be outright attacked.
  • The Law
    • Absolutely no D-Bees north of the river. The North Side is run essentially like any other Coalition city. You won’t even be allowed to board the Coalition controlled ferry, and if you happen to get across some other way, they will likely shoot first, ask no questions, and hang your body on the walls as an example.
    • No Large Vehicles or Robot Armor. Outside the main roads leading to the ferries and along the river, the streets are just too narrow and congested. Also, the Coalition likes a monopoly on heavy weapons.
    • Heavy Weapons Restricted. While it isn’t illegal to carry MD weapons, anyone carrying them openly (rocket launchers, any two handed MD ranged weapons) will likely find a Deadboy patrol loitering in the street any time he comes out of a building. You likely won’t get in trouble, but they might harass you a bit and just in general make your visit annoying. Mechanically it will mean there will always be a patrol within 1d3 rounds of you if trouble starts (as opposed to 1d6).
    • D-Bees and Magic Users Know Your Place. Your place is beneath a Deadboy’s boot heel, preferably dead, but the Coalition is merciful (for money). The merchant guilds and the Black Market pay a lot of money to the governor to maintain this mercy. They won’t be too pleased with (and will provide no help to) anyone that upsets the status quo. If you don’t start trouble, you won’t get in trouble. Deadboys will mostly leave you be, but sometimes they like to flex a little and might harass you. If you don’t properly grovel and humiliate yourself, trouble will start. Best to avoid eye contact and not catch attention. In the West End it will be much less of a problem than the East End. A couple times a year, as a show of force, the garrison will conduct a purge. Usually they plan them and announce them well in advance, and then all the Deadboys march through the southern side of the town, roust out all the D-Bees and magic users, and then head back to their garrison. The next day all the D-Bees return and resume their lives. However, if there is an “incident” big enough, the Coalition could do an unannounced purge. This would be much more violent, including beaten and dead D-Bees, damage to D-Bee businesses, and ejection until the governor decides to let them back in, usually because the guilds and Black Market manage to put together some kind of bribe.

[/list]

What can you do in Baldur’s Ferry
  • You can do one of these things each day you stay in town. Write an interlude scene (per day) describing your activities.
  • Fix the Cassowary. There are garages (+0) built at the edge of town to service the Vehicle Camp outside of town. You can also purchase or trade for parts. If you don’t want to stay the entire 5 days necessary to do a complete repair, you can repair a Serious Problem per the Technical Difficulties rule. This will allow you to reduce the penalty by 1 OR reduce the number of days it takes to repair the Severe Failure by 1 each day you spend doing it. Number of hours and cost each day are the same as the TD table. On a failure, increase the penalty by one or the number of days by one. On a Critical Failure, you caught the attention of a Deadboy patrol. Take 1d4 Wounds of Fatigue as they beat the crap out of you. You can Soak. Unless you choose to fight. Then we go to Encounter.
  • Buy and Trade. If you have credits to spend or goods to trade, this is the place. Make a Streetwise roll to find a buyer or seller and a Persuasion or Intimidation per the Networking rules in SWADE to negotiate a price. You can also help Whiskey Pete restock or get more Resources for Fort Hope.
  • Settle the Refugees. Baldur’s Ferry could be a good place for them to settle if you don’t want to cart them the rest of the way to Fort Hope. It’s at least civilization. Make a Persuasion roll. Each success and raise keeps 5 refugees with the party. Do well, you might even pick up more settlers! On a Critical Failure, you caught the attention of a Deadboy patrol. Take 1d4 Wounds of Fatigue as they beat the crap out of you. You can soak. Unless you choose to fight. Then we go to Encounter.
  • Gather Intelligence. Make a Streetwise roll to find a contact, then use the Networking rules from SWADE. Gather one piece of intelligence per success and raise. Tell me what information you found. Bring it to the Legion rep in the Drunken Dragon. +1 Benny or an Adventure Card, plus a possible reward from the Legion.
  • Carouse! Want to make some credits? Make friends and influence people? Choose a skill. Describe how you use it to do so. Choose your reward:
    • Credits: On a success, take your IF’s starting credits. +1 die type for each Raise. On a failure, take the credits, but you pissed someone off.
    • Contact: Choose to make a contact. Roll 1d20. You may choose to bring them to Fort Hope or leave them in Baldur’s Ferry as a Contact.
    • Reputation: Gain a +2 to all social rolls in Baldur’s Ferry.

[/list]


Instructions
  • 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.



***
Combat Notes

Initiative:

Ashley
Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Thomas
Barinthasheer
Vik
Zephrim Ouri
Whiskey Pete
Mia
Refugees
Maps
***
GM Notes
GM Bennies: 7/7
Whiskey Pete 2/2
Mia 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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Ryder
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Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

+3 to Support Thomas Persuasion
Roll to support Thomas
Persuasion [dice:k0vh63tu]55808:0[/dice:k0vh63tu]
Wild Persuasion [dice:k0vh63tu]55808:1[/dice:k0vh63tu] ACE [dice:k0vh63tu]55808:2[/dice:k0vh63tu]
Extra Effort Benny [dice:k0vh63tu]55808:3[/dice:k0vh63tu]
Ryder nods at Slick Willy. "Oh, I know that budgets are tight. But as I've said, we're pressed to get these folks to the Fort, and we need to do it safe-like. Hell, I'd even be willing to deal with a credit situation if that's what it came down to--we just need to not be limping along the entire way back." The Legion Rep looks about to haggle further when her eyes alight on the bag the Trimadore set by the table when they sat down.

"Wait--is that an actual bottle of Malort?"

The Trimadore blinks, nonplussed for a moment, then he smiles. "Why, yes, yes it is. If you want, I can toss in a case."

She grins back at him. "A whool case? Been a devil's age since I had a draft o' that, an' ain't seen an'er bottle since the last time I went to Old Chicagah. Alright, mebbe I c'n see if we c'n nudge that up a bit, fer a fellow Malort fan."
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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Thomas
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Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

Thomas was surprised by Chucky leaving, but even more surprised when chuck was wise enough to put him in charge. At least this way we will know the refuges can find safety without unneeded battles along the way.

Letting the others know priorities was important. "Alright everyone, we know our jobs. But lets make getting the refuges taken care of and the transportation fixed priority 1 and 2 respectively." From there it was just a matter of making sure there was enough supplies for everyone and perhaps a little side profit for his efforts.


Persuasion 17
Persuasion [dice:26co5o14]55822:0[/dice:26co5o14]
Wild [dice:26co5o14]55822:1[/dice:26co5o14]

Edit: I fat fingered - instead of +. But the 7 + 9 actually equals 16 not -2.
I forgot the +1 from intel. So i guess 17.
Was there a penalty I need to Extra Effort to overcome or is 17 good enough?
Later while dealing with Slick Willey (what a name, Thomas wonders if he knows what that means in England) Thomas finds the trader more than happy to work with. the guy seemed ready to do what was needed to help out. all his needed was a little motivation, and perhaps some offers of future favors. A couple of enchanted lights that permanently glow with sunshine to help him keep his family safe even helped.

The best trades are the ones where everyone walks away happy after all.
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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Zephrim Ouri
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Re: 2.3 New Alamo: The Journey Home

Post by Zephrim Ouri »

KahlessNestor wrote: Mon Jul 15, 2019 2:53 amA bit later, Slick Willy walked up to the table at which Zephrim and Nazo sat. “‘ullo, Zee,” she greeted. “I see yeh’ve met one o’ the blokes I told yeh about, from up river. Yer lookin’ f’r a job, these guys are a bit short ‘anded. If yeh want, I c’n get yeh signed up now.” She set a tablet in front of him with a contract to sign if he wanted to work for the Tomorrow Legion.
Zephrim stood up slightly as Slick approached. ”Hello Slick.” he responded, wishing his mask was down so the surprise wasn’t as evident in his vocal tones. He looked over at Nazo and gave a slight smile, momentarily forgetting to conceal the slight point of his incisors. ”Ah’ve not yet had a chance to discuss much more than a simple introduction with Nazo. Hopin’ To get to discuss a bit more though.”

He looked down at the tablet. Perhaps this was what they called Fate. He’d come looking for a new path, and an opportunity to work with the Tomorrow Legion revealed itself. And, on top of that, one of the Legionaires had begun a conversation with a friendly gesture instead of a whip and a shout. All confirmed his feelings about ‘leaving’ the Coalition’s service. Without a moment’s further hesitation, he made his mark on the tablet, a bit embarrassed he hadn’t completely learned his full signature yet.

”Ah’m in.”
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Ryder
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Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

Repair 5, +1 to Vic's roll
Supporting Vic's Repair Roll:
Repair [dice:tqzg0lbm]55865:0[/dice:tqzg0lbm]
Wild Repair [dice:tqzg0lbm]55865:1[/dice:tqzg0lbm]

Once they have the credits, Ryder takes the limping Cassowary over to the Grackle Garage, as recommended, and pulls into one of the bays. After a brief discussion and the exchange of considerable amounts of credits, he and Vic are able to get to work.

Knowing the TW's intrinsic connection to machines, Ryder lets Vic take the front on this part of the job, providing assistance wherever it's needed. In particular, of course, he's deeply familiar with the Cassowary's inner workings, so is able to help Vic locate all the necessary connections.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3
User avatar
Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Repair 14
Base Repair is d8, +2 for Mr. Fix-It, +2 for Machine Maestro out of combat, +1 from Ryder, -4 due to Technical Difficulties.
Repair [dice:1e2ar4am]55866:0[/dice:1e2ar4am]
Wild [dice:1e2ar4am]55866:1[/dice:1e2ar4am]
Benny spent for Extra Effort + Elan to get the raise: [dice:1e2ar4am]55866:2[/dice:1e2ar4am]
"Right-O, Brother Tom, you just wet your whistle wif ol' Slick Wills here, and me an' the lanky fella'll get the ol' Casio running like a little Tommy the Two, we shall," Vik says, pocketing a couple of bottles of booze, one clear and one brown, to help with the repair job.

With Ryder's help, the tipsy techno-wizards makes the repairs in record time, despite having to magically fabricate a number of parts out of thin air.

"S'all in the wrist, my lumpen friend, and ol' Vik's got the strongest wrists you'll find this side of 'Lantis," he says. "Might could do with a rest, they could, so's I'm hoping we make our ways back to that muddy, ruddy ol' camp where the lovely Charlize waits, so poor lonely' Vik can do a bit of the ol' laying down whilst his lovely bird puts in the work, if you follow. Oy, hand me that spanner and the mug what don't have actual turpentine in it but just the swill what tastes of turpentine."

Repairs finished in 1.25 days, and Vik is ready to head home.
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
Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Nazo nodded slowly at @Zephrim Ouri her head hanging low. Whatever trauma she had gone through would shortly no doubt be forgotten. ”Yeah... Indigo Ductions... I Nazo. Demon Queller. We Hope Fort.” Her American was still problematic and compounded with the black liquor she was chugging from something called Malort just made her seem like a rambling lunatic. She tapped his chest and asked, ” You who?”
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
Zephrim Ouri
Diamond Patron
Diamond Patron
Posts: 24
Joined: Wed May 15, 2019 6:15 pm

Re: 2.3 New Alamo: The Journey Home

Post by Zephrim Ouri »

Nazo wrote: Wed Jul 17, 2019 12:50 pm Nazo nodded slowly at @Zephrim Ouri her head hanging low. Whatever trauma she had gone through would shortly no doubt be forgotten. ”Yeah... Indigo Ductions... I Nazo. Demon Queller. We Hope Fort.” Her American was still problematic and compounded with the black liquor she was chugging from something called Malort just made her seem like a rambling lunatic. She tapped his chest and asked, ” You who?”
Zephrin looked up from the tablet and smiled at Nazo. "I am Zephrim. You and I have several things in common Nazo. We are apparently both hunters of the supernatural. Unfortunately, I used to hunt the wrong prey. Now, I have more of my own choice in how it plays out. And now, we are both on the same side, helping the Legion. Hopefully, it will give me a chance to make up for past choices."
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 chugged a bit more and then spit the excess onto the floor. It seemed even she could only drink so much Malort. She pointed at the ride the team had co’opted from someone named Ryder. Without really looking at @Zephrim Ouri she exclaimed, ” You fix? We give you chances!” After grabbing her gear, she swayed out the door showing the new mechanic the vehicle.

Nazo flagged down @Vik and @Ryder and waved over @Zephrim Ouri, ” He mechanic... He work, we give chances.” She threw the bottle of Malort on the ground emphasizing her point. She sat on a near rock rubbing her face. The swelling from her beating at the hands of the CS had not gone down despite her excessive drinking.

From her pack a small shadowy tendril darted out grabbing a nearby beetle and then it slowly receded back into her back pack.
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
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Date: October 10, 109 PA
Time: 0800
Weather: 20 degrees warmer for season (warm); strong wind, light rain
Location: Baldur’s Ferry (ruins of Kansas City)
Ley Line: None
Scene modifiers:
  • Light: Daylight
  • Visibility: Clear
Round 0

DAY TWO

The second day in Baldur’s Ferry dawned unseasonably warm. The cool fall weather had given way to a warm late summer’s day. It was marred a bit by strong, gusting winds and light rain that made trying to walk the streets of Baldur’s Ferry a bit difficult. The muddy street made for precarious footing when a strong gust of wind rushed down, threatening to knock you over. The rain wasn’t bad enough to make the streets impassable, however, so business was still occuring as citizens put their head down or stayed close to the buildings as they made their way around town.

Ryder and Vic had a bit of a precarious ferry crossing back to the garage for the day’s work, however, but it wasn’t going to take them the entire day. They were almost done fixing the Cassowary. They would have it all put back together in a couple hours. The rest of the team had the day to do with whatever they liked.
Instructions
  • Each day in the town a character can do one of the activities listed below. (Ryder and Vik can do a Downtime activity at -2 to represent not having the entire day to devote to it). Or you can just laze around and do nothing. That is perfectly acceptable also. Enjoy a relatively comfortable bed at the Drunken Dragon while you have it!.
  • How do you want to travel from Baldur’s Ferry to Fort Hope? It’s 19 hours by river barge, and 32 hours via the modified Cassowary (190 miles). Thomas will make the ultimate decision, as team leader.


Baldur’s Ferry
You can spend as much time as you like in Baldur’s Ferry, or just keep going. You are about 19 hours away from Fort Hope by riverboat, and about 32 hours overland. Baldur’s Ferry is a frontier town. It is ostensibly controlled by the Coalition and has a garrison of Deadboys, but the governor and garrison are highly corrupt.
  • The north and east banks are firmly Coalition territory and actually heavily fortified. It isn’t a fortress city, but it does have defensive walls, artillery, and heavy weapons in the garrison. No D-Bees are allowed, and they control the North-South ferry into northern CS Missouri.
  • The west bank of the river (Kansas City, KS) is technically outside CS territory and where most of the D-Bees live.The East-West ferry across the Kansas River and out of CS Missouri is an open ferry.
  • The south bank is more mixed territory. It is technically part of CS MIssouri, but other than farming and trading settlements along the river, southern Missouri is a little populated area of wilderness that sees only the occasional Coalition patrol.
    • The west end of the south bank (and the Drunken Dragon) contains a lot of D-Bees and any on the team won’t have a problem there. The Tomorrow Legion has an outreach post in the Drunken Dragon to facilitate its business with the river merchants (and keep an eye on the Coalition).
    • The east end is where the Coalition has a smaller garrison of mostly just Deadboys (though easily reinforced by SAMAS from across the river) and more of a human population. D-Bees might get some looks and harassment, but they won’t be outright attacked.
  • The Law
    • Absolutely no D-Bees north of the river. The North Side is run essentially like any other Coalition city. You won’t even be allowed to board the Coalition controlled ferry, and if you happen to get across some other way, they will likely shoot first, ask no questions, and hang your body on the walls as an example.
    • No Large Vehicles or Robot Armor. Outside the main roads leading to the ferries and along the river, the streets are just too narrow and congested. Also, the Coalition likes a monopoly on heavy weapons.
    • Heavy Weapons Restricted. While it isn’t illegal to carry MD weapons, anyone carrying them openly (rocket launchers, any two handed MD ranged weapons) will likely find a Deadboy patrol loitering in the street any time he comes out of a building. You likely won’t get in trouble, but they might harass you a bit and just in general make your visit annoying. Mechanically it will mean there will always be a patrol within 1d3 rounds of you if trouble starts (as opposed to 1d6).
    • D-Bees and Magic Users Know Your Place. Your place is beneath a Deadboy’s boot heel, preferably dead, but the Coalition is merciful (for money). The merchant guilds and the Black Market pay a lot of money to the governor to maintain this mercy. They won’t be too pleased with (and will provide no help to) anyone that upsets the status quo. If you don’t start trouble, you won’t get in trouble. Deadboys will mostly leave you be, but sometimes they like to flex a little and might harass you. If you don’t properly grovel and humiliate yourself, trouble will start. Best to avoid eye contact and not catch attention. In the West End it will be much less of a problem than the East End. A couple times a year, as a show of force, the garrison will conduct a purge. Usually they plan them and announce them well in advance, and then all the Deadboys march through the southern side of the town, roust out all the D-Bees and magic users, and then head back to their garrison. The next day all the D-Bees return and resume their lives. However, if there is an “incident” big enough, the Coalition could do an unannounced purge. This would be much more violent, including beaten and dead D-Bees, damage to D-Bee businesses, and ejection until the governor decides to let them back in, usually because the guilds and Black Market manage to put together some kind of bribe.

[/list]

What can you do in Baldur’s Ferry
  • You can do one of these things each day you stay in town. Write an interlude scene (per day) describing your activities.
  • Buy and Trade. If you have credits to spend or goods to trade, this is the place. Make a Streetwise roll to find a buyer or seller and a Persuasion or Intimidation per the Networking rules in SWADE to negotiate a price. You can also help Whiskey Pete restock or get more Resources for Fort Hope. Whiskey Pete can provide a support roll, if you like.
  • Recruit Settlers. Want more people to join you on the trip to Fort Hope? Make a Persuasion roll. Each success and raise gets another settler. On a Critical Failure, you caught the attention of a Deadboy patrol. Take 1d4 Wounds of Fatigue as they beat the crap out of you. You can soak. Unless you choose to fight. Then we go to Encounter.
  • Gather Intelligence. Make a Streetwise roll to find a contact, then use the Networking rules from SWADE. Gather one piece of intelligence per success and raise. Tell me what information you found. Bring it to the Legion rep in the Drunken Dragon. +1 Benny or an Adventure Card, plus a possible reward from the Legion.
  • Carouse! Want to make some credits? Make friends and influence people? Choose a skill. Describe how you use it to do so. Choose your reward:
    • Credits: On a success, take your IF’s starting credits. +1 die type for each Raise. On a failure, take the credits, but you pissed someone off.
    • Contact: Choose to make a contact. Roll 1d20. You may choose to bring them to Fort Hope or leave them in Baldur’s Ferry as a Contact.
    • Reputation: Gain a +2 to all social rolls in Baldur’s Ferry for the rest of your stay and continuing to the next time you’re here.

[/list]


***
Combat Notes

Initiative:

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

OOC Comments
Make a Contact--Lockpicking
1d8+2 base, -2 for lost time
Lockpicking [dice:ac0h0no9]56045:0[/dice:ac0h0no9]
Wild Lockpicking [dice:ac0h0no9]56045:1[/dice:ac0h0no9]
Type: [dice:ac0h0no9]56045:2[/dice:ac0h0no9] OR [dice:ac0h0no9]56045:3[/dice:ac0h0no9]: Let's go with the Cyber-Doc/Body Fixer
He'll be a Trimadore Cyberdoc named Finneas.
Ryder and Vic finish the repairs. The howdah-bearing Cassowary still looks ugly as sin (even with Vic's stylish red paint), but Ryder's confident that ishe'll now perform a bit closer to how he's used to her handling. He regrets the loss of the Malort, but it was probably only a matter of time before Nazo snuck it all, anyway. He was bemused by that--he'd never met a sentient who actually enjoyed it other than a Trimadore, before. Strange that it was ostensibly a human invention, given how they almost universally found it repulsive.

As he strolled through the (safe) part of town, he pulled up short when he saw a few CS goons harassing another Trimadore. Sliding back around the corner, he listened intently for a few moments.

"We've got our orders, D-Bee. Open up your shop for inspection."
"Is this really necessary, gentlemen? Surely we can--"
"Are you deaf? Someone's been cybering up the local hoodlums, so all the shops are getting inspected."

Ryder could tell that his fellow Trimadore's stalling wasn't going to last much longer... He scoped out the situation, identifying the back of the Body Doc's street clinic, with a steel door and a window with a steel grate over it both facing the alley. Taking a quick look, he smirked at the lock on the door. Local Street Rats must have a pact not to mess with the Doc--otherwise, no way they wouldn't have picked this place clean every other night. With a few deft twists of his toolkit, the rear door pops open.

A few moments later, from a hiding spot in the alley, he listens to the conversation as the two goons enter the back room of the clinic, stomping around and tossing stuff.

"--assure you, there's a--" The Trimadore's voice trails off as his own eyes take in the room that is now clear of any contraband cybernetics.
"Nothing here."
"Yes, yes, as I was saying, gentlemen. So sorry to have taken so much time, but you can see there's nothing untoward going on here."
"Alright, fine, Finneas. But know we've got an eye on you,"
"Of course, always glad to help the local constabulary."

Once he hears the APV out front drive off, Ryder enters the room from the alley, holding a small open-topped crate full of all sorts of interesting bits-and-bobs--internal lockpick kits, a few cyber-weapons, etc. "Hello, brethren. Hope you don't mind if I took a moment to examine your wares. Seemed like an opportune moment."

Finneas blinks, utterly dumbfounded as Ryder continues. "That said, I suspect your stay in town should be coming to an end. Fortunately, I happen to know of a large crew heading up to Fort Hope, where your skills would be appreciated. Shall we talk while you pack?"
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
Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

Thomas was all about enjoying himself. But there where too many opportunities not to take some of them. So wrapping himself in his elemental mastery to protect himself from getting wet, or having wind in his face he prepared to head out. Saying over the radio. "I am going to look around in town for any resources the Legion may need and see if we can make new allies. If you guys want to talk it over, I think taking the barge would be the best way home. But ideas are welcomed, last time the barge led us into a death trap and we lost an ally."

Heading to where @Vik and @Ryder where working Thomas dropped off some more whiskey, bacon and biscuits. "Do you guys need any other tools?" Then noting the new worker he says to @Zephrim Ouri "I do not believe we have met. I am Thom, who are you?" Once he finishes introductions and ensures that Vik has the tools needed for his job Thomas is ready to move out.

Before heading into town Thomas goes and finds someone to keep him company as he works. "@Nazo, you think you can sober up enough for a trip into town? I am looking to sniff out potential trouble and think you could do well to keep me alive." He asks, if the demon killer could get herself sobered she would be an excellent asset. And give him someone to talk to while moving around the small town. "I guess this rain will play hell on you, but if you stay close we can make sure you are not tripping or anything."

Giving Nazo his staff Thomas explains. "With this if the moment calls for it you can turn into a creature with sight and then this weather will be no hindrance to you. I just need it back when we are done with today's jaunt."


Gather Intelligence 9, I will come up with ideas in a bit
Networking to Find intelligence
Persuasion [dice:12mgine1]56048:0[/dice:12mgine1]
Wild [dice:12mgine1]56048:1[/dice:12mgine1]
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
Zephrim Ouri
Diamond Patron
Diamond Patron
Posts: 24
Joined: Wed May 15, 2019 6:15 pm

Re: 2.3 New Alamo: The Journey Home

Post by Zephrim Ouri »

Nazo wrote: Mon Jul 22, 2019 1:54 pm Nazo chugged a bit more and then spit the excess onto the floor. It seemed even she could only drink so much Malort. She pointed at the ride the team had co’opted from someone named Ryder. Without really looking at @Zephrim Ouri she exclaimed, ” You fix? We give you chances!” After grabbing her gear, she swayed out the door showing the new mechanic the vehicle.

Nazo flagged down @Vik and @Ryder and waved over @Zephrim Ouri, ” He mechanic... He work, we give chances.” She threw the bottle of Malort on the ground emphasizing her point. She sat on a near rock rubbing her face. The swelling from her beating at the hands of the CS had not gone down despite her excessive drinking.

From her pack a small shadowy tendril darted out grabbing a nearby beetle and then it slowly receded back into her back pack.
A bit shocked at Nazo’s reaction, Zephrim felt it was better to play along and see what she had in mind. Rising, and sealing up his faceplate, he followed her as she led him to the vehicle and two other apparent members of her group.

He raised his hands a bit, shaking his head. When he spoke, it was the monotone, regulated voice provided through the audio system of his armor. ”Just so it’s clear, I’m no mechanic. Hunter. Tracker. Scrounger, yes. Mechanic... well I know where the ignition is but that’s about it. I have picked up a bit here and there about electronics though if that’ll help.”
Thomas wrote: Tue Jul 23, 2019 7:43 amHeading to where @Vik and @Ryder where working Thomas dropped off some more whiskey, bacon and biscuits. "Do you guys need any other tools?" Then noting the new worker he says to @Zephrim Ouri "I do not believe we have met. I am Thom, who are you?" Once he finishes introductions and ensures that Vik has the tools needed for his job Thomas is ready to move out.
Zephrim nodded. ”Indeed, we have not met but I think you’re the one I’m supposed to speak with. I am called Zephrim, or Zeph if you prefer. Slick Willie and Nazo have managed to convince me to sign on. That it would benefit us both.

While I am used to being on my own, I have in the past worked closely with a team, so I do feel like I agree that we would all benefit working together.”


He paused for a moment before continuing. ”We are headed back to Fort Hope, correct? I have heard something that we may want to consider for the timing our journey. Down by the docks I ran into a couple of older Omaha tribe Indians having trouble with some locals. Once I stepped in and escorted them to their room, we had a moment to talk. They were from a group of their tribe living about two days journey west of Fort Hope. By river that is...

They had left their home there because it appears that one of the Shamans had been talking about going back to their old way and reclaiming the lands of their ancestors. No one around there except for some young... ‘spirited’ was how they termed them, braves paid much attention. Until about a week ago when this shaman appeared at a tribe meeting with what he called a companion sent by the Old Ones for the new age of the Omaha.

Their description of the creature was something like a Rhino-Buffalo, but more leathery skinned, a large armored plate behind it’s skull, and three large horns one of which had its tip broken off. And then they described what I could only take as being some kind of cybernetic eye.

That apparently drew more folks to the Shaman’s cause so these elders left before, in their terms, ‘all hell rose up and the shaman pushed for some sort of war against everyone’ “


Gather Intelligence
Streetwise [dice:2x59y3om]56056:0[/dice:2x59y3om]
Wild Die [dice:2x59y3om]56056:1[/dice:2x59y3om]
User avatar
Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Earned 7,000 cr. using Repair
Repair to peruse the scrap markets for valuable bits and bobs; -2 MAP, +2 Mr Fix-It, +2 Machine Maestro out of combat
Repair [dice:762jvi53]56058:0[/dice:762jvi53]
Wild [dice:762jvi53]56058:1[/dice:762jvi53]= Ace! [dice:762jvi53]56058:2[/dice:762jvi53]

With the raise, that's [dice:762jvi53]56058:3[/dice:762jvi53]x1,000 credits = 7,000 credits

Could I use 4,000 of that to buy/cobble together a Field Repair Kit like from the playtest TLPG update?
Satisfied with the repairs to Ryder's ride, Vik ambles into town and picks up a jug of home-brewed beer and what appears to be a smoked lizard on a stick to snack on as he peruses the junk markets.

Most of the wares are just bits of indestructible trash, but he finds a few treasures, including various tools and gizmos for the garage that he picks up for a pittance from merchants who don't know their value.

"Spend a mite too much of the clock tickling passers-by who don't know when they've been hooked and crooked, like, so's they've grown numb to getting a hook in the arse themselves. Well, ol' Vik ain't one to to do no instructin' when there's knacks to be nicked and pretties on the block for a farthing, aye."
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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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

There was a time, not long ago, Nazo would have bed @Thomas. But now, all I am is bait... Unattractive bait. Not worthy of my form or shape. She touched her face plate, bringing the wide brimmed hat low. Not out of any misplaced fear of revealing she was an Altaran, but more so the hide her shamful looks. She handed the stick back to Thomas with a whisper, ” We walk, I guard, you talk.”

Baulder’s Ferry was a fine place if you liked hohum CS, and the wretched D-bees that squandered their true potential. Nazo shook her head in disgust at the waste. Her face still smarted, and wrists still bloddied by her encounter with the darker CS elements. Momentarily she regretted Shadow’s voracious appitite, only if being in the presence of someone so driven in a place dedicated to modernity was refreshing. Perhaps though using her trained gifts, honed on mountain peaks in her far away home she could located someone worth speaking too.

As she walked she kept Thomas by her side by slinging a free arm looped through his. Repulsive as I am, I hope you do not mind. She smiled tersly, and let her other arm drop resting on her scabbard heavenly sword. Her backpack rustled slightly and small tendrils darted out from it catching tiny rain drops playfully.
Mystism: [dice:1i61t802]56069:0[/dice:1i61t802] wild [dice:1i61t802]56069:1[/dice:1i61t802] ace [dice:1i61t802]56069:2[/dice:1i61t802]
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
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 »

Gather Intel task, Success (5)
Streetwise [dice:1fvch3n6]56083:0[/dice:1fvch3n6]
Wild [dice:1fvch3n6]56083:1[/dice:1fvch3n6] Bennie for EE [dice:1fvch3n6]56083:2[/dice:1fvch3n6]
Bari.jpg
Bari wanders back in as Thomas and Nazo prepare to head about town. "Mr. Thomas, I have heard some things about the skull heads, erm Co-a-lition troops. So I was playing with some grackles and then their mother person asked if I wanted lunch. So I had some very good food, I think it was call veminson. And there were tatties, but no jam, and while we ate the bigger grackles were talking about how there are fewer skull heads around because some bad monsters, demon hordes or something, were coming to this world in a mast, whatever that is. I hope that is of help."

Then he notices the newcomer. He approaches @Zephrim Ouri and looks the man over, then smiles a toothy grin. "Hello, I am named Barinthasheer but many people call me Bari. That is very nice armor, does the hat talk to you? I want to get a talking hat so I can tell the team what I can see when I am flying but no one makes hats that are big enough for me. Also when I get small I would be trapped inside it." He nods solemnly at the thought of being trapped in a hat then as a second thought the youth extends a hand to shake.
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
Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.3 New Alamo: The Journey Home

Post by Ashley Logan »

After her success with the refugees, Ashley spent more time in town. It was a welcome relief from the tedium of repairs, and the discomfort of having to deal with the new, really messed up chain of command. Baldur's Ferry had a lot of problems, but they were different problems than she was used to dealing with. In a good way. Usually.

Then again...it wasn't more than a few hours after sundown when she strolled into a strong counterargument. A standoff between several Dead Boys and a group of D-bees who were clearly terrified, but a couple of them seemed able to defend themselves. Ash could 'smell' the paranormal potential bubbling around several of them. This was about to get ugly. Really ugly. And if they started using large amounts of magic, the Coalition would crack down on the whole town. A lot of innocent people would be inconvenienced at best, or hurt or killed at worst.

Neither side was backing down. So Ashley did the only rational thing there was to do. She turned and ran back to the garage, telling everyone to pack their gear and...no, not really. Feeling like she was moving in slow motion, Ash put herself between the two forces, hands out and empty.

She managed to get the commander of the CS troops to give her his name, and the leader of the D-bees did likewise. Then she laid out the situation from each of what she thought their points of view were. The Coalition under orders, a peace to be maintained, the possibility of innocent casualties...all for what? Then of course, the D-bees...up against a wall with no good ending in sight if they tried to fight; win and spend the rest of their lives on the run, or lose and...well...yeah. After some back and forth, she got the Dead Boys to agree not to take action as long as the D-bees left town...and while it prickled their pride, the D-bees agreed to it.

What Ashley hadn't counted on was the audience. While she was trying to talk things down, passerbys paused to watch. By the time the Dead Boys stood down, a cheer went up, and Ash realized dozens of onlookers had formed a thin ring around them all.

The next day, when she was visiting Baldur's Ferry again, Ash found herself ushered to the bar and plied with questions and congratulations while she drank for free. Of course she avoided alcohol...but later she'd surmise that SOMETHING she ordered must have had some in it. Thank Prosek it hadn't been much; just enough to get her a little looser than usual. Or maybe that was just her not quite believing that she eventually joined a game of cards on her own.

Regardless of WHY though, the fact remained that she had joined. The atmosphere was exactly what she needed. Friendly, jovial...not exactly 'high stakes' by the economic standards of a Coalition city-state, but out here credits were more valuable. It'd been years since Ash had played, and even then only with a few friends. But somehow, even though she didn't know ANY of these people, they FELT like friends. After a couple of mediocre hands, Ash found herself opening up, playing more seriously even as she joined the joking banter. One thing about having iron control over her emotions was that she had a HELL of a poker face.

In the end, Ashley couldn't be sure they hadn't just been humoring her...but she found herself winning and winning. Though a few players left the table grumbling, most took it with the same easygoing attitude they'd played all night with. No one had brought money they couldn't afford to lose. At least not this time.

Her winnings in hand, Ash finally made her way home, head spinning almost giddily. It felt so good to feel normal again. Even if just for a night.

Rolls
Day 1: Persuasion to bolster local Reputation: 11 [dice:3h8tymz9]56091:0[/dice:3h8tymz9] or [dice:3h8tymz9]56091:1[/dice:3h8tymz9]
Ace [dice:3h8tymz9]56091:4[/dice:3h8tymz9]
Day 2: Persuasion to get some moola: 27 [dice:3h8tymz9]56091:2[/dice:3h8tymz9] or [dice:3h8tymz9]56091:3[/dice:3h8tymz9]
I guess an Ace [dice:3h8tymz9]56091:5[/dice:3h8tymz9] and an Ace [dice:3h8tymz9]56091:6[/dice:3h8tymz9] and we see which rolls better...never had that happen before, hehe
Ace [dice:3h8tymz9]56091:7[/dice:3h8tymz9]
Uh. Ace [dice:3h8tymz9]56091:8[/dice:3h8tymz9]

Money roll: (6 successes for...uh...not sure...I don't think dice go past d20s though, so I'll just roll those, I guess)
[dice:3h8tymz9]56091:9[/dice:3h8tymz9] x100

3000 credits. Not bad, lol...though it still feels a little underwhelming compared to that ridic roll :)

Hm. There's some discussion on how to properly elevate d6s six die types. If money dice work like other dice, each die type past 1d12 would be +1...which would make this 4d12+12, not 4d20... Matt's offline, so I'll just roll both, and he can decide which one applies when he's back.

[dice:3h8tymz9]56091:10[/dice:3h8tymz9] x100

lol, well that makes it easy!
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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 »

Ryder greets the newcomer when the group swings past the garage to check in, an elongated arm reaching out to shake hands with Zeph even as he remains mostly underneath the APV. "Nice to meet you--I'm Ryder, this is Vic, and this--" he gestures grandly to the vehicle with the howdah affixed crudely to the top, "--is the Aeon Cassowary. Pretty sure we've got the repairs down, but I'll probably have you on sensor duty when we're on the road, if you're good with electronics." Then he gets back to work with Vic.

*******

Later, he brings another Trimadore to Thomas. "Thomas, this is Finneas. He's a local cyber-doc, but the gendarmes are making life a bit hot for him, so he's agreed to come back with us to Fort Hope and ply his trade there. I figure a medic's always useful in a place like that, especially since the population is about to grow, yeah?"
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 12, 109 PA
Time: 0800
Weather: Normal for season (cool); strong wind; light rain
Location: Baldur’s Ferry (ruins of Kansas City)
Ley Line: None
Scene modifiers:
  • Light: Daylight
  • Visibility: -1 due to the rain
Round 0

After the unseasonably warm and wet of the previous day, the next day the temperature dropped significantly. The streets turned from mud to ice, and a light snow fell, coating Baldur’s Ferry like something from a Victorian snow globe. Vik and Ryder pulled the Cassowary out of the garage. Since Thomas had decreed they would be taking the river barges back to Fort Hope, they were able to dismantle and store the howdah and make the Cassowary right again, as there would be plenty of room for the refugees and settlers on the barges.
Cassowary
You should have the vehicle back to normal, with the solar cannon and everything back in place as a part of your repair job.
The ride upriver to Fort Hope proved rather uneventful, if cold, river spray crusting ice on the tents of the settlers and refugees and the metal and glass of the Cassowary, the snow piling up a bit.

A couple hours after midnight the Trailblazers spotted the ley line that ran near Fort Hope and the lanterns set up at the end of the dock. The team and settlers were met by the nightwatch and told that Lieutenant Winston would see them in the morning, allowing them to pitch their tents inside the fort, since half the garrison was occupying the barracks. Ryder was directed to the newly built garage, but there was already a new Mountaineer Mk 2 (electric) parked there, so alas, the Cassowary had to endure one more night outside.

Morning dawned warmer, normal for October, so cool, but the snow had melted. A strong wind had come up, threatening to blow away some of the tents of the civilians that camped around the earthworks that formed the fort’s primitive defenses, and the light snow had turned to light rain, making the riverside ground muddy as the team trudged toward the command tent where Lieutenant Winston had his headquarters.

A bulldog dogboy greeted them as they entered the tent. “Welcome back,” Lieutenant Winston said gruffly. The tent was already filled with pungent cigar smoke as he puffed away. “I had the cook bring in a hot breakfast for yeh.” He gestured to a table laden with bacon, eggs, toast, and anything else they could wish for a hot breakfast on a cool and wet morning. “And a little nip ta warm yeh up.” He indicated a bottle of brandy. “Where’s Charlemagne and Karsk?” he asked. “Picked up some new folks, I see.” He looked at Ryder, Bari, and Zephrim.

“Not much happened while you were gone. Pretty quiet. Regular patrols. We got the workshop, garage and comm tower up, and installed the new TW generator you ordered. The Mountaineer Charlemagne ordered came in as well. And we extended the earthworks to protect the docks and the garage. So how’d the mission at New Alamo go?” He leaned back in his seat, puffing his cigar and munching on a sausage while he listed to the team’s report. “Oh. And I had the quartermaster draw yer pay,” Winston said, tossing a handful of credcards onto the table.

After listening to the briefing, Winston huffed. “Well done. Though looks like some promotions are in order. Congratulations, Thomas. Yer now a sergeant, with all the rank and privileges. And yer a corporal now, Ashley.”
Instructions
  • Give a briefing of what you all faced and accomplished on the mission, or introduce yourself if you’re “new” to the team.
  • Collect your pay!
Pay
Thomas: 5040 credits wages + 5000 hazardous mission bonus + 5000 special success bonus
Ashley: 3465 credits wages + 5000 hazardous mission bonus + 5000 special success bonus
Vik: 3465 credits wages + 5000 hazardous mission bonus + 5000 special success bonus
Nazo: 3150 credits wages + 5000 hazardous mission bonus + 5000 special success bonus
Ryder: 2250 credits backpay + 5000 hazardous mission bonus + 5000 special success bonus + 1800 signing bonus
Barinthasheer: 1200 credits backpay + 5000 hazardous mission bonus + 5000 special success bonus + 1200 signing bonus
Zephrim: 1800 credits signing bonus
***
Combat Notes

Initiative:

Ashley
Ryder (Level Headed, 2 cards, Danger Sense)
Nazo (Danger Sense, Sixth Sense, Quick)
Thomas
Barinthasheer
Vik
Zephrim Ouri
Refugees x 25
Maps
***
GM Notes
GM Bennies: 7/7
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

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

Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

OOC Comments
+13050 Cr Paystub
When Lt. Winston addresses him, Ryder steps forward. "Glad to be aboard. You've got a good crew, here, and the sort that I've been looking for." He nods. "We came across each other because there was a town caught in a nasty brushfire--both they and I had the same idea of running in to get folks out. S'actually where most of the refugees are from, I think. Afterwards, one of 'em gave me both my spiffy new laser cannon, and this rifle, as a thank-you, and he didn't really seem to need them, so I accepted." He doesn't bother to mention the small arsenal in grenades he got out of the deal, as well. "Your man Charlie then recruited me, and I'm glad he did. That business at the Alamo--nasty things, Vampires. Fortunately, none of the really bad ones--I've heard they can be a real handful, but this lot were pretty easy to mow down, 'specially once Bari, there, made himself known."

He chuckles a bit when the man mentions the new Mountaineer. "Got a look at it last night--it's a serviceable ride, though I suspect we'll be using the Cassowary going forward--if I'd tried that stunt with the solar cannon in an electric model, it probably would've fused every bit of wiring in there, or just completely drained the battery. Still, I'm sure you can put it to use closer to home, especially when we're in the field. And can't rule out the possibility you'll have some job for us that'll need two vehicles, I suppose, though I'm not sure who'd drive the other one."

He plucks up the credstick, glancing at the balance, and nods in appreciation. "Never say no to pay honestly earned, I says. Thank you."

Later, when he has a brief moment to speak privately to the Lieutenant, he speaks softly. "One of the refugees was a fellow Trimadore, named Finneas. He's not from the brushfire, but rather got himself into a bit of a fracas back in Baldur's Ferry. He's a cyberdoc, so I figure you can use him. But what got him in trouble with the Coalition was his habit of cybering up the local roughnecks. Now, he might've been doing it as a way of keeping the Deadboys busy, in which case he's clever, or he might've been doing it because he was getting a paycheck out of it, in which case he's greedy. Might've even been a bit of Column A, Column B. So while his skills'll probably be useful to you here, you might want to keep an eye on him, until you're sure which is which. Maybe assign one of your motor pool boys as his 'assistant', if you catch my drift."
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 »

When it's time to introduce himself Bari grins and spills a run-on account of, well nearly everything. Hello Mr. Lieutenant Winston. I am named Barinthasheer. I am small right now but I am really a Dragon. I would show you but you all would get smooshed. I met Mr. Vik in New Alamo. He was not afraid of me in my natural form and was nice so I helped fight the vampires. I could not stay there because there was already another dragon and she told me to leave. Mr Tomas said Sir Charlemagne might let me come here the the 101st and he did, so I joined the team and we brought people they saved to be safe here. We fought some big monsters by a book building and then Mr. Karsk made them leave. We found lots of books but then went into a swamp and people got sick but Ms. Nazo healed them and we left to be safe. But there were mean people in a big row-bot machine and hovering bikes and they wanted our stuff and Ms. Nazo's love. So I got big and they left. Then we fought shadowy spiders and they were very hard to hurt but Mr. Thomas made their rift holes close and we were able to beat them. Finally we got to a town with some nice people and some bad ones and we fixed Mr. Ryders Aeon Cassoway and took boats here. I had to ride under a tarp when I was big because of "Manky two bit faux Nazi cunts may be a prowling". Can I get a talking hat? It won't help me when I am big but if I am small and sneaking I can tell people things."" When he's done it's very clear that dragons definitely do not need to breathe.
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
Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Vik slides into the command tent half a minute late, walking funny after a night of "re-acquaintin'" with Charlize. His eyes are bleary and lipstick is smeared in various places on his face and neck. A faded handprint can still be seen on one cheek, and he appears to be wearing a woman's blouse under his own jacket.

"Top of it to ya," he mumbles, before grabbing a handful of sausages and devouring them whole, washing it down with coffee. Spying the brandy, he refills his coffee cup with booze before adding a splash of caffeine for color.

"Oy, my young draco-droog has the right of it. Tripped and traipsed through our own private Dusk 'Til Dawn, we did, hordes of bloodsucking vamps tryna separate us from our rightful fluids and humours, and not in a nice way, mind. All non-consensual-like." He pauses to drain his cup, then fill it again.

"Killed the gamboling gits, though, and then a buncha tenebrous tossers what like ambushed us in some old farmhouse. Did find some ... er, olded and molded food and the like, nothing so scrummy as all this," Vik says, deciding not to mention the rare and wondrous tub of Tang he acquired in the farmhouse cellar.

"Right chuffed to be home in our own kip. And a few quid for spending in the like rec tent. Reckon with Ol' Tom in charge fings is like, settlin' down. Maybe a bit of 'judicious maneuvers' when it warrants."
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 12, 109 PA
Time: 0801
Weather: Normal for season (cool); strong wind; light rain
Location: Baldur’s Ferry (ruins of Kansas City)
Ley Line: None
Scene modifiers:
  • Light: Daylight
  • Visibility: -1 due to the rain
Round 0

Winston listened as Ryder introduced himself and his activities with the Trailblazers, and also about Finneas. The bulldogboy gave a gruff clearing of his throat, blew out some smoke, and nodded.

“We got another cyberdoc he can work with. I’ll have Caz keep an eye on him,” Winston assured. “Though our facilities for such things ain’t great,” he admitted.

Bari started speaking then, and Winston’s small, dark eyes opened in surprise -- well, as open as a bulldog’s eyes could get.

“A dragon? Capital!” he said, then paused. “Might need to be careful about being all...dragony, until folk get used ta yeh,” he warned. “Wot’s a talkin’ hat?” he asked, looking at the others for translation.

Winston had even worse luck with Vik, and didn’t hardly try. “Well, I expect it will all be clear in yer written after action reports,” he said gruffly before looking at the others expectantly.
Instructions
***
Combat Notes

Initiative:

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

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

Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

Thomas has prepared before going in a detailed report well written with an accounting of resources spent and the new members of the team. "I few new members recruited by Charles and I once he left will require you review and signature. They are listed on page 43." He says as he goes over the report. "Karsk has decided to move on for now. So I am not sure what he will be doing and assume that will be overseen by you." Bureaucracy is where Thomas was always most comfortably, so making sure he reported the accurate details of what they encountered was important. You will notice we had multiple issues with transport. "I suggest next time we spend the resources ahead of time to ensure we have a properly operating vehicle, with a trailer or large enough crew compartments we can safely transport any refuges we save. This last trip we had frequently allowed them to be in unnecessary high risk situations."

Once the reports and pay are handled Thomas heads out to visit with Liz. Taking some time to see how her business is doing and treat her to some nicer food he spends an evening making sure she has what is required.
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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Ryder
Posts: 155
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.3 New Alamo: The Journey Home

Post by Ryder »

Ryder steps in again. "The 'talking hat' is a reference to a comm-linked helmet. Actually if we could get two--one sized for his child form, and then some sort of earpiece for his draconic form, it would be of great assistance when we need to coordinate action on the battlefield. The helms should be pretty standard; if you give us two, Vic or I could probably extract the parts from one needed to make a dragon-fitted headset, and adjust the size of the other to fit his current human form."
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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Nazo
Posts: 138
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Nazo wished she could scowl. She knew Winston was just bidding his time before he turned on her. The first meeting between the two had not gone unnoticed by the mystic and her supernatural senses turned her on to the fact he had done everything to ignore her. She glanced down at the bottle of Malort she was nursing, or maybe that was the drink influencing her perception and feeding dark thoughts....

One thing she had learned from her companions was that alcohol would be the only thing that could keep her on an even keel and not just murder hobo the lot of them. She was trained to kill demons and their were enough demons abound. Thomas spurned her love, Vik liked Altarans just not her, Bari seemed imaginary, Ashley just didn’t understand, Ryder was a gangly fucker... How was a human even shaped like that? ZO seemed a legit mechanic, he was even able to fix Cassy... No doubt in a week or two he would need to be unmade... Nazo had of course heard the stories about Alatarans serving their splugorth masters and killing innocents. I wonder where the nearest one is? Mmm. This drink is tasty.

Nazo’s pack stirred and she tried to talk over her swigs of sweet Malort. Fortunately she dipped into the ebb of her psychic energies to get her speech going again,” Nothing happpened that you would want to know about. But where the fuck can I get one of those hats from?”

Yeah definately the drink talking...
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
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Date: October 12, 109 PA
Time: 0802
Weather: Normal for season (cool); strong wind; light rain
Location: Baldur’s Ferry (ruins of Kansas City)
Ley Line: None
Scene modifiers:
  • Light: Daylight
  • Visibility: -1 due to the rain
Round 0

Winston listened to Thomas’ report and nodded. “The world’s a dangerous place,” he said. “Being a refugee doesn’t make it any better. I’ll see what I can do, but the mission has to come first, and a trailer isn’t going to be much safer. Well, I sent yeh out with a rhino buffalo and yeh came back with a vehicle, so that was unexpected.” He smiled.

Ryder stepped in again. "The 'talking hat' is a reference to a comm-linked helmet. Actually if we could get two--one sized for his child form, and then some sort of earpiece for his draconic form, it would be of great assistance when we need to coordinate action on the battlefield. The helms should be pretty standard; if you give us two, Vic or I could probably extract the parts from one needed to make a dragon-fitted headset, and adjust the size of the other to fit his current human form."

“Ah,” Winston said, understanding. “That shouldn’t be too difficult. Check in with the quartermaster. See what he’s got.” He shook his head in disgust at Nazo’s drunken blubbering, giving Thomas -- as the new leader -- a concerned look.

***

Thomas went looking for Liz in her tent pitched outside the earthworks with the rest of the civilian population. The light rain made the trodden pathways between the tents rather muddy, and several people were scrambling around trying to resecure tents that had blown down in the strong wind. Liz’s tent was tied up securely, her wares locked away inside. A small boy -- one of Bill Sandyman’s kids? -- sat in front with an old Wilk’s pistol in his baggy pants.

“Ms. Urzenski ain’t in,” he said, wiping his nose on his sleeve as rain dripped off the broad brim of his hat. “She headed downriver on the barge for more supplies and trading.”
Instructions
***
Combat Notes

Initiative:

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

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

Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

Living the life of the perpetually paranoid Thomas nods at the kid. "Okay, thanks. Can you let her know Thomas swung by to see her. Oh, and do you have any idea when she planned on being back?" After getting the kids responses he just goes with it and wonders off out of sight back towards the barracks.

Liz was one of his only friends who accepted him for him and he would not let something happen to her he could prevent. Once he turns a corner though Thomas turns invisible and activates his sensor suit of powers in his armor. Thinking to himself. Like Liz would leave her crap guarded by a random kid. Not likely, that kid was a lookout. Sneaking back to the tent Thomas finds a way to untie or slice an opening to see inside the tent.

True Invisibility 18, Exalted Dark Sight 8, Exalted Detect Arcana 8, Stealth 12
Activate True Invis = 6 PPE
Spellcasting [dice:3ifaan98]56544:0[/dice:3ifaan98] Ace [dice:3ifaan98]56544:6[/dice:3ifaan98]
Wild die [dice:3ifaan98]56544:1[/dice:3ifaan98]

Activate Exalted Detect Arcana = 2 PPE
Spellcasting [dice:3ifaan98]56544:2[/dice:3ifaan98]
Wild die [dice:3ifaan98]56544:3[/dice:3ifaan98]

Activate Exalted Dark Sight = 0 PPE
Spellcasting [dice:3ifaan98]56544:4[/dice:3ifaan98]
Wild die [dice:3ifaan98]56544:5[/dice:3ifaan98]

Stealth
Stealth [dice:3ifaan98]56544:7[/dice:3ifaan98]
Wild [dice:3ifaan98]56544:8[/dice:3ifaan98] Ace [dice:3ifaan98]56544:9[/dice:3ifaan98]
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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Zephrim Ouri
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Re: 2.3 New Alamo: The Journey Home

Post by Zephrim Ouri »

KahlessNestor wrote: Fri Aug 02, 2019 1:27 am Date: October 12, 109 PA
Time: 0802
Weather: Normal for season (cool); strong wind; light rain
Location: Baldur’s Ferry (ruins of Kansas City)
Ley Line: None
Scene modifiers:
  • Light: Daylight
  • Visibility: -1 due to the rain
Round 0

Winston listened to Thomas’ report and nodded. “The world’s a dangerous place,” he said. “Being a refugee doesn’t make it any better. I’ll see what I can do, but the mission has to come first, and a trailer isn’t going to be much safer. Well, I sent yeh out with a rhino buffalo and yeh came back with a vehicle, so that was unexpected.” He smiled.

Ryder stepped in again. "The 'talking hat' is a reference to a comm-linked helmet. Actually if we could get two--one sized for his child form, and then some sort of earpiece for his draconic form, it would be of great assistance when we need to coordinate action on the battlefield. The helms should be pretty standard; if you give us two, Vic or I could probably extract the parts from one needed to make a dragon-fitted headset, and adjust the size of the other to fit his current human form."

“Ah,” Winston said, understanding. “That shouldn’t be too difficult. Check in with the quartermaster. See what he’s got.” He shook his head in disgust at Nazo’s drunken blubbering, giving Thomas -- as the new leader -- a concerned look.
Old habits die hard, and Zephrim stood at attention until Lt. Winston was free to speak to him. As he listened to the others fill their Officer in on what had gone before, Zephrim found himself a bit surprised that Bari was a dragon. He had sensed a strong bit of mystical energy available in the young man, and now Zee knew why. The woman he had talked to and dined with was Altaran. He had heard of them but never encountered on. She certainly was different from what he would have expected. Her reliance on the alcohol though worried him. He would have to give some more thought on the woman and how he could help her.

He had also been worried about being accepted and had managed to keep his helmet on for the entire trip from Baldur’s ferry. With a bit of nervousness he reached up and removed his helmet. As he spoke, he tried to keep his voice steady and his teeth hidden but failed slight on both accounts for those who paid attention to such things. His somewhat pointed ears and bald head (with several scars, one of which crossed his left eye) were typical of other Psi-Stalkers, but something in his eyes showed a life and spirit that others of his kind had rarely displayed.

”Sir! Zephrim Ouri is the name I’ve taken, but my former designation was Zee-Five-Four-Omega. I’ve been on my own for some time, and realized I was not on the best side I could be on. After a lot of thought and hearing about the Legion from folks here and there, I knew I had to be part of it. I got in touch with some contacts and here I am. Sir. My specialty is the outdoors and finding things. I’m an experienced tracker and I know too the kind of folks to talk to in order to find what’s needed now, as well as stuff I may not need yet”

As he looked around at the others in the room, he saw a mix of thoughts and emotions on their faces and he could only hoe he wasn’t about to have to fight for his life.
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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 12, 109 PA
Time: 0803
Weather: Normal for season (cool); strong wind; light rain
Location: Baldur’s Ferry (ruins of Kansas City)
Ley Line: None
Scene modifiers:
  • Light: Daylight
  • Visibility: -1 due to the rain
Round 0

As Thomas snuck back to the tent and looked inside, he saw a couple good strongboxes and such for securing Liz’s trade goods that she hadn’t elected to bring with her, but Liz wasn’t there, and the tent looked rather untouched. LIz’s pack and travel gear were gone. The kid’s story seemed to check out.

***

Winston listened to Zephrim and nodded. “Plenty of my kind on the wrong side, too, mate,” he said, rolling the cigar in his muzzle from one side to the other and exhaling a stream of smoke. “Welcome to the Legion. I’ll get yer paperwork put in right away. Fer now, pitch her tent somewhere yeh can find a place inside the earthworks. We’re a bit short on space, only the one building for the barracks, and they’re already hot bunking in there.”
Instructions
***
Combat Notes

Initiative:

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

Rising Stars GM Bennies 8/8
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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 »

Nodding at Ryders explanation, "Yes comm-link helmet. I am sorry, your language is new to me and is very confusing."'

When Zephrim removes his helm Bari solemnly examines the man. After he makes his introduction the hatchling asks " I met a man who looked like you once but he wasn't nice. He had a knife and wanted to "Cut me up and eat my essence" so I got big, but he did not run so I bit his arm off. Then his friends had a machine with guns that could hurt me and they shot at me so I flew away.... Does having no hair make your helmet fit better? I would think that it would, your head would take up less space and things would be less slidey."
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 »

Unable to kill Winston or see his disgust Nazo followed @Thomas in the hopes she could find enough liquor to make @Barinthasheer disapear. Ever since new alamo and the bath house she had been plagued by visions of a small child. Behind Thomas she muttered in between swigs of vodka, ”How much do I need to drink to make him leave?”

She shook her head at the empty tent not really understanding why such a beautiful man would want an empty tent, ” What are we looking for... Umm do you have family?” She was surprised herself to have asked such a personal question.
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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Zephrim Ouri
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Re: 2.3 New Alamo: The Journey Home

Post by Zephrim Ouri »

Barinthasheer wrote: Sat Aug 03, 2019 10:52 amWhen Zephrim removes his helm Bari solemnly examines the man. After he makes his introduction the hatchling asks " I met a man who looked like you once but he wasn't nice. He had a knife and wanted to "Cut me up and eat my essence" so I got big, but he did not run so I bit his arm off. Then his friends had a machine with guns that could hurt me and they shot at me so I flew away.... Does having no hair make your helmet fit better? I would think that it would, your head would take up less space and things would be less slidey."
Zephrim nodded with a sad look. ”I am sorry for that. I have found out recently that that is the way of most of my kind that work for the Coalition. I’m one of the lucky few who have been able to look beyond that urge, that drive to feed on the essence as you put it. I’ve discovered that there are many other sources of nourishment than being so hostile with one another.”

The dragon’s question about his helmet caused Zephrim to pause for a moment, consider, and laugh. He replied with a smile. ”That is something I have not considered, however I believe it does allow for that. And I also do not have to worry about my hair getting in my eyes as I bathe.

That brings up a thought of a question for you if you don’t mind. Do you have to bathe in both your forms separately? Or does bathing in one form somehow cleanse the other?”
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Barinthasheer
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Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

Zephrim Ouri wrote: Sun Aug 04, 2019 6:04 pm
Zephrim nodded with a sad look. ”I am sorry for that. I have found out recently that that is the way of most of my kind that work for the Coalition. I’m one of the lucky few who have been able to look beyond that urge, that drive to feed on the essence as you put it. I’ve discovered that there are many other sources of nourishment than being so hostile with one another.”

The dragon’s question about his helmet caused Zephrim to pause for a moment, consider, and laugh. He replied with a smile. ”That is something I have not considered, however I believe it does allow for that. And I also do not have to worry about my hair getting in my eyes as I bathe.

That brings up a thought of a question for you if you don’t mind. Do you have to bathe in both your forms separately? Or does bathing in one form somehow cleanse the other?”
"One or the other. This is not a different body, it is the same stuff rearraigned. Others of your kind do that too, the essence thing?" He briefly looks in alarm at the humans on the team then he visibly gets it. "Oh, you are also not a human. That is ok, neither am I, Or Ms. Nazo, or Mr. Ryder. Sir Charlemagne was not and he was our leader before he had to go. People here are nice." He leans in to Zeph and whispers as well as a child can "They can be slow though, I think they still think I might eat them and I don't even eat food."
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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Thomas
Posts: 153
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.3 New Alamo: The Journey Home

Post by Thomas »

Nazo wrote: Sun Aug 04, 2019 8:27 am Unable to kill Winston or see his disgust Nazo followed @Thomas in the hopes she could find enough liquor to make @Barinthasheer disappear. Ever since new alamo and the bath house she had been plagued by visions of a small child. Behind Thomas she muttered in between swigs of vodka, ”How much do I need to drink to make him leave?”
Thomas looked confused at Nazo for a second. "Make who leave?" Then it dawned on him she must be talking about who ever she had a crush on today. "Um, so who i this man that has caught your eye today? I think most men will leave as soon as you show them the attention they say they want. It is in our nature."

Nazo wrote: Sun Aug 04, 2019 8:27 am She shook her head at the empty tent not really understanding why such a beautiful man would want an empty tent, ” What are we looking for... Umm do you have family?” She was surprised herself to have asked such a personal question.
Coming out of the tent and tieing the straps back, Thomas nearly jumps out of his skin when Nazo starts talking just as he becomes visible. Taking only a few breaths to calm himself he answers. "I have a friend that lives here. I wanted to make sure she was not being held prisoner or in danger." Then whith her second question he thinks a moment.

"I do have family, but we are not close. My older brother is a noble fool with the brain of a bull, kind of like Chuck really, but he abandoned his responsibilities to the family and ran off with some woman in England. My sister recently decided she was tired of playing second fiddle and when my father died decided she was taking over the family business. It was made clear I would need to serve her or be banished, and as I do not have the raw power of my brother to stand up to her I fled.

"So family, yes i have family. But they are not the kind of family anyone would want."
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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Vik
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Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Winston wrote: “Ah,” Winston said, understanding. “That shouldn’t be too difficult. Check in with the quartermaster. See what he’s got.”
"Right-O, Barry boy, the man says we can make the requisite requisitionin' of a hat, and a hat we shall requisition. Follow me, my charcuterie-ing chum, and a fine chapeau we will craft, for the sitting on of a head and other assorted functions," Vik says. Thinking of Nazo's mention of needing one, as well, he thinks to invite her along, but upon spotting her staggering along after Thomas, decides against it.

"Sometimes, my draconic droog, a bird's got to chase the shiny 'fings into the bird bath all of herself. Might she drowns, might she bobs her head up looking a mite barmy and sodden, but ain't no one else chirping gonna keep her from dunking her nog in the barrel."

At the quartermaster's, Vik picks out a standard helmet with audio and optics packages, as well as a larger unit meant to be installed in a vehicle. He adds a few bits and bobs for himself into the cart, then wheels it to the counter.

"Oy, the Great and All-Powerful Winston, officer-in-charge, has given us the like of, er, cart blanch, for preparing the lad here a proper headset. So, put it on his tab, I suppose, and gimme a couple of them sheets of tungsten alloy what got stripped off the Big Boss I see rusting out back."

Once back at the garage, Vik starts dismantling the tech, preparing it for the irrational engineering that comes next.

"Alright, pal o'mine, nows is the time for deciding on a list of features for this bountiful brain bucket. Other than the standard talky-talky and looky-looky, I was thinking of making it sos it grows and shrinks with that noggin of yours, 'long with making like room for them horns what get to poking out as you do. But if there's somefin' else, like lasers or x-ray visions for peepin' the pert ones or the like, nows the time to chime in, 'fore I get this thing all trussed up with auricalcum and glitter glue."

Vik will start work on a TW helmet for Barry. Beyond comms and maybe a Notice bonus, I was thinking a minor or major mod could allow it to grow or shrink with him?
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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Barinthasheer
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Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

Vik wrote: Mon Aug 05, 2019 6:50 pm
Winston wrote: “Ah,” Winston said, understanding. “That shouldn’t be too difficult. Check in with the quartermaster. See what he’s got.”
"Right-O, Barry boy, the man says we can make the requisite requisitionin' of a hat, and a hat we shall requisition. Follow me, my charcuterie-ing chum, and a fine chapeau we will craft, for the sitting on of a head and other assorted functions," Vik says. Thinking of Nazo's mention of needing one, as well, he thinks to invite her along, but upon spotting her staggering along after Thomas, decides against it.

"Sometimes, my draconic droog, a bird's got to chase the shiny 'fings into the bird bath all of herself. Might she drowns, might she bobs her head up looking a mite barmy and sodden, but ain't no one else chirping gonna keep her from dunking her nog in the barrel."
The boy perks up and hastily waves good bye to Zephrim. "Good bye Mr. Zephrim, I hope they have a helmet for me as nice as yours or Mr. Viks" Rushing out the door after the timelost techno-wizard. He actually catches what Vik means and nods in appreciation for the lesson. This brings to mind his friends own romantic reunion and Bari questions about the brit's bruises. "Did Ms. Lady Charley hit you or did you have to fight the bishop again?"
Vik wrote: Mon Aug 05, 2019 6:50 pmAt the quartermaster's, Vik picks out a standard helmet with audio and optics packages, as well as a larger unit meant to be installed in a vehicle. He adds a few bits and bobs for himself into the cart, then wheels it to the counter.

"Oy, the Great and All-Powerful Winston, officer-in-charge, has given us the like of, er, cart blanch, for preparing the lad here a proper headset. So, put it on his tab, I suppose, and gimme a couple of them sheets of tungsten alloy what got stripped off the Big Boss I see rusting out back."

Once back at the garage, Vik starts dismantling the tech, preparing it for the irrational engineering that comes next.

"Alright, pal o'mine, nows is the time for deciding on a list of features for this bountiful brain bucket. Other than the standard talky-talky and looky-looky, I was thinking of making it sos it grows and shrinks with that noggin of yours, 'long with making like room for them horns what get to poking out as you do. But if there's somefin' else, like lasers or x-ray visions for peepin' the pert ones or the like, nows the time to chime in, 'fore I get this thing all trussed up with auricalcum and glitter glue."

Vik will start work on a TW helmet for Barry. Beyond comms and maybe a Notice bonus, I was thinking a minor or major mod could allow it to grow or shrink with him?
When back in the privacy of the garage Bari shifts to his natural form to conserve transformation time. While he had strengthen his will and improved how long he could maintain the human shape, it was still less than a day and the very serious seeming Lieutenant wanted him to not spring his real form on the fort yet.
"Grows and shrinks would be wonderful! Things do not go elsewhere when I go from Dragon to Human form. They just fall. So yes! Shrinking would be very good Mr.Vik. As for other things... I do not know what things a magic helmet can do. Lasers are nice, but I can shoot fire. Can it help my psionics since it is on my head?" Then thinking of the radar screen in the Cassoway and Ryders patient and cheerful explanation of what it was occurred to him. "Or, well, sometimes when fighting little things it is hard to hit them. I lose track as they skitter around behind my legs and wings. Can a radar hat help me with that? If such a thing can be done.'
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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KahlessNestor
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Re: 2.3 New Alamo: The Journey Home

Post by KahlessNestor »

Victor can build the TW helmet up to his level (seasoned?) in mods. I think it would be a minor mod to allow it to change with Barry's form. Do the time rolls and let me know the cost and I'll deduct it from your Supplies resources, unless you're using your personal credits.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Zephrim Ouri
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Re: 2.3 New Alamo: The Journey Home

Post by Zephrim Ouri »

Barinthasheer wrote: Sun Aug 04, 2019 8:23 pm"One or the other. This is not a different body, it is the same stuff rearraigned. Others of your kind do that too, the essence thing?" He briefly looks in alarm at the humans on the team then he visibly gets it. "Oh, you are also not a human. That is ok, neither am I, Or Ms. Nazo, or Mr. Ryder. Sir Charlemagne was not and he was our leader before he had to go. People here are nice." He leans in to Zeph and whispers as well as a child can "They can be slow though, I think they still think I might eat them and I don't even eat food."
Zephrim smiled. It hit him that Bari, like him, was still finding out about the world and people around him. While Zeph had been restricted in his learning and had his opinions colored by the Coalition, Bari was learning things from scratch. With luck, Zeph would be able to both help him and learn from him to see things in a whole new manner.

”The whole bathing one form cleans both seems really handy. Many times I have wished I could do something like that, especially after slogging through a swamp or crawling through a lot of muck to get and explore somewhere. And yes, all of my kind can sense and devour essence. There are a few of us who manage to keep the hunger at bay for several days. Most though, require daily feedings... ”

He shook slightly as a cold chill went through him at the memories of the sometime frenzied feasts his commander had ensured to keep his troops loyal...

Bari’s child-like comment about not even eating food brought a smile to Zephrim’s face. ”Ah, Bari, then maybe you should be seen eating food instead of people. I’ve discovered that taking time to eat with others can be a happy occasion. From what I’ve seen the consumption of food is supposed to be a highlight. Although, the quality varies drastically with eating military rations being nearly the worst, to having a celebratory feast being almost the best in terms of the good feelings that remain after. Perhaps we should see what places here in the Fort offer the best meals? I can tell you stories of my kind, and observations of others? And you can tell me anything of yours you know? And we could invite Neko, Ryder or any of the others along on our quest for the best nourishment?”
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Vik
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Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Building a Radar Hat for Barry
Base Item: Multi-Optics Helmet - 25,000 cr
Time to convert: [dice:ngkqlzdl]57024:0[/dice:ngkqlzdl] hours / 2 for Mr. Fix-It = 8.5 hours
Cost to convert: 2,500 cr

Roll: Kn (Arcana) is lowest at d6, +4 MM
Build [dice:ngkqlzdl]57024:1[/dice:ngkqlzdl]
Wild [dice:ngkqlzdl]57024:2[/dice:ngkqlzdl]

Success with a Raise snags a free minor mod: Grows and shrinks with Barry.

Attempt to add a Major Mod: +1d Fighting
Time to convert: [dice:ngkqlzdl]57024:3[/dice:ngkqlzdl] days / 2 for Mr. Fix-It - 36 hours
Cost to convert: 10,000 cr

Roll: Kn (Arcana) is lowest at d6, +4 MM, -4 for Major Mod
Build [dice:ngkqlzdl]57024:4[/dice:ngkqlzdl]
Wild [dice:ngkqlzdl]57024:5[/dice:ngkqlzdl]

Total Cost: 37,500 credits
Total Time: 44.5 hours
@Barinthasheer

In between bouts of "welcoming home, an' like, reunitin'" with Charlize, Vik limps his way to the garage and workshop to hammer away on his present for Barry. The work goes surprisingly quickly, and after about two days is complete: a vaguely stormtrooper-ish helmet, burnished steel with racing stripes that glow like lava. An antenna sticks out over the right side, topped by a kitschy flaming eyeball.
topper.jpg
topper.jpg (8.68 KiB) Viewed 21639 times
"Now I don't wanna be speaking out of turn, Barry boy, but I fink what this just might be the bestest hat what ever got haberdashed, and the feel of it upon that scaled brow might be the bestest feels what you'll ever have from a hat, save the first time you slide on a Jimmy hat for an inaugural romp wif' a real-life grappling partner."

Barry Boy's Bespoke Brain Bucket
A little bit Vader, a little bit Last Starfighter, this cracking head-holder is the flashest new tech of the season, bodged together special-like from master visionary Vik 'the Dick" Donnager for his one-and-only-est draconic droog, Barry. From the multi-Os (she'll thank you) what been converted like to run on spiritual energy juice, to the pump-operated en-biggening function, ol' Barry Boy can shows 'em what Size Does Matter, only not for keeping a helmet on.
TW-converted Multi-Optics Helmet: Weight 5; 1 PPE/hour to activate: Ignore Illumination penalties, offsets 2 points of Range penalties, gains +2 to sight-based Notice checks, +1 Shooting with calibrated weapons, +1d Fighting and changes size with the wearer. Includes a hands-free radio with 10-mile range and megaphone voice projection system.
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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Nazo
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Re: 2.3 New Alamo: The Journey Home

Post by Nazo »

Nazo put down her drink, she had no idea what the hat looked like or if @Vik’s words to his imaginary charge meant anything. One thing was certain the hat would definitely not fit her. Great... He makes something for someone that does not even exist in order to not have to make something for the ugly Altaran. She throws her empty bottle of Malort on the ground in self loathing disgust.

Forgetting to put up her own linguistic psionic power or perhaps not even carrying at this point she mumbled with some broken english, ” Hat look nice. Barry nice. Shadow food.” She stalked out leaving behind at the table she was sitting at a piece of paper with scratches and pen marks that a little child might make, or perhaps someone that was blind would make. But it was clear enough, a circular shaped hat with a dialogbox and the words SPAKE...

She stumbled into the street mumbling something about needing meat. Her pack stirred and a long tendril snaked out patting her head.
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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Vik
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Re: 2.3 New Alamo: The Journey Home

Post by Vik »

Despite the compliment, Vik's seen enough of the bottom of the bottle himself to see Nazo's not doing well.

"Limpin' along the bottom of the Marinara Trencher, she is, wif' naught but that umbral Peter Parker-pricker for cuddles," he says to himself. "Back to the workshop, I reckon, to sees if I can't knock together a bit of a more permanent remedy for what ails her."

Building, building
Vik will donate his own translator, but drawn on TL resources for the rest of the conversion.
Base Item: Language translator - 9,600 cr
Conversion time: [dice:2htg1vi3]57029:0[/dice:2htg1vi3] hours /2 for Mr. Fix-It = 8 hours
Conversion cost: 960 cr

Build Roll [dice:2htg1vi3]57029:1[/dice:2htg1vi3] = Success with a Raise. Free Minor Mod: +1 Persuasion
Wild [dice:2htg1vi3]57029:2[/dice:2htg1vi3]

Then, adding a Major mod to add +1d Persuasion
Conversion time: [dice:2htg1vi3]57029:3[/dice:2htg1vi3] days /2 for Mr. Fix-It = 60 hours
Conversion cost: 10,000 cr

Build Roll [dice:2htg1vi3]57029:4[/dice:2htg1vi3]
Wild [dice:2htg1vi3]57029:5[/dice:2htg1vi3]
Benny for Extra Effort + Elan [dice:2htg1vi3]57029:6[/dice:2htg1vi3] = Raise, gets another minor mod for free, so another +1 Persuasion.

Total Time: 68 hours
Total Cost: 10,960 credits
The work doesn't go quite as quickly as with Barry's brain-bucket, but within three days Vik has something he's proud of -- an overturned wok of beaten bronze, with the modified remains of his old translator worked into an armored visor and head support. Around the edge of the hat, a veil of spider-silk netting ripples with color like a heat mirage. When activated, the veil works like a two-way screen, imposing a filter that casts the wearer and those without in the best possible light: The sun feels warmer, words sound like poetry, birdsong sounds like Nature's orchestra. Everyone looks and sounds and even smells better, fostering warm and pleasant interactions.

"Right panacea for the poorly-feeling and put out," he says to himself. "Bloody brow-bill might even make that Malort shite taste less like bum-swill, if I do say," he says, before going in search of the wayward weeping warrior.

He finds Naz near the latrines, where she sits hunched on a bench mumbling rambling koans as her Shadow munches on the back-end of a rat.

"Oy, uh, Naz. I got you a new somebrer-er-arrow for your noodle-numpkin. It's shady, an' like, does the talky-talky and whatnot. Maybe give it a go at dinner 'stead of hanging 'round here drinking Pete's piss an' pining, right? Right. Er, welcome and don't go offin' yerself or nothin' cause it's bears' bollocks tryna dig graves in all this mud."
Naz hat.jpg
Naz hat.jpg (60.73 KiB) Viewed 21620 times
Nazo's Natty Bonnet of Bonhomie
A bit burnt 'round the edges from its former life in the legion mess tent, this wok-shaped hat (or hat-shaped wok) of beaten bronze is outfitted wif' all the translatin' gizmos what the modern girl wif' divine levels of social awkwardness needs to get along. Along wif' ol' Vik's custom-converted discursive decipherer, it features a veil of sorcerous sensorial speechifying what like offers up rose-tinted Snapgram filters for the ocularly-impaired.
TW-converted Language Translator Helmet: Weight 3; 1 PPE/hour to activate: Programmed with common languages in North America, translates with 1d12+2 skill. Grants the user +1d +2 to Persuasion.
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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Barinthasheer
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Re: 2.3 New Alamo: The Journey Home

Post by Barinthasheer »

Vik wrote: Mon Aug 12, 2019 9:52 am

In between bouts of "welcoming home, an' like, reunitin'" with Charlize, Vik limps his way to the garage and workshop to hammer away on his present for Barry. The work goes surprisingly quickly, and after about two days is complete: a vaguely stormtrooper-ish helmet, burnished steel with racing stripes that glow like lava. An antenna sticks out over the right side, topped by a kitschy flaming eyeball.
topper.jpg
"Now I don't wanna be speaking out of turn, Barry boy, but I fink what this just might be the bestest hat what ever got haberdashed, and the feel of it upon that scaled brow might be the bestest feels what you'll ever have from a hat, save the first time you slide on a Jimmy hat for an inaugural romp wif' a real-life grappling partner."
At first all the boy can do is stare in stunned silence and disbelief that such an incredible treasure was his. "That .. is …AWESOME!Thank you so very much Mr. Vik!" He runs forward and gives his friend a big hug. A moment whose sweetness is quickly ended by the hugs enthusiasm and Vik needing to apply some healing treatment to his now cracked ribs.

"I am so sorry to have hurt you. I forget how smooshy grown-up people are and that you heal slow. The hat is incredible."
Slipping it on he begins playing with the options, figuring out the radio as Vik roughly explains frequencies and tells Bari the ones used by the team and the Legion. It transforms with him without a hitch, well mostly. Some overhead lights are broken as, unused to accounting for it Bari bonks the now beachball sized eyeball antenna décor into 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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