X Marks the Spot: The Calling

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Snake Eyes
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Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

X Marks the Spot: The Calling

Post by Snake Eyes »

You move quickly down the stairs towards the sound of chanting. Statheros' light is still shining, though it only illuminates Alex and those near him. Balitrox, being at the head of the line behind Gill's summoned friends, starts to glow red. You soon run out of need for external light sources; as you reach the landing, a dim light illuminates the whole area, though it isn't as bright as you'd like to see.
dark hall.jpg
And what you see in front of you is all too familiar. In a large anteroom, several skeletons, armed similarly to the ones outside, are there waiting to receive you. In addition, two larger skeletons wielding greatswords block the entrance to the next room.
Notice success
The keen observer notes that a black liquid is dripping from the blades of the skeleton greatsword warriors.
skeleton high warrior.jpg
Your vision into the next room is obscured by the skeletal warriors, but in addition to a small number of additional laser rifle-wielding skeletons, you see an area of swirling darkness. Even the cybernetic eyes of Everett, or Alex's finely tuned power armor sensors, cannot penetrate the black. The sounds of chanting are heard more clearly, now. The words are being uttered in a language you're not familiar with, but it chills you to the bone, regardless. Even Xero feels the icy bite of evil magic in the area. The Corruption you've been dealing with is as strong as you've ever felt it.
From the room beyond, you hear a shout. "Interlopers! They brought the Steadfast with them. They must not interrupt the Calling. SNUFF OUT THEIR LIGHT!" With all the silence of the grave, the skeletons turn towards you and begin their attack!
Full Map Overview
Lair round 1 with fog - large.JPG
Entry closeup
Lair round 1 closeup - entry.JPG
Great Hall closeup
Lair round 1 closeup - great hall.JPG
Initiative
Lair Map Initiative round 1.JPG
Joseph's Quick edge grants him the Ace of Hearts.
Instructions
Combat!
For this combat, you're experiencing the Fog of War. As you move forward, additional areas of the map will be revealed, showing new obstacles or foes. Any other foes that may be lurking in the shadows may also show themselves as they move into your line of sight.
PPE/ISP recovery - by the time you get here, assume enough time has passed for an hour to have elapsed from the first time you burned power points.
Heather recovers 2 ISP
Xero recovers 1
Mages should all be at or over their maximum due to PPE draws - if not, assume an hour has passed for PPE recovery
If you only drew PPE once in the last phase, you may draw again immediately preceding this combat at no MAP, only -1 for the taint of the line. If you drew twice, you've pulled all you can without spending an action during combat to do so.
Actions are run in blocks, like last time.
Heather draws a Joker. +2 to your actions, and everyone gets a benny!
So do the bad guys.
Enemy statistics
Regular skeletons (melee and ranged): Parry 6, Toughness 13 (5) - Huntsman Light Armor
Skeletal Warriors (2): Parry 6, Toughness 15 (6), size +1 - C&S Gladiator Medium
Unknown 1: unknown
Unknown 2: unknown
Unknown 3: unknown
Unknown 4: definitely unknown
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Joseph Cook
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Re: X Marks the Spot: The Calling

Post by Joseph Cook »

Joseph stands there calmly, rifle in hand. He waits to see how the events unfold before he acts.
OOC Comments
On hold
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Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot: The Calling

Post by Heather Todd »

Federation of Magic/Vault
Morning
Round 0

Heather peered into the dim light of the vault at all the skeletons, trying to see around the large elementals Gill had summoned. Sometimes she hated being short. And she wasn’t even that short! She did notice the black substance dripping from the blades of the skeletons wielding greatswords.

“That can’t be anything good,” Heather pointed out. “Likely poison of some kind. And I don’t like the look of that swirling blackness.” It tasted of the corruption they had been fighting.

"Interlopers! They brought the Steadfast with them. They must not interrupt the Calling. SNUFF OUT THEIR LIGHT!” someone yelled.

“And that would be our cue,” Heather sighed as the skeletons moved to attack.

Heather focused her mind and a frag grenade lifted out of her coat. “Excuse me, pardon me, hot potato coming through,” she said as she sent the grenade over the heads of her team to drop in the middle of the skeletons in the entry hall before them. It went off in the air with a loud explosion, peppering the hall with shrapnel.

***
Notice 7 Success
Notice [dice:vecaks0a]42418:0[/dice:vecaks0a]
Wild [dice:vecaks0a]42418:1[/dice:vecaks0a]
Ace [dice:vecaks0a]42418:2[/dice:vecaks0a]
Exalted Telekinesis 9; Raise
Psionics [dice:vecaks0a]42418:3[/dice:vecaks0a]
Wild [dice:vecaks0a]42418:4[/dice:vecaks0a]
Ace [dice:vecaks0a]42418:5[/dice:vecaks0a]
Benny for EE [dice:vecaks0a]42418:6[/dice:vecaks0a]
Take back the benny and cancel EE. Forgot about the Joker +2.
Damage 22; Better, but was looking for aces.
+2 Joker; this should hit all the skeletons in the room with a LBT. They get an Agility -2 roll to evade.
[dice:vecaks0a]42418:7[/dice:vecaks0a]
Gah! Crap damage! I'm going to use my Joker benny to reroll.
[dice:vecaks0a]42418:8[/dice:vecaks0a]
Raise damage [dice:vecaks0a]42418:9[/dice:vecaks0a]
Ace [dice:vecaks0a]42418:10[/dice:vecaks0a]
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
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Everett Jackson
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Re: X Marks the Spot: The Calling

Post by Everett Jackson »

Notice 7, Joker's Gone Wild; +2 Bennies
Joker’s Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

Notice: 1d6-1 = 5: 6 Ace: 1d6+5 = 7: 2 (-1 Glitch)
Wild: No clue, sorry.
Everett starts down the stairs with Gill's host in front of him. Ahead, he can see the hallway open into a larger room. Surprisingly, Everett's malfunctioning cybereyes' threat recognition program flashes him some relevant information this time around.

Cybereyes Readout
Skeleton - Notes: Undead. Mindless and feels no pain. Armed with melee weapons. Threat Level: Caution. Dispatch at range.
Skeleton - Notes: Undead. Mindless and feels no pain. Armed with laser rifles. Threat Level: Danger. Dispatch with prejudice.
Skeleton Warrior - Notes: Undead. Mindless and feels no pain. More capable than regular Skeletons. Armed with melee weapons displaying unkown effects. Threat Level: Danger. Dispatch with extreme prejudice.
Heather Todd wrote: Mon Sep 24, 2018 4:07 am Heather peered into the dim light of the vault at all the skeletons, trying to see around the large elementals Gill had summoned. Sometimes she hated being short. And she wasn’t even that short! She did notice the black substance dripping from the blades of the skeletons wielding greatswords.

“That can’t be anything good,” Heather pointed out. “Likely poison of some kind. And I don’t like the look of that swirling blackness.” It tasted of the corruption they had been fighting.

"Interlopers! They brought the Steadfast with them. They must not interrupt the Calling. SNUFF OUT THEIR LIGHT!” someone yelled.

“And that would be our cue,” Heather sighed as the skeletons moved to attack.

"Copy that, ma'am. Lasers in the middle and rear, Melee all the way down to the big ones with nasty swords in the doorway. I'm delivering a payload to the enemy fire team in the rear then Ill pin down the big ones. I've also got eyes on the darkness, but I'm out of my element there," Everett calls out over the comms.

Everett uses his superior stature to fire the rocket launcher over the friendlies in front of him and aims at a sweet spot between the two skeleton warriors.

'Release me, meatbag. You are useless here. Look around - you're surrounded by things you do not understand and cannot influence. You need me. Your friends need me. RELEASE ME!'

Everett mutters at Balitrox under his breath, "Not now, Bali. You do magic. I do everything else, now leave me alone so I can concentrate."

Shooting at I/J/K-10: 9; 41 Mega Damage, AP 6; -1 Benny
Calling my complete action here:

Shooting one rocket centered in the middle of J-10. SBT is 2", so it should extend halfway into I-10 and K-10, hitting 3 skeletons.

Dropping the Rocket Launcher as a free action

Agility to draw mini railgun as an action.

Shooting the mini railgun at max RoF as an action. Two bursts at J-23, and then Two burst at K-23. One -2 MAP total.

No movement, so no snapfire penalty.

Portable Rocket Launcher
Shooting: 1d12+2 = 4: 2 (-2 MAP, +2 Joker)
Wild: 1d6+2 = 3: 1

Reroll:
Shooting: 1d12+2 = 9: 7
Wild: 1d6+2 = 7: 5

5d6 Damage, AP 6 in a SBT with a raise: 6d6 = 29: 3, 3, 6, 6, 5, 6
Aces: 3d6+29 = 39: 3, 2, 5 +2 Joker = 41 Mega Damage, AP 6
Everett squeezes the trigger, and the rocket hurtles towards its target. One of the warriors tries to swat it with its sword but is far too slow. It flies right between their heads and strikes one of the laser rifle wielding skeletons behind it square in the chest. It is completely obliterated, and shards of bone from two nearby skeletons are scattered up and down the hall.

'Impressive, meatbag. But you waste your time with these inconsequential creatures! Release me and I will deal with their masters deftly, and you and your friends can leave this place.'

Without a word, Everett drops the rocket launcher to the ground and reaches with his left meat hand and pulls the strap to his Mini Railgun while pushing it with his right metal hand. He catches it with his left metal hand and brings his right metal hand back around and readies it.

Everett takes aim at the big skeleton to his left and lights it up.

Agility 6 / Shooting at J23: 5; 20 Damage, AP 6 / K23: 12, 21 Damage, AP 6 / K23: 10; 27 Damage, AP 6 / -2 Bennies
Agility to draw: [dice:1xr1qo8n]42478:2[/dice:1xr1qo8n] (-2 MAP, +2 Acrobat, +2 Joker)

Mini Railgun
Shooting J-23: 1d12-2 = 5: 7 (-2 MAP, -2 Full-Auto, +2 Joker)
Shooting J-23: 1d12-2 = -1: 1
Shooting K-23: 1d12-2 = 7: 9
EE: 1d6+7 = 12: 5
Shooting K-23: 1d12-2 = 10: 12
Wild: 1d6-2 = 3: 5

Damage
J-23: 2d8+6 Damage, AP 6: 2d8+4 = 12: 7, 1 +2 Joker = 14 Damage, AP 6
K-23: 2d8+6 Damage, AP 6 with a Raise: 2d8+4 = 18: 7, 7 + 1d6 = 3: 3. 18 + 3 + 2 Joker= 23 Damage, AP 6
K-23: 2d8+6 Damage, AP 6 with a Raise: 2d8+4 = 13: 6, 3 + 1d6 = 4: 4 = 13 + 4 + 2 Joker = 19 Damage, AP 6

Reroll
J-23: 2d8+4 = 18: 7, 7 +2 Joker = 20 Damage, AP 6
K-23: 2d8+4 = 16: 6, 6 + 1d6 = 3: 3. 16 + 3 + 2 Joker = 21 Damage, AP 6
K-23: 2d8+4 = 14: 8, 2 + 1d8 = 6: 6 + 1d6 = 5: 5. 14 + 6 + 5 + 2 Joker = 27 Damage, AP 6
"I. DONT," Everett yells out between bursts of railgun ammo.

The first salvo obliterates the target, snapping and pulverizing bones. When the second round of ammo flies down the hall it disappears into the unnatural darkness beyond. Then he adjusts his aim to strafe the remaining skeleton warrior.

Between the final two salvos, Everett finishes yelling, "NEED. YOU!"

As the remaining warrior falls, he brings the axe up to his face and shouts at Balitrox, "I am the human! I am not an inanimate object! Joseph said I freaked out during the battle. He told me that I acted all weird, and now everyone's giving me nervous looks. Do you see those skeletons? NO! You don't! And that's what Ill do to you if you mess with my head again, understand? You know what - Ill keep to my end of your little bargain. Because that's the kind of guy I am. Ill make sure you get a taste. But I'll do it myself.

Fear 7
Spirit: [dice:1xr1qo8n]42478:0[/dice:1xr1qo8n]
Wild: [dice:1xr1qo8n]42478:1[/dice:1xr1qo8n]
Last edited by Everett Jackson on Sat Sep 29, 2018 7:24 pm, edited 20 times in total.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
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Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Skeletons dodging this way and that! H29 and L30 survive
Going clockwise from I30 and ending at L30
[dice:2t3ce8lw]42485:0[/dice:2t3ce8lw]
[dice:2t3ce8lw]42485:1[/dice:2t3ce8lw]
[dice:2t3ce8lw]42485:2[/dice:2t3ce8lw]
[dice:2t3ce8lw]42485:3[/dice:2t3ce8lw]
[dice:2t3ce8lw]42485:4[/dice:2t3ce8lw]
[dice:2t3ce8lw]42485:5[/dice:2t3ce8lw]
[dice:2t3ce8lw]42485:6[/dice:2t3ce8lw]
Melee Skeletons and U3 act
F28 and O28 move with L30 to I,J,K30 and attack the lead elemental - gang up bonuses add +2 to attacks
I30
[dice:2t3ce8lw]42485:7[/dice:2t3ce8lw]

I30 Damage with vibrosword
[dice:2t3ce8lw]42485:14[/dice:2t3ce8lw]
[dice:2t3ce8lw]42485:15[/dice:2t3ce8lw]

J30
[dice:2t3ce8lw]42485:8[/dice:2t3ce8lw]

J30 damage with vibrosword
[dice:2t3ce8lw]42485:16[/dice:2t3ce8lw]
[dice:2t3ce8lw]42485:17[/dice:2t3ce8lw]

K30
[dice:2t3ce8lw]42485:9[/dice:2t3ce8lw]

U3 P does GA thing
[dice:2t3ce8lw]42485:10[/dice:2t3ce8lw]

U3 P WD GA
[dice:2t3ce8lw]42485:11[/dice:2t3ce8lw]

U3 S does same thing
[dice:2t3ce8lw]42485:12[/dice:2t3ce8lw]

U3 S WD same
[dice:2t3ce8lw]42485:13[/dice:2t3ce8lw]

U4 does something different
[dice:2t3ce8lw]42485:18[/dice:2t3ce8lw]

[dice:2t3ce8lw]42485:19[/dice:2t3ce8lw]
Several skeletons discover the power of a precisely placed grenade in the telekinetic hands of a psionic powerhouse. 6 skeletons are immolated in a fragmentation blast. Two manage to evade the fireball, but even one of those doesn't get to follow through on his dastardly commands unhindered. A well-placed shot from Joseph's rifle stuns the skeleton with the laser rifle, giving him something to think about for a moment.
Everett lays down rapid-fire death, sending a rocket into the great hall and blasting three rifle-armed skeletons. A quick switch of weaponry, and railgun rounds rip through the two greatsword-wielding skeletal warriors. Their black-coated blades clatter to the ground.
The remaining vibrosword-carrying skeleton lunges towards the angelic bulwark. Out of the passages on either side of the entry chamber, two more join him. The massive pile of earth might have withstood one, or maybe two of the vicious skeletons. But as all three hew at the being, it is overwhelmed and chopped into rubble by the ruthless undead. Their teeth chatter at you as they look for a new victim.
Even over the din of battle, you can hear a voice echoing out of the great hall in front of you, dripping with malicious glee. "The door is opening, friends! I...I can see him! His glory...soon he will join us and tear away the wretched life-lovers. The weak shall serve the strong, as the natural order intends, and he shall set us up as his magistrates! All manner of luxuries and comforts shall he bestow on those who brought him forth into this ripe world. I...will have many women! I shall have..."
The voice is interrupted by a deafening, nauseating shout that seems to bleed from the walls and rattle in your soul.
"CEASE YOUR BLATHERING AND BREAK THIS INFERNAL SEAL, OR YOU'LL HAVE NOTHING BUT MY CLAWS RIPPING AWAY YOUR SKIN, AND THE WORMS WILL FEAST ON YOUR INSIDES FOREVER! HURRY! THE STEADFAST IS NEAR!"
Great Hall map update
Lair round 1 midway - great hall.JPG
Entry map update
Lair round 1 midway - entry.JPG
Gaspard, Proditione, and Missouri are up. Gill's earth elemental is dead. Movement through allies is free and unrestricted. The fog of war will lift as you move around, so if you'd like a quick map update as you move forward, announce your destination in hangouts and I'll try to keep it updated.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Joseph Cook
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Re: X Marks the Spot: The Calling

Post by Joseph Cook »

Shooting 7 13 damage AP2 Fear check 8
Shooting [dice:2n8s9ppo]42523:0[/dice:2n8s9ppo]
Benny for EE
[dice:2n8s9ppo]42523:2[/dice:2n8s9ppo]
Wild Die [dice:2n8s9ppo]42523:1[/dice:2n8s9ppo]
Damage [dice:2n8s9ppo]42523:3[/dice:2n8s9ppo]

Fear Check [dice:2n8s9ppo]42523:4[/dice:2n8s9ppo]
Wild Die [dice:2n8s9ppo]42523:5[/dice:2n8s9ppo]
EE [dice:2n8s9ppo]42523:6[/dice:2n8s9ppo]
Joseph fires at the ranged skeleton on the left.
Last edited by Joseph Cook on Thu Sep 27, 2018 11:41 pm, edited 3 times in total.
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Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot: The Calling

Post by Gaspard Gillead »

OOC Comments
Pre-post status:
Exalted Detect Arcana w/ Raise (no maintenance), ranged called shots to head suffer -1 to penalty
PPE: 30

Ley Line Tapping for fun and PPE:
Spellcasting [dice:2b7jr0ay]42554:0[/dice:2b7jr0ay]
Wild Spellcasting [dice:2b7jr0ay]42554:1[/dice:2b7jr0ay]

Well, this'll be fun:
Corruption Resist [dice:2b7jr0ay]42554:5[/dice:2b7jr0ay]
Wild Spirit [dice:2b7jr0ay]42554:6[/dice:2b7jr0ay]
Resisted Corruption. Critfail collapses Exalted Detect Arcana.



Proditione:
Proditione moves to K34, Wild Attacks/Frenzies (-2 to Fighting, +2 to Fighting, +2 to damage) on center and right skeletons; if both are destroyed, he will advance into the room for the rest of his movement (to I31, to force the skeleton behind the pillar to come out if it wants a clear shot); if either blockading skeleton survives, he stops at K34.
Frenzy Center [dice:2b7jr0ay]42554:2[/dice:2b7jr0ay] Miss Parry 6!
Frenzy Right [dice:2b7jr0ay]42554:3[/dice:2b7jr0ay] Hit Parry 6!
Right Damage: [dice:2b7jr0ay]42554:4[/dice:2b7jr0ay] 15 AP 2 vs. 13 (5) = 4 damage = destroyed.
Proditione takes out the right-hand skeleton, fails to eliminate the other.
Proditione's Parry is now 4. (Base 7, -1 for Greatsword, -2 for Wild Attack)

Gaspard taps Ley Line, again
Spellcasting [dice:2b7jr0ay]42554:7[/dice:2b7jr0ay]
Wild Spellcasting [dice:2b7jr0ay]42554:8[/dice:2b7jr0ay]

...
Really. Well, at least it's not another critfail.

ADD:

Gaspard Fear Check:
Spirit [dice:2b7jr0ay]42554:9[/dice:2b7jr0ay]
Wild Spirit [dice:2b7jr0ay]42554:10[/dice:2b7jr0ay] ACE Running Total [dice:2b7jr0ay]42554:11[/dice:2b7jr0ay]
Gaspard, shaking off the effects of the botched attempt to tap the Ley Line on his way down, orders Proditione to clear the skeletons blocking the corridor and move into the room beyond once that's done. The demon manages to take down one skeleton, but the other evades the wild swings of the demon.

As Proditione at least makes some headway in complying with his master's demands, Gaspard makes one more effort to connect to the corrupted Ley Line, but whatever it is that's been befouling him continues to be a hindrance, though at least he didn't suffer another shock. Given his comparatively low reserves, he opts to continue to hang near the rear rather than move to a more exposed position.

When the Brodkil show up a few moments later, Gaspard just chuckles. "Ah, demons. I know from demons. Brodkil are the lowest of the low."
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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Missouri
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Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot: The Calling

Post by Missouri »

Ley Line Tapping and Powers Active
Quickness and Boost Vigor still active.

"free" Ley Line Tapping
-1 to roll.
Spellcasting die [dice:1ne9cdmk]42646:0[/dice:1ne9cdmk], Wild die [dice:1ne9cdmk]42646:1[/dice:1ne9cdmk], Ace [dice:1ne9cdmk]42646:11[/dice:1ne9cdmk], Ace [dice:1ne9cdmk]42646:12[/dice:1ne9cdmk].
1st Round
Shooting Auto at some skeletons (+2 from armor, -2 for FA)
Shooting die [dice:1ne9cdmk]42646:2[/dice:1ne9cdmk], Shooting die [dice:1ne9cdmk]42646:3[/dice:1ne9cdmk], Shooting die [dice:1ne9cdmk]42646:4[/dice:1ne9cdmk], Wild die [dice:1ne9cdmk]42646:5[/dice:1ne9cdmk].

Damages:
#1: [dice:1ne9cdmk]42646:13[/dice:1ne9cdmk] = 11, AP 1.
#2: [dice:1ne9cdmk]42646:14[/dice:1ne9cdmk] = 12, AP 1.
#3: [dice:1ne9cdmk]42646:15[/dice:1ne9cdmk] = 14, AP 1. (missing an ace but it keeps saying invalid code if I try to add another 1d8).
Ace [dice:1ne9cdmk]42646:20[/dice:1ne9cdmk].
2nd Round
Shooting Auto at some skeletons (+2 from armor, -2 for FA)
Shooting die [dice:1ne9cdmk]42646:6[/dice:1ne9cdmk], Ace [dice:1ne9cdmk]42646:10[/dice:1ne9cdmk], Shooting die [dice:1ne9cdmk]42646:7[/dice:1ne9cdmk], Shooting die [dice:1ne9cdmk]42646:8[/dice:1ne9cdmk], Wild die [dice:1ne9cdmk]42646:9[/dice:1ne9cdmk].

Damages:
#1: [dice:1ne9cdmk]42646:16[/dice:1ne9cdmk], Raise [dice:1ne9cdmk]42646:17[/dice:1ne9cdmk] = 17, AP 1.
#2: [dice:1ne9cdmk]42646:18[/dice:1ne9cdmk] = 5, AP 1.
#3: [dice:1ne9cdmk]42646:19[/dice:1ne9cdmk] = 13, AP 1.
Missouri still had his shard pistol in hand - and boy were things getting a little crazy and cramped! They seemed to be stuck in a hallway fight, which was never a good thing unless you were the one being swarmed. It otherwise made it too hard to get to the baddies. So he did the only thing he really good in that situation - he opened fire full-auto twice, his movements and reactions still being quickened by the spell he cast earlier.

He also felt more power from the corrupted ley line flow in to him as well.
Last edited by Missouri on Wed Sep 26, 2018 10:31 pm, edited 1 time in total.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
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Missouri
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Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot: The Calling

Post by Missouri »

Carryover
Ace damage from previous post: [dice:tkvr0bjs]42647:0[/dice:tkvr0bjs].

Re-roll the 12 total damage with a benny: [dice:tkvr0bjs]42647:2[/dice:tkvr0bjs].
Re-roll the 11 total damage with a benny: [dice:tkvr0bjs]42647:3[/dice:tkvr0bjs].
Re-roll the 6 total damage with a benny: [dice:tkvr0bjs]42647:1[/dice:tkvr0bjs].
GM EDIT
Adding the ace damage to the attack above, then leaving 12 damage AP 1 as an attack on the already shaken skeleton, means you take out 3 skeletons and shake a 4th. That does in most of the remaining in-view skeletons. You can take these bennies back.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
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Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

U1 acts!
Cyber brodkil moves into view at J17, fires mini railgun at Proditione and 3 of the elementals, then moves left out of view - -2 FA, +2 targeting eye
Perdi
[dice:1e2ku684]42738:0[/dice:1e2ku684]

J35
[dice:1e2ku684]42738:1[/dice:1e2ku684]

K35
[dice:1e2ku684]42738:2[/dice:1e2ku684]

J36
[dice:1e2ku684]42738:3[/dice:1e2ku684]

Because that was the worst ever, I'm bennying to reroll that pathetic string of attacks
Perdi
[dice:1e2ku684]42738:7[/dice:1e2ku684]

J35
[dice:1e2ku684]42738:8[/dice:1e2ku684]

K35
[dice:1e2ku684]42738:9[/dice:1e2ku684]
Ace with prior
[dice:1e2ku684]42738:14[/dice:1e2ku684]

Hit with raise - K35 is presumed dead barring any elemental resistances
[dice:1e2ku684]42738:16[/dice:1e2ku684]
[dice:1e2ku684]42738:17[/dice:1e2ku684]

J36
[dice:1e2ku684]42738:10[/dice:1e2ku684]


Cyber brodkil comes into view at K17, fires TX-50 at the first 3 heroes in line (whoever remains of the above, then moving down by row), then moves right out of view
target 1
[dice:1e2ku684]42738:4[/dice:1e2ku684]

target 2
[dice:1e2ku684]42738:5[/dice:1e2ku684]

target 3
[dice:1e2ku684]42738:6[/dice:1e2ku684]

And bennying this too (can't take 'em into next quarter)
target 1 - Proditione
[dice:1e2ku684]42738:11[/dice:1e2ku684]

Hit
[dice:1e2ku684]42738:18[/dice:1e2ku684]

1 ace with prior
[dice:1e2ku684]42738:20[/dice:1e2ku684]

target 2 - J35
[dice:1e2ku684]42738:12[/dice:1e2ku684]
Ace with prior
[dice:1e2ku684]42738:15[/dice:1e2ku684]

Hit with raise
[dice:1e2ku684]42738:19[/dice:1e2ku684]
[dice:1e2ku684]42738:20[/dice:1e2ku684]

target 3
[dice:1e2ku684]42738:13[/dice:1e2ku684]
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Continuing rolls from above
TX-50 target 1 - Proditione hit with raise
1 ace damage
[dice:82k94pjy]42739:0[/dice:82k94pjy]

1/2 damage is 11, AP 4 takes ranged toughness from 15 to 11. Proditione is Shaken.

Target 2 - J35 hit with raise
raise die only with prior damage
[dice:82k94pjy]42739:1[/dice:82k94pjy]
Proditione steps up as ordered and swings his sword wildly at two of the skeletons at the head of the passage. One swing connects, blasting the skeleton against the wall and shattering it. The other skeleton manages to evade the furious swing. However, Missouri's quick movements and sharp shooting through the cluster of friendly bodies mow down three of the remaining skeletons.
One lone vibrosword skeleton remains to block your way. However, off in the great hall, what looks empty is soon filled with the sight of two cybernetically enhanced brodkil and the fury of a variety of railgun blasts in your direction! The screaming hunks of metal pepper Proditione and the elementals! Infernal armor saves the day, but Proditione is shaken. The elementals react as you'd expect an elemental hit with a barrage of railgun fire to react. The two brodkil duck back into the darkness, but a guttural cursing is heard. "Them got fire man, water man, and plant man. Gimme bigger gun!"
Results and Instructions for everyone
Proditione is shaken, one skeleton remains at I-33, and two scary brodkil have shown their faces around J and K 17. Everyone feel free to either add a Fear roll to your current post, or post one with your upcoming post.
Alex, Gill, and Xero are up and may act in any order. If you choose to move forward, tell me where you're moving and I'll give you an updated map with fog of war removed. If Gill's heart (plant) elemental was hit by any of the railgun blasts, please account damage accordingly and advise if it survived. If I only hit fire, water, or air, you can disregard that instruction.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: The Calling

Post by Alex »

Damn those guys are large red uglies...
Spirit with brave [dice:1sgb7gxa]42748:0[/dice:1sgb7gxa] wild [dice:1sgb7gxa]42748:1[/dice:1sgb7gxa]
Over the loud speakers on the PA Alex roars forth, ”I am bollitrox, the keeper of rage, the eater of wicked magics. I have been called forth to consume you! Prepare your self for diner!”
ok step one done... keep them off balance... Step two.
Over the radio Alex gives Gill a ring, ”Burn me Gill, got any mystic juice to beef up my water cannon? We can turn it on full force and keep ourselves hydrated.”
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot: The Calling

Post by Dominic Skodati »

Notice 5
Notice [dice:2qae1w2x]42782:25[/dice:2qae1w2x]
Wild [dice:2qae1w2x]42782:26[/dice:2qae1w2x]
Detract Arcana 4
Spellcasting [dice:2qae1w2x]42782:27[/dice:2qae1w2x]
Wild [dice:2qae1w2x]42782:28[/dice:2qae1w2x]
Fear 4, success
Spirit (Fear) [dice:2qae1w2x]42782:0[/dice:2qae1w2x]
Wild [dice:2qae1w2x]42782:1[/dice:2qae1w2x]
Having stayed back from the group this far, Dom curses to himself when they get all bunched up in a narrow hallway. Just charge in like that? They must think they're the first SET or something. If they're all dead, who will take absorb bullets for me? Sighing he barely keeps it together when a pair of Brodkil open up with rail guns. Luckily there were lots of meat shields in front of him.

Letting the heroic types fight their way in, the ley line rifter, takes a more subtle approach. Good thing the evil ones always go for the dim lighting look. Melting into the shadows, Dom disappears from sight and skirts into the dark corners and recesses of the room, avoiding light (and detection) by staying one the shadows. He moves himself from one dim pool of darkness to another trying to close the distance to the door where the blathering idiot is busy talking instead of opening. The henchmen always have to narrate everything. Maybe they have to say it out loud so they don't forget. When I am an evil genius I'm getting smarter help.

Taking a look around to make sure things are too dangerous, Dom pops out of the shadows behind "mouthy-guy" raises his pistol, suddenly realizing how pithy it is, and squeezes the trigger. Good thing I am secure in my manhood.
Greater Shadow Meld 15 (success with raise), Stealth 22 (opposed by opponents Notice), Damage 24, AP 2 (+4 if I win the Stealth contest)
Spellcasting: [dice:2qae1w2x]42782:8[/dice:2qae1w2x]
Wild [dice:2qae1w2x]42782:2[/dice:2qae1w2x]
Extra Effort: [dice:2qae1w2x]42782:9[/dice:2qae1w2x]
Ace: [dice:2qae1w2x]42782:11[/dice:2qae1w2x]
Ace: [dice:2qae1w2x]42782:15[/dice:2qae1w2x]
Success with Raise: Stealth increases by two die types
-2 MaP

Stealth [dice:2qae1w2x]42782:19[/dice:2qae1w2x]
Wild [dice:2qae1w2x]42782:4[/dice:2qae1w2x]
Extra Effort [dice:2qae1w2x]42782:10[/dice:2qae1w2x]
Ace: [dice:2qae1w2x]42782:12[/dice:2qae1w2x]
Ace: [dice:2qae1w2x]42782:16[/dice:2qae1w2x]
+2 from Thief edge in overcoat

Shooting [dice:2qae1w2x]42782:5[/dice:2qae1w2x]
Ace [dice:2qae1w2x]42782:13[/dice:2qae1w2x]
Wild [dice:2qae1w2x]42782:6[/dice:2qae1w2x]
Ace [dice:2qae1w2x]42782:14[/dice:2qae1w2x]
Ace [dice:2qae1w2x]42782:17[/dice:2qae1w2x]
Damage: [dice:2qae1w2x]42782:7[/dice:2qae1w2x]
Raise [dice:2qae1w2x]42782:18[/dice:2qae1w2x]
-2 MaP
Benny [dice:2qae1w2x]42782:3[/dice:2qae1w2x]
Ace [dice:2qae1w2x]42782:21[/dice:2qae1w2x]
Ace [dice:2qae1w2x]42782:22[/dice:2qae1w2x]
Ace [dice:2qae1w2x]42782:23[/dice:2qae1w2x]
Ace [dice:2qae1w2x]42782:24[/dice:2qae1w2x]
Raise [dice:2qae1w2x]42782:20[/dice:2qae1w2x]
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Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: The Calling

Post by Gill »

Fear Roll 5, Notice roll 9, Exalted Detect Arcana
Spirit [dice:2xt42f78]42808:0[/dice:2xt42f78]
Wild [dice:2xt42f78]42808:1[/dice:2xt42f78]
Benny to Reroll
Spirit [dice:2xt42f78]42808:4[/dice:2xt42f78]
Wild [dice:2xt42f78]42808:5[/dice:2xt42f78]
Benny to Reroll
Spirit [dice:2xt42f78]42808:6[/dice:2xt42f78]
Wild [dice:2xt42f78]42808:7[/dice:2xt42f78]

Just realized there was no -2 on this fear check, so last reroll was not needed.


Exalted Detect Arcana as a Free Action
Notice [dice:2xt42f78]42808:2[/dice:2xt42f78]
Wild [dice:2xt42f78]42808:3[/dice:2xt42f78]
Gill pulls back from the frightful visage. "Sorry Alex, I have not been gifted as such. But perhaps the aid granted from the others is enough to help us." Doing his best to look out with his arcane senses Gill reaches for any dangers.
The Elementals move forward looking for abominations that need destroyed, as they turn they see so many more and release gouts of flame, furious storms winds and crushing waves.

Elementals Rock everything, Gill is on Hold
GILL GOES ON HOLD


Earth Elemental Recover From Shaken Spirit [dice:2xt42f78]42808:8[/dice:2xt42f78]
Life Elemental = released back to nature as its body was destroyed.

Fire elemental Cone hits 2 in row 33 and the lone strangler in 29
Agility Contest versus [dice:2xt42f78]42808:9[/dice:2xt42f78] Ace [dice:2xt42f78]42808:18[/dice:2xt42f78]
for [dice:2xt42f78]42808:10[/dice:2xt42f78] damage + Raise Damage [dice:2xt42f78]42808:19[/dice:2xt42f78]

Earth Elemental versus remaining guy in 33 and follows him around corner
Fighting [dice:2xt42f78]42808:11[/dice:2xt42f78] for [dice:2xt42f78]42808:12[/dice:2xt42f78] + [dice:2xt42f78]42808:13[/dice:2xt42f78] damage

Water Elemental follow up right after Fire Elemental attacks and moves out of the way
Agility [dice:2xt42f78]42808:14[/dice:2xt42f78] for [dice:2xt42f78]42808:15[/dice:2xt42f78]


Which Elemental Was not Hit [dice:2xt42f78]1d5[/dice:2xt42f78]
1 Air
2 Earth
3 Fire
4 Water
5 Life



Curatrix moves forward and calls on the power of the earth his body changes as he blends with the universe around him. Then he moves forward ensuring no enemies can get to Gill without running into him.

Activates Invisibility
Psionics [dice:2xt42f78]42808:16[/dice:2xt42f78]
Wild Die [dice:2xt42f78]42808:17[/dice:2xt42f78]
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
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Missouri
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Diamond Patron
Posts: 53
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Re: X Marks the Spot: The Calling

Post by Missouri »

Fear check 7
-2 due to being a scaredy-cat D'Norr.
Spirit die [dice:1pj1xm4x]42818:0[/dice:1pj1xm4x], Wild die [dice:1pj1xm4x]42818:1[/dice:1pj1xm4x], Ace [dice:1pj1xm4x]42818:2[/dice:1pj1xm4x].
Missouri was pleasantly surprised at how effective the Shard Pistol was against the skeletons. But he REALLY wanted to try out the TK Machinegun the group had let him grab from the loot pile earlier on. THAT had to bring some bang to the buck!

But his eyes widened when he saw what came out of the shadows far beyond the skeletons! Brodkil! Demons! Well, sub-demons, but STILL! He'd never seen one before in real life! He'd only seen pictures, heard second- or third-hand accounts before! He desperately wanted to take a look at their anatomy once they were dead!
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: The Calling

Post by Alex »

Whew... Heather can throw a grenade at me any time. Time to let the dogs loose. Time to be a hero...
Inside the Suit
”Burn me Archie, sounds like something dark is down that way... Is that a swirl of darkness before us? What one skeleton left?”
Archie’s calm robot voice confirmed what Alex was seeing, ” Affirmitive Alex, it looks like Heather and Everttes explosive natures thinned your foes, and the elemental allies summond proided an excellent distraction. I must say your verbal jabs and claims to be a Bollitrox are inspiring.”
Alex chuckles like a kid in a candy store with one too many RPGs, ” Burn it Archie, turn up the tuns, secure Slatherdather, and set all the dials in the red. Lets light things up and go almost wild!”
Archie calmly confirms the increase in settings, ” Alex may I suggest activating the floating eye of the Elyor before unleashing the dispel beam? There may be inisible creatures and it might be prudent to see if that darkness is magical before engaging it. That being said, Ultimate firepower engaging. Please select from the following options... Fire, Holy, Water, Love, Hate, Red, Green, Yellow, Silver...”
”Got it Archie, yeah throw up the eye and go with Holy on the grenade launcher. I bet skeletons hate that crap stick. Burn it!”
Archie’s cautionary warning came perhaps too late, ”Alex... Please make sure the structure of these ancient hallways can...”
Three Actions: -4
-
Exalted Smite 7, +4 damage and Holy Smite
Activating Exalted Smite on GL: 11/15 4PPE, Wierd Science 1d10: [dice:3difzdgb]42827:0[/dice:3difzdgb] Wild [dice:3difzdgb]42827:1[/dice:3difzdgb] Benny 1 for EF: [dice:3difzdgb]42827:2[/dice:3difzdgb] Result: Holy and +4 damage.
-
Exalted Detect, 16 Tell me what I know
Activating Exalted Detect : 11/15 4PPE, Kn Electronics with scholar: 1d10+2 [dice:3difzdgb]42827:3[/dice:3difzdgb] Ace [dice:3difzdgb]42827:5[/dice:3difzdgb]Wild [dice:3difzdgb]42827:4[/dice:3difzdgb] Result: 16... Alex Knows everything!
Shooting last remaining visible skeleton, 5 with holy plasma SBT MD 21 pts of damage
Shooting Skeleton with Holy Plasma grenade. Everette provides 2 pts of cover, PA negates 2 pts of shooting penalties. Shooting 1d10 with a -4 from MAP: [dice:3difzdgb]42827:6[/dice:3difzdgb] wild [dice:3difzdgb]42827:7[/dice:3difzdgb]
Damage: 3d10+4 SBT Holy Plasma MD: [dice:3difzdgb]42827:8[/dice:3difzdgb]benny #2 reroll, [dice:3difzdgb]42827:9[/dice:3difzdgb] Benny #3 [dice:3difzdgb]42827:10[/dice:3difzdgb]
Conditional: If anyone was in melee with that skeleton Alex does not fire.

Alex’s grenade launcher glows with the orange glow of the only god that has trifled with XY and lived to tell the tale. Asnir the mighty, Asnir the despondent dives into Alex’s plasma grenade magazine enfusing them all with his special divine essence. A floating eye pops out of Alex’s super trooper helm, it floats and blinks with unfettered sight desiring to see into the arcane. Alex’s readouts go balistic with the amount of info his stolen eye reveals.
The suits loud speaker comes on as Alex in his way trys to strike fear into his foe, but not really...” Ballitrox the wanting has seen into your soul skeleton and judged you unworthy. It is time to drink you like a cool glass of milk using only a long tall camel hair for a straw. Beware my might and shudder with the horror of those I left trapped in the 12th plane of Yor!!”
Phoomp, out from his grenade launcher comes Asnir the divine riding shotgun on the head of plasma grenade! It goes wizzing past Everttes head and plows into the ground near the skeleton erupting in a pyrotechnic display of orange, white, and red plasma fire.Oh man, this is so fun! Burn it!
Attachments
D1B68789-7242-4B89-913E-433E2224A178.gif
D1B68789-7242-4B89-913E-433E2224A178.gif (2.73 MiB) Viewed 32712 times
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Unknown 2 acts
Left NM moves to J16, casts Exalted Slow on 4 elementals and Proditione
Exalted Slow
[dice:fqs3hdg7]42834:0[/dice:fqs3hdg7]

WD ES
[dice:fqs3hdg7]42834:1[/dice:fqs3hdg7]
Ace with prior
[dice:fqs3hdg7]42834:9[/dice:fqs3hdg7]
2nd ace with prior
[dice:fqs3hdg7]42834:11[/dice:fqs3hdg7]

Right NM moves to K16, 4 mega bolt spam at 4 elementals - Necromantic (black death / Fear) trapping
Air
[dice:fqs3hdg7]42834:2[/dice:fqs3hdg7]

Air Damage - 3d6 MD
[dice:fqs3hdg7]42834:14[/dice:fqs3hdg7]

Water - hit with raise
[dice:fqs3hdg7]42834:3[/dice:fqs3hdg7]

Water Damage
[dice:fqs3hdg7]42834:15[/dice:fqs3hdg7]

Fire
[dice:fqs3hdg7]42834:4[/dice:fqs3hdg7]

Earth
[dice:fqs3hdg7]42834:5[/dice:fqs3hdg7]

Earth Damage
[dice:fqs3hdg7]42834:16[/dice:fqs3hdg7]

WD Bolt
[dice:fqs3hdg7]42834:6[/dice:fqs3hdg7]
Ace with prior - hit with raise on Fire
[dice:fqs3hdg7]42834:10[/dice:fqs3hdg7]

Fire Damage
[dice:fqs3hdg7]42834:17[/dice:fqs3hdg7]

Benny to soak Dom's hit for U4 / Summoner - soaked 1 wound (has 3 and is shaken)
[dice:fqs3hdg7]42834:7[/dice:fqs3hdg7]

WD Soak
[dice:fqs3hdg7]42834:8[/dice:fqs3hdg7]

2nd benny to soak Dom's hit
[dice:fqs3hdg7]42834:12[/dice:fqs3hdg7]

WD Soak benny
[dice:fqs3hdg7]42834:13[/dice:fqs3hdg7]
Dominic flits about the room, one with the shadows. The shadow in the middle of the room, if you can call it that, resists his attempts to move through it. It is something else; an arcane effect drowning out the light. But it's not the first time he's had to come up with plan B. Finding another set of shadows, he finds his way around the strange black barrier, setting up for a shot. The sight before him is one born of nightmares. A man, clad in robes, stands in front of a book on a pedestal. His arms are outstretched, ripping at a hole in reality that originates from the mouth of a strangely ornate, monstrous skull. The other side of the rift is a molten, glowing red-black world that he's never laid eyes on (and hopes, deep down in his soul, that he never sees again). He also notices that, to the naked eye, the summoner is alone. But Dominic's eyes see beyond, and the four invisible brodkil, armed with melee weapons and standing watch over the summoner, are no surprise to him. In an instant, he levels his meager laser pistol and fires a shot at the oblivious summoner, blasting him square in the back and opening a hole where flesh once was. The summoner cries out in pain and stumbles forward, disrupting his ritual. A guttural rumbling shriek emanates from the portal, a sign that who - or what - ever is on the other side is dissatisfied with the interruption. The brodkil jolt into action, acquiring sight of the rift runner...just before he melds once again with the ubiquitous shadows in the room. They curse and shout. "WHY YOU BUMS LET HOOMAN SCUM SNEAK PAST?!"
Two necromancers, hidden from view of the party in the entry hall, step into the light (what little of it there is) and work their magic to undo the heroes' advance. First, one manages to let off a vicious spell that forces the speed of the targets to a snail's pace. He seems to have had some complication though, as a pained look crosses his face, and he stands there in a daze. His opposite steps into view and launches several bolts of hideous black energy at the four elementals, driving 3 from the world and leaving the earth elemental reeling from the effects. As quickly as he jumped into view, he ducks back out again, his nefarious deed done.
Alex and Gill focus their exalted arcane vision towards the swirling blackness, and two things are revealed. The swirling blackness is an active magic cloak, and there is another arcane effect behind it, hidden by the putrid dark. They are laced between two pillars, blocking both sight and access. And they are powerful. (Exalted Barrier of Force behind Obscure.)
Instructions
Proditione must roll to resist Exalted Slow at TN 15. Gill is up making new targets for me.
The Summoner:
portal opener.jpg
The Skull
skull of mondain.jpg
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: The Calling

Post by Gill »

Seeing the elementals destroyed Gill knows that the Necromancer is too dangerous to allow unfettered access to the others. He immediately prays for more help. When finished his prayer is answered as suddenly a score of Fire Elementals burst into existence ahead of the team rushing forward they blast the new enemies with jets of flame!

Summoned 6 Fire Elementals
Faith [dice:3hrxshlk]42837:0[/dice:3hrxshlk]
Wild Die [dice:3hrxshlk]42837:1[/dice:3hrxshlk]
Darting forward the wash of flame and destruction on all the corrpution is enough to clear the way for the Legion's team.

RESULTS
  • Agility 10 or take 26
    Agility 6 or take 13
    Agility 8 or take 14
    Agility 4 or take 16
    Agility 4 or take 15
Details
Agility [dice:3hrxshlk]42837:2[/dice:3hrxshlk]
- Damage [dice:3hrxshlk]42837:3[/dice:3hrxshlk] Ace [dice:3hrxshlk]42837:14[/dice:3hrxshlk]

Agility [dice:3hrxshlk]42837:4[/dice:3hrxshlk]
- Damage [dice:3hrxshlk]42837:5[/dice:3hrxshlk]

Agility [dice:3hrxshlk]42837:6[/dice:3hrxshlk]
- Damage [dice:3hrxshlk]42837:7[/dice:3hrxshlk] Ace [dice:3hrxshlk]42837:15[/dice:3hrxshlk]

Agility [dice:3hrxshlk]42837:8[/dice:3hrxshlk]
- Damage [dice:3hrxshlk]42837:9[/dice:3hrxshlk]

Agility [dice:3hrxshlk]42837:10[/dice:3hrxshlk]
- Damage [dice:3hrxshlk]42837:11[/dice:3hrxshlk]

Agility [dice:3hrxshlk]42837:12[/dice:3hrxshlk]
- Damage [dice:3hrxshlk]42837:13[/dice:3hrxshlk]
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Round 2!
Overview
Lair round 2 - with fog.JPG
Great hall closeup
Lair round 2 - great hall with fog.JPG
Initiative
Lair round 2 - initiative.JPG
Enemy statistics and statuses
Necromancer J16 - Shaken; Parry: 6; Toughness 13 (7); armed with a wand
All Skeletons - Parry 6; Toughness 13 (5)
Green (ranged) skeletons carrying NG-L5s
Melee skeletons carrying vibroswords
Brodkil - Parry 6; toughness 15 (6); H17 armed with mini railgun, M17 armed with TX-50
Summoner - 3 Wounds and Shaken; Parry 6; Toughness 8 (3); armed with a staff
Instructions
Go crazy. I'll do my best to reveal the map as you announce your forward movements. You'll all need to move up in order to have shots on anyone inside, but you also have the option of fanning out for cover/etc.
Our intrepid heroes have made great headway into thinning out the enemy numbers, but as the elementals move forward, more light is shed upon your situation. The corners and blindsides are not always empty! Shouts are heard from the far end of the hall, and it sounds like the Calling isn't going according to plan.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: The Calling

Post by Gill »

The elementals operating under the orders given them charge forward linking up just after the skeletons hiding and send forth rush at rush of cleansing flame. The elementals shooting cross flame from one another covering everything in flames.

The earth elemental in the back charges forward running unable to get to the others he stops behind the.

OOC Comments
Moving to 20 and 21

left 3 shooting right
right 3 shooting left

1
Agility [dice:38hu60mi]42847:0[/dice:38hu60mi]
Shooting [dice:38hu60mi]42847:17[/dice:38hu60mi]
for damage [dice:38hu60mi]42847:1[/dice:38hu60mi]

2
Agility [dice:38hu60mi]42847:2[/dice:38hu60mi]
Shooting [dice:38hu60mi]42847:18[/dice:38hu60mi]
for damage [dice:38hu60mi]42847:3[/dice:38hu60mi] Ace [dice:38hu60mi]42847:13[/dice:38hu60mi]

3
Agility [dice:38hu60mi]42847:4[/dice:38hu60mi]
Shooting [dice:38hu60mi]42847:19[/dice:38hu60mi]
for damage [dice:38hu60mi]42847:5[/dice:38hu60mi] Ace [dice:38hu60mi]42847:14[/dice:38hu60mi]

4
Agility [dice:38hu60mi]42847:6[/dice:38hu60mi]
Shooting [dice:38hu60mi]42847:20[/dice:38hu60mi]
for damage [dice:38hu60mi]42847:7[/dice:38hu60mi]

5
Agility [dice:38hu60mi]42847:8[/dice:38hu60mi]
Shooting [dice:38hu60mi]42847:21[/dice:38hu60mi]
for damage [dice:38hu60mi]42847:9[/dice:38hu60mi]

6
Agility [dice:38hu60mi]42847:10[/dice:38hu60mi] Ace [dice:38hu60mi]42847:15[/dice:38hu60mi]
Shooting [dice:38hu60mi]42847:22[/dice:38hu60mi] ACE [dice:38hu60mi]42847:23[/dice:38hu60mi]
for damage [dice:38hu60mi]42847:11[/dice:38hu60mi] Ace [dice:38hu60mi]42847:16[/dice:38hu60mi]

0.1
Running [dice:38hu60mi]42847:12[/dice:38hu60mi]

Gill unsure if his aid will be needed chooses to be prepared for any changes to the battle field that may come.

OOC Comments
Gill and Cuatrix on hold.
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Updated map pending some shooting rolls
Attachments
Lair round 2 - map update 1.JPG
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot: The Calling

Post by Gaspard Gillead »

Perdi Unshakes, Gaspard Spellcasting 21
Belated Proditione Exalted Slow Resistance Roll: [dice:356vui76]42865:6[/dice:356vui76]
Raise on Exalted Slow = Perdi Pace 3 (120 when using Burrow), Move = Action, -2 Parry, -2 Fighting rolls


Proditione Unshake [dice:356vui76]42865:0[/dice:356vui76]
Protione moves back 2" to stand diagonally adjacent to Everett. Gaspard interrupts Proditione, moves to stand next to both of them, casts Rapid Transit on himself, Ev and Perdi. Perdi then uses rest of movement (at Ludicrous Speed) to move to K16 and Wild Attack the Necromancer at J16. If Spellcasting fails, Perdi stops at the square he was interrupted in.

Casting Rapid Transit (Mega Burrow) on Self, Everett and Proditione (10 PPE Total)
Gaspard Spellcasting [dice:356vui76]42865:1[/dice:356vui76] ACE [dice:356vui76]42865:3[/dice:356vui76]
Wild Spellcasting [dice:356vui76]42865:2[/dice:356vui76]
Ev, Gaspard and Perdi all get Pace of 240" (Yes, that's right) when moving through worked stone. May make a free stealth vs. notice roll on emerging to attack an adjacent enemy at +2, or +4 on a Stealth raise.

Proditione Stealth
[dice:356vui76]42865:4[/dice:356vui76]
Yeah you can ignore that for him.

Proditione Fighting (Wild Attack) [dice:356vui76]42865:5[/dice:356vui76]
Utter Failure--even moreso due to -2 from MAP for moving and -2 from Exalted Slow
Proditione Parry currently at 7 - 2 (Wild Attack) - 2 (Slow) = 3.

Finally, Gaspard moves to J9, staying in burrow mode--does NOT affect Fog of War

EDIT TO ADD: Anti-Corruption roll because Dom's a Doodoohead.

Spirit [dice:356vui76]42865:7[/dice:356vui76]
Wild Spirit [dice:356vui76]42865:8[/dice:356vui76]
Extra Effort Bennie [dice:356vui76]42865:9[/dice:356vui76]
Typo should've been +3 so total is 5.
"Perdi, get over here, and get ready to shuttle forward!" Proditione manages to shake off the railgun blast this time, and follows orders, moving to a position where Gaspard can affect both himself and the cyber-rager Everett with his magic.

Gaspard looks to Everett. "Watch Proditione. Do what he does, I think you'll enjoy it." Perdi, as the magic settles around him, dives into the stone floor and appears, a heartbeat later, next to the Necromancer, swinging his chainsword wildly over the death-cultist's head.

Gaspard shakes his head. "Okay, do what he did, but without the missing. No missing."

Then Gaspard also disappears beneath the stone, but opts not to come up--instead, getting as close as he can to that odd barrier. He'll come up to examine it in a moment.
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: The Calling

Post by Alex »

Alex drops his Card. Seize the Day
"The character acts as if he had
drawn a Joker this combat round."


The super trooper unecpectedly jerks and levels the Asinr enfused grenade launcher at the opening at J16 and open fires in rapid succession hopefully beating those already on their way. What the... Burn me I am not in control.
”Duck!”

Thump thump thump in rapid succession little grenades glowing orange and carrying a firey payload of death come streaming out of his grenade launcher.
Shooting J17, 7 and 11. 19 and 30 Holy Plasma damage in a SBT. Shooting K17 13, 27 holy plasma MD SBT
Shooting with rock and roll 2 J17 1 shot K17
J17 shooting [dice:18sndz34]42889:0[/dice:18sndz34]Wild [dice:18sndz34]42889:3[/dice:18sndz34]
Damage holy plasma SBT: [dice:18sndz34]42889:5[/dice:18sndz34]

J17 shooting [dice:18sndz34]42889:1[/dice:18sndz34]
Damage holy plasma SBT: [dice:18sndz34]42889:6[/dice:18sndz34] raise [dice:18sndz34]42889:7[/dice:18sndz34] ace [dice:18sndz34]42889:10[/dice:18sndz34]

Shooting K17 [dice:18sndz34]42889:2[/dice:18sndz34] benny for EF [dice:18sndz34]42889:4[/dice:18sndz34]
Damage SBT holy plasma [dice:18sndz34]42889:8[/dice:18sndz34] raise [dice:18sndz34]42889:9[/dice:18sndz34] benny for a reroll [dice:18sndz34]42889:11[/dice:18sndz34] raise [dice:18sndz34]42889:12[/dice:18sndz34]
Exalted smite 2nd round, exalted detect arcana 2rd (16)
Conditional action: if for some reason he cannot beat the folks to the necromancer he does not do anything.
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot: The Calling

Post by Dominic Skodati »

Notice 4, Detect Arcana 10
Notice [dice:2i8t55ja]42898:0[/dice:2i8t55ja]
Wild [dice:2i8t55ja]42898:1[/dice:2i8t55ja]

Detect Arcana [dice:2i8t55ja]42898:2[/dice:2i8t55ja]
Wild [dice:2i8t55ja]42898:3[/dice:2i8t55ja]
Ace [dice:2i8t55ja]42898:7[/dice:2i8t55ja]
Seeing the Brodkil begin to mull about, and having disrupted the ritual Dom doesn't have time to wait for the big damn heroes with their big dam guns. He just has to keep things off balance without getting his balls shot of. Or anything else for that matter. Seeing the skull spewing dimensional portal from its eye sockets Dom grimaces - that's the thing everyone wants. The Hand, the Legion, the talkative guy. And two out of three of them were willing to pay Dom to get it. Too bad for the talkative guy. Then again, by the look of him, and the company he keeps, the skull wasn't in good hands. At least not the hands that are good for business, and that's what matters most.

I should have just held back until the fighting was over. Let the legion types eat the fireball on this one. But I can't. That skull is too important. Not to the world, but to my pocket book and my good standing with the Hand.

Peering at the skull the rift runner is taken aback by the depravity he feels within his own mind, he has been at parties with deevils before and the stuff he thinks about would make them blush. And they're already red! Shaking his head he knows its a risk to grab the thing, but also a risk to let it keep working to bring whatever is trying to cross over into the world. Of course, the bigger the risk the bigger the reward.

I'm doubling my fee for this job.

Staying in the shadows, Dom tries to find a pool of inky blackness near the skull reaching out to grab the skull and pull it into the shadows with him. He quickly tries to mask it from detection before scooting away through the shadows, back toward the exit.
Stealth 11
Stealth [dice:2i8t55ja]42898:8[/dice:2i8t55ja]
Wild [dice:2i8t55ja]42898:4[/dice:2i8t55ja]
Note: d8, +2 die types from raise on Shadow Meld
Greater Conceal Arcana 9
Spellcasting
Ace [dice:2i8t55ja]42898:6[/dice:2i8t55ja]
Wild [dice:2i8t55ja]42898:5[/dice:2i8t55ja]
Corruption 5, success
Spirit [dice:2i8t55ja]42898:9[/dice:2i8t55ja]
Wild [dice:2i8t55ja]42898:10[/dice:2i8t55ja]
Extra Effort (benny) [dice:2i8t55ja]42898:11[/dice:2i8t55ja]
User avatar
Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot: The Calling

Post by Xero X Kelvin »

Xero pulls himself as close to the wall as possible and tries his best to slide past the remaining figures in the hallway. Damn this is uncomfortable. Much better to operate solo. Easy in. Easy out.

Agoraphobia. Agoraphobia. Agoraphobia.

It is getting so bad that he isn't sure he can handle the close quarters for much longer. Each breath seems to layer the area around him with sheets of ice. Thin though they may be, the layers have the potential to be like strands of thread forming rope, being next to impossible to break.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot: The Calling

Post by Heather Todd »

Federation of Magic/Vault
Morning
Round 2

Heather gave Everett a concerned look as he started freaking out and yelling at his axe.

“Ev, you okay? Keep it together,” she told him. “Good job with the rocket.”

And then malicious voices echo from deeper into the vault, and two brodkil with railguns appeared. Heather’s heart skipped a moment at the sight of the lesser demons, but she had studied such things and knew that her team could take them.

And then the necromancers appeared to harry them before falling back out of sight again.

“Darn it! I can’t see a thing,” Heather muttered as she moved up to where the hallway entered the larger room. This was too exposed to fire. Alex sent some grenades downfield, and Heather tried running for cover, but she just couldn’t quite make it.
Move
Heather moves up seven spaces to one space inside of the entry hall.
Fear 5
Spirit [dice:19nks9l0]42960:0[/dice:19nks9l0]
Wild [dice:19nks9l0]42960:1[/dice:19nks9l0]
Run 1
[dice:19nks9l0]42960:2[/dice:19nks9l0]
***
Loadout
Stealth armor
HE grenade
Plasma grenade
Frag grenades x3
Light blade
Overcoat
Field computer
Rune stone
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: The Calling

Post by Gill »

The chilling wave of supernatural evil hits Gill with the force of a hammer. He had always been sensitive to such things, but this evil was particularly potent.

Corruption Success for both Curatrix and Gill
GM requested Corruption Roll -2
Spirit [dice:2458ib2z]43061:0[/dice:2458ib2z]
Wild Die [dice:2458ib2z]43061:1[/dice:2458ib2z]


Curatrix
Spirit [dice:2458ib2z]43061:2[/dice:2458ib2z]
Wild [dice:2458ib2z]43061:3[/dice:2458ib2z]
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
User avatar
Missouri
Diamond Patron
Diamond Patron
Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot: The Calling

Post by Missouri »

OOC Stuff
Corruption roll at -2.
  • Spirit die [dice:215431lo]43072:0[/dice:215431lo], Wild die [dice:215431lo]43072:1[/dice:215431lo].
1st Round
  • Move 8 straight up the middle.
  • Pull out TK Machinegun.
2nd Round
  • Move up 7 more and take cover against the wall to the left of the 'doorway' to the chamber where the bad guys are at.
  • Firing TK Machinegun on farthest-back Brodkil (and...skeletons?) on the right-hand side of the map.
    • +2 from Helmet, -2 from Automatic Fire, Scope negates up to 2 additional darkness/range penalties in addition to armor.
    • Shooting dice [dice:215431lo]43072:2[/dice:215431lo], [dice:215431lo]43072:3[/dice:215431lo], [dice:215431lo]43072:4[/dice:215431lo], [dice:215431lo]43072:5[/dice:215431lo], Wild die [dice:215431lo]43072:6[/dice:215431lo].
  • Damage
    • #1: [dice:215431lo]43072:7[/dice:215431lo] = 12, AP 4.
    • #2: [dice:215431lo]43072:8[/dice:215431lo] = 12, AP 4.
    • #3: [dice:215431lo]43072:9[/dice:215431lo] = 11, AP 4.
Missouri moved forward and even as he put away the shard pistol and pulled out the TK Machinegun instead. His body still sped up by the Quickness spell, he moved up again and took cover along the wall on the left-hand side of the open doorway/archway of the room where all the things were at. He then took in a deep breath and opened fire on one of the brodkil he could see, along with the other 'bad' creatures nearby it.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
User avatar
Joseph Cook
Bronze Patron
Bronze Patron
Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot: The Calling

Post by Joseph Cook »

Teleport 23 Burst 4, 20 M.D.
Teleport 23
Spellcasting [dice:26gfkco0]43362:0[/dice:26gfkco0]
Wild Die [dice:26gfkco0]43362:1[/dice:26gfkco0]
Ace [dice:26gfkco0]43362:2[/dice:26gfkco0]
Ace [dice:26gfkco0]43362:3[/dice:26gfkco0]
Ace [dice:26gfkco0]43362:4[/dice:26gfkco0]

Burst
Spellcasting [dice:26gfkco0]43362:5[/dice:26gfkco0]
Wild Die [dice:26gfkco0]43362:6[/dice:26gfkco0]
Benny for Extra Effort
[dice:26gfkco0]43362:7[/dice:26gfkco0]
Damage [dice:26gfkco0]43362:8[/dice:26gfkco0]
Joseph vanishes, reappearing further into the structure. He finds himself next to a quarter of skeletons. "NERRRDDDS!!!!" he bellows, before loosing a stream of dark green hellfire upon them.
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: X Marks the Spot: The Calling

Post by Everett Jackson »

Notice 10, Fear 11, Corruption 5; -1 Benny
Notice: [dice:3hmh2pew]43444:4[/dice:3hmh2pew] Ace: [dice:3hmh2pew]43444:6[/dice:3hmh2pew] (-1 Glitch)
Wild: [dice:3hmh2pew]43444:5[/dice:3hmh2pew] (-1 Glitch)

Fear
Spirit: [dice:3hmh2pew]43444:0[/dice:3hmh2pew] Ace: [dice:3hmh2pew]43444:7[/dice:3hmh2pew](-1 Racial)
Wild: [dice:3hmh2pew]43444:1[/dice:3hmh2pew]

Corruption
Spirit: [dice:3hmh2pew]43444:2[/dice:3hmh2pew] (-1 Racial, -2 Scene)
Wild: [dice:3hmh2pew]43444:3[/dice:3hmh2pew]
Extra Effort: [dice:3hmh2pew]43444:8[/dice:3hmh2pew]
Cybereyes Readout
Skeleton -
Brodkil - Notes: Demonic. Natural ability to become invisible, often removed by cybernetic enhancement. Capable combatants. Threat Level: Danger. Dispatch with prejudice.
The sight of the Brodkil is fearsome, but no more than they were at the start of their journey. Since then, Everett has encountered skeletons and decaying corruption as well. The corruption here is at it's thickest, however, and it seems to strengthen Balitrox.

'MEA...Everett. Let me help you. There's so many enemies. Undead, demons, filthy magic abusers and the one they seek to unleash. You're mad at me, but you should be mad at them'

Everett looks at Balitrox with blank eyes. It seems like such a good idea. Any time Everett has gotten that funny, not in control feeling, it has went pretty well.

He starts to feel numb again, and his mind starts slipping into a haze when the terrible voice shouts, reverberating throughout the ruins.

'NO! NO DAMN YOU, YOU CURSED FILTHY MAGICAL ABOMINATION! HE WAS MINE! I WAS FREE!'

Everett snaps back into control and shoots daggers through his eyes at Balitrox, but he doesn't say a word. Instead, he slips into the ground like Gaspard showed him and pops up next to the Necromancer Perdi is harassing.
Stealth 10; Fighting/Dispel 9/11/13 and 14/16 Damage, AP 6; Grappling 5; -1 Benny
Stealth: [dice:3hmh2pew]43444:9[/dice:3hmh2pew] Raise: [dice:3hmh2pew]43444:11[/dice:3hmh2pew]
Wild: [dice:3hmh2pew]43444:10[/dice:3hmh2pew]

Balitrox
Fighting/Dispel: [dice:3hmh2pew]43444:12[/dice:3hmh2pew]/5/7 (+1 Gang Up, +2 Wild, +0/2/4 Burrow-Surprise)
Wild: [dice:3hmh2pew]43444:13[/dice:3hmh2pew]/5/7

Reroll:
Fighting: [dice:3hmh2pew]43444:14[/dice:3hmh2pew]/5/7 (+1 Gang Up, +2 Wild, +0/2/4 Burrow-Surprise)
Wild: [dice:3hmh2pew]43444:15[/dice:3hmh2pew]/5/7

Damage:
[dice:3hmh2pew]43444:16[/dice:3hmh2pew] + [dice:3hmh2pew]43444:17[/dice:3hmh2pew], AP 6 (+2 Wild Attack)
+[dice:3hmh2pew]43444:18[/dice:3hmh2pew] if a raise.

Grapple
Fighting: [dice:3hmh2pew]43444:19[/dice:3hmh2pew]/5/7
Wild: [dice:3hmh2pew]43444:20[/dice:3hmh2pew]/5/7
Everett lands what seems like a solid hit with Balitrox and rushes in to wrap him up with his metal arms, but the necromancer is a willy one and tries playing hard to get.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Skeletal Evasions
Evading Gill's flame elementals - all three dead
M22: [dice:1pki1rsl]43527:0[/dice:1pki1rsl]
M21: [dice:1pki1rsl]43527:1[/dice:1pki1rsl]
N21: [dice:1pki1rsl]43527:2[/dice:1pki1rsl]

Evading Joseph's spitfire
G21: [dice:1pki1rsl]43527:3[/dice:1pki1rsl] -- dead
H21: [dice:1pki1rsl]43527:4[/dice:1pki1rsl] -- evades
H22: [dice:1pki1rsl]43527:5[/dice:1pki1rsl] -- evades
G22 (brodkil): [dice:1pki1rsl]43527:6[/dice:1pki1rsl] -- evades

Opposing Everett's grapple
[dice:1pki1rsl]43527:35[/dice:1pki1rsl]

Ace Grapple with prior
[dice:1pki1rsl]43527:37[/dice:1pki1rsl]

WD Grapple
[dice:1pki1rsl]43527:36[/dice:1pki1rsl]
Soaking
NM J16 spends a benny to soak
[dice:1pki1rsl]43527:7[/dice:1pki1rsl]

WD Soak
[dice:1pki1rsl]43527:8[/dice:1pki1rsl]

NM J16 spends another benny to soak
[dice:1pki1rsl]43527:11[/dice:1pki1rsl]

WD Soak - benny 2
[dice:1pki1rsl]43527:12[/dice:1pki1rsl]

NM N11 spends benny to soak Everett's swing
[dice:1pki1rsl]43527:9[/dice:1pki1rsl]

WD Soak
[dice:1pki1rsl]43527:10[/dice:1pki1rsl]

NM N11 spends another benny to soak - all wounds soaked
[dice:1pki1rsl]43527:13[/dice:1pki1rsl]

WD Soak - benny 2
[dice:1pki1rsl]43527:14[/dice:1pki1rsl]
Bad Guys on Offense
Necromancer N16 - Mind Control on Everett
[dice:1pki1rsl]43527:15[/dice:1pki1rsl]

GM Benny EE with prior - Everett rolls to save vs. Mind Control
[dice:1pki1rsl]43527:28[/dice:1pki1rsl]

WD Mind Control
[dice:1pki1rsl]43527:16[/dice:1pki1rsl]

Skeleton H21 evades to G20, is defending against the fire elemental

Skeleton H22 evades to F20, moves to I21 and attacks Joseph with Gang-up - miss
[dice:1pki1rsl]43527:17[/dice:1pki1rsl]

Brodkil G22 evades to E20, moves to I22 and attacks Joseph with Gang-up - hit
[dice:1pki1rsl]43527:18[/dice:1pki1rsl]

Hit - Chain Greatsword
[dice:1pki1rsl]43527:29[/dice:1pki1rsl]
[dice:1pki1rsl]43527:30[/dice:1pki1rsl]
1 ace with total prior - 3 wounds vs. Joseph
[dice:1pki1rsl]43527:33[/dice:1pki1rsl]

Brodkil D18 fires plasma ejector at Everett - miss
[dice:1pki1rsl]43527:19[/dice:1pki1rsl]

Brodkil N22 rolls to unshake - fail
[dice:1pki1rsl]43527:20[/dice:1pki1rsl]

Combat Mage N12 casts Onslaught - big lightning bolt at Proditione (with arcane marksman), then moves to M12 - hit with raise
[dice:1pki1rsl]43527:21[/dice:1pki1rsl]

Damage - Onslaught with raise
[dice:1pki1rsl]43527:31[/dice:1pki1rsl]
2 ace - 6 wounds vs. Proditione
[dice:1pki1rsl]43527:34[/dice:1pki1rsl]

WD Onslaught
[dice:1pki1rsl]43527:22[/dice:1pki1rsl]

Combat Mage G12 moves to H12 and shoots TK Machinegun at Everett
1: [dice:1pki1rsl]43527:23[/dice:1pki1rsl]
2: [dice:1pki1rsl]43527:24[/dice:1pki1rsl]
3: [dice:1pki1rsl]43527:25[/dice:1pki1rsl]
4: [dice:1pki1rsl]43527:26[/dice:1pki1rsl]
WD: [dice:1pki1rsl]43527:27[/dice:1pki1rsl]

1 hit - AP 2 - no damage
[dice:1pki1rsl]43527:32[/dice:1pki1rsl]
The flame elementals do a middling job of destroying their enemies, but a fine job of scouring the path ahead and shedding light on the situation in the great hall. Some skeletons do fall to the blasts, but the rest of them are too quick to take much more than a singeing of their armor. The brodkil simply stand and laugh, their infernal hides quite used to such minor heat.
Alex, still firing Asnir-charged grenades, drops several packets of melty death on the necromancer, as well as several surrounding skeletons and brodkil that are caught in the blast. A lucky shot, or did Asnir himself pick the drop point? The result is the same. Plasma-coated holy destruction.
Gaspard takes the opportunity to get up close to the barrier of swirling blackness, or that's what it's supposed to appear as. Perdi makes a stop to swipe at the necromancer's head. Finding that necromancer has recently burned to a crisp, he notes another one just nearby, standing across the pile of burning skeletons. He takes a wild swing, but his aim is off. The necromancer laughs - briefly. Everett pops up right behind him and swings Balitrox, aiming to claim an evil mage's soul. A well timed twisting of the body causes the swipe to glance off of his armor, and the necromancer prepares his own response. The mage also manages to slip Everett's brutal grasp.
Heather, stuck at the back of the line, can only charge forward to get a better view of the conflict. The fog of war, though, is cleared significantly by the advance of Gill's glowing fire elementals.
Missouri seizes the opportunity to use his speed, charging headlong into cover at the entrance to the great hall. He lights off with his shiny new TK machinegun, peppering the nearby brodkil and silencing their hideous laughter. The one carrying the grenade launcher never gets the opportunity to pull the trigger; the dual chain greatsword wielding fellow by the door is hit, but is only shaken up by the blasts.
Joseph, making skillful use of his teleportation magic, finds himself on the other side of the doorway to the great hall. He spews his signature napalm death towards a group of skeletons and a dual chain greatsword-wielding brodkil. One skeleton is caught in the blast, but the others manage to evade. They quickly close the distance to deliver vicious payback.
Dominic takes a moment, peering at the skull with arcane sight. The skull is ornate. Monstrous. It is an artifact that feels like it contains someone. The power is an entity, not an object, but almost like a shadow or an echo of the entity. The ritual to open the door is in progress, and you're not confident at all that relocating the skull will have the desired effect of canceling what's started. You're pretty sure, as well, that the thing inside is strongly encouraging you to follow your darkest impulses. Not just selfishness. Really awful things. You start to wonder what it's like to filet the flesh off of a still breathing human, or what D'Norr brains really taste like, and how you're interested in finding out what it takes to open their skulls. Direct physical contact is going to jeopardize the thin veil between you and the entity inside. It's possible to shut down the ritual, but both sides of the door are now working to open it. You also have a very solid intuition that holding onto this thing with the ritual not entirely shut down is very much akin to carrying an unstable nuclear device.
And then, Dominic...makes a very rash choice, the immediate repercussions of which are felt throughout the hall. The Corruption that the members of the 12th had been struggling against was amplified as the ritual was interrupted. The Summoner, weakened and wounded as he is, cries out. "NO! Who...WHAT HAVE YOU DONE?!" Still reeling from the shot in the back, he moves too slowly to interrupt the theft of the skull. He panics, spinning and looking frantically for the thief and the skull, but they are nowhere to be found, melted into the shadows that surround him. The skull and the being on the other/inside of it shriek, a cry filled with the sounds of a million tortured souls begging for relief from their agony, and a million other souls, relishing in their misery. The sound reverberates off of the walls, severely diminishing any attempts to triangulate a location. Visually, all that's left is shadow.
Now, in Dominic's hands, is the focus of an opening portal that is not closing. In fact...it just might be growing. The sinister voice buried underneath the cries of anguish and malevolent delight roars like a slow rolling thunder, somehow clear as anything Dom's ever heard. "Very well. I'll do it myself. Prepare for the arrival of Mondain, and meet your new master!"
At the far end of the hall, a small voice shouts out. "The ritual has been disrupted! HURRY! BRING IT TO ME! We can cancel the Calling, and I can destroy it while he is yet trapped on the other side!" Statheros, snapping to consciousness, looks over the hall, trying to ascertain which of his traveling companions had managed to abscond with the object. He sees nothing yet, but flies up and away from Alex's shoulder towards the front of the great hall.
The foes of the 12th don't stand idly and let the heroes waltz all over them. The remaining skeletons rally, pushing back against the invaders. Together with a nasty brodkil, they press the attack on Joseph. The skeleton misses, but serves to set Joseph up for a devastating blow from the brodkil!
The necromancer who managed to avoid Everett's swing turns the tables. With a mystic word, he glares directly into Everett's cyber eyes and speaks a command: "Defend me against those who invaded this catacomb!" He points at Everett's (former?) allies. "Attack!"
Two combat mages who had been hiding behind the pillars make their presence known. The first lobs a massive bolt of lightning at Proditione, subjecting the demon to an electrifying experience in mortality! The other fires his TK machinegun at Everett's back, striking the enhanced human but barely making a burn mark on his armored back.
The last remaining brodkil who is carrying anything to reach out at range fires his own blast at Everett, but the shot flies wide.
Instructions
Xero may act.
Joseph has 3 wounds he may try to soak.
Everett must roll Spirit to resist Mind Control, TN 13
Proditione is deceased unless Gaspard has some bennies / miracles up his sleeve.
Maps
Lair round 2 - final map update.JPG
Lair round 2 - final map entry.JPG
Bad Guys Stats
Combat mages: stats by the book
Necromancer: stats by the book
cyber brodkil: stats by the book
skeletons: as above
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Joseph Cook
Bronze Patron
Bronze Patron
Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot: The Calling

Post by Joseph Cook »

Soak 2 Wounds, Shaken, spent 2 Bennie's
Soak
Vigor [dice:1iqic0pn]43531:0[/dice:1iqic0pn]
Wild Die [dice:1iqic0pn]43531:1[/dice:1iqic0pn]
Benny to reroll
Vigor [dice:1iqic0pn]43531:2[/dice:1iqic0pn]
Ace [dice:1iqic0pn]43531:4[/dice:1iqic0pn]
Wild Die [dice:1iqic0pn]43531:3[/dice:1iqic0pn]
Joseph grunts in pain as the Chainsword rips into his flesh. He looks as if he's about to buckle from the pain for a moment, but he digs deep into his inner reserves and somehow remains standing. Gil graciously heals him and Joseph rewards him with a Nod and a brief "Thank you".
Last edited by Joseph Cook on Mon Oct 08, 2018 3:14 pm, edited 1 time in total.
User avatar
Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot: The Calling

Post by Dominic Skodati »

We'll shit, Dom thinks to himself. "Moving the object almost always works when disrupting evil rituals."

When the voice speaks up Dominic is less than impressed, "I already serve enough masters. Gotta make sure this asshat stays put." Then another, smaller voice, insists on destroying the item, "Can't get paid for broken merchandise." Then as the room rumbles, Dom shudders, "Can't get paid when enslaved to an evil overlord either."

Moving through the shadows away from the portal and back toward the entrance Dom tries to think of ways to put this ritual on hold while still keeping his paycheque.
Knowledge Arcana 14
K/Arcana [dice:1nt892h5]43540:0[/dice:1nt892h5]
Wild [dice:1nt892h5]43540:1[/dice:1nt892h5]
Extra Effort [dice:1nt892h5]43540:2[/dice:1nt892h5]
Ace [dice:1nt892h5]43540:3[/dice:1nt892h5]
Greater Detect Arcana (free action) 5
Spellcasting [dice:1nt892h5]43540:4[/dice:1nt892h5]
Wild [dice:1nt892h5]43540:5[/dice:1nt892h5]
User avatar
Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot: The Calling

Post by Xero X Kelvin »

with the hallway emptied out, Xero is able to regain control of himself. The ice sheets melt and saturate the floor and walls, making the hallway potentially more treacherous for anyone exiting later.

Xero can sense the skull and knows only that it had been moved when Strathros speaks about destroying it. Baffled, Xero has never been part of destroying magic items of any sort. The thought intrigues him but Xero also wonders how much his benefactor would pay if he returned it to him. Enough credits to purchase Icing Death, maybe.

Xero touches the worn copy of a paperback book in one of his pockets and decides to move forward far enough to maintain the hallway wall as cover to his back but visualize the room beyond. Utilizing what he can find from shadows and such, Xero attempts to stealth and reposition himself to clear the way for the others to exit.

Stealth 9, success, raise
  • Stealth [dice:2ggsk4xl]43542:0[/dice:2ggsk4xl]
  • Wild [dice:2ggsk4xl]43542:1[/dice:2ggsk4xl]
    Benny to Reroll
  • Stealth [dice:2ggsk4xl]43542:2[/dice:2ggsk4xl]
  • Wild [dice:2ggsk4xl]43542:3[/dice:2ggsk4xl]
Psychic Sense/Detect Arcana 6
Psychic Sense
  • Notice [dice:2ggsk4xl]43542:4[/dice:2ggsk4xl]
  • Wild [dice:2ggsk4xl]43542:5[/dice:2ggsk4xl]
Skull Locator 3
  • Tracking [dice:2ggsk4xl]43542:6[/dice:2ggsk4xl]
  • Aced Tracking [dice:2ggsk4xl]43542:8[/dice:2ggsk4xl]
  • Wild [dice:2ggsk4xl]43542:7[/dice:2ggsk4xl]
Last edited by Xero X Kelvin on Sat Oct 06, 2018 3:47 pm, edited 3 times in total.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..
User avatar
Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot: The Calling

Post by Gaspard Gillead »

Gaspard feels the tether of the Pact stretch (not snap) as the demon Proditione is abruptly sent back to Hell. Enjoy your time off, bastard, I'll just call it a sick day when I bring you back.
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Dominic's analysis, both from his knowledge of such things as well as his arcane inspection, suggests that the portal is partially open right now. The interrupted ritual has delayed the opening of the door, but whatever is on the other side is working actively to force it open the rest of the way, thus preventing it from closing when the ritual was interrupted.
While this is not an actual ley line-type rift, it does have similar characteristics. Any practitioner of the arcane arts, with added emphasis on ley line walkers and shifters (those who routinely deal with summonings and portals) should be able to pour some of their energy into closing the portal. They will, however, have to contend with the entity on the other side.
Based on the knowledge of what he's seen over the last day of traveling through the wasteland, as well as the suspicion that the ritual in question has only recently started (within the last 30 minutes), suggests that even when the ritual is completely canceled, the object itself will still radiate the corruption they've been dealing with. This is inherent in the existence of the object.
You have no idea how the skull might be finally destroyed. The magic within is alien to anything you've ever seen; the product of another world and another realm of the arcane. The level of power radiating from this object suggests that you won't just be bashing it with a hammer and calling it a day.
Translation
This is an opposed dramatic task with (hopefully) streamlined rules. Mondain, the entity within the skull, will start forcing the doorway on the next round. Cooperative spellcasting rolls, with a fluid leader, will try forcing the door the other way. When one side or the other makes a net 5 successes, the door is finally sealed (or fully opened) and the consequences of that end are brought to fruition.
The door may not be open enough to let Mondain through, but you have the sinking feeling that something will be making that trip.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot: The Calling

Post by Dominic Skodati »

Mondain was trying to force his way through. Moving the skull, or even destroying it, probably wasn't going to stop him. It was going to take a ritual to close the gate. The idea of squaring off in a gateway battle against an evil supernatural entity didn't appeal to Dom at all. Neither did being its plaything for all eternity. He needed those hero types out there to get in front of this thing - while he stood comfortably at the back.

Just popping out of the shadows, skull in hand, and offering a solution was going to be a hard sell. Especially right in the middle of a firefight. Even if their leader sent him, convincing them of that would take more time than he had. Nah, with heroes it was always the hard way. Charging in. That's how he'd have to sell this. Setting his mind to the task at hand Dom moves to where the small voice called out to destroy the skull and gets ready to emerge from the shadows and save the earth. Although it was his own ass he was really interested in saving.
OOC Comments
I think we're still on the same round. So next round I'll have to start the dramatic task? My plan is to start round one on my own, then hope the heroes see I am doing a good thing, and rush to my aid.
User avatar
Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: The Calling

Post by Gill »

Gill and Curatrix sense that everything is going to crap ahead and know they are needed to help.

"I need to be in that room" Gill asks Curatrix.

The Golem gives a stoic look nods and then with a breath of concentration the two are standing in near their injured ally.

Reaching out Gill focuses his will allowing the harmony and balance to flow through him and healing his companion. "What do I need to know?" He asks as his arcane vision sweeps the room Gill is put off. "We must stop that quickly"

His mind now focused on destroying the magic while Curatrix uses his sword to destroy the physical threats next to them.

OOC Comments
Psionics [dice:15sogpl5]43599:0[/dice:15sogpl5] Extra Effort [dice:15sogpl5]43599:4[/dice:15sogpl5]
Wold [dice:15sogpl5]43599:1[/dice:15sogpl5]

Mystisism [dice:15sogpl5]43599:2[/dice:15sogpl5]
Wild [dice:15sogpl5]43599:3[/dice:15sogpl5] Ace [dice:15sogpl5]43599:5[/dice:15sogpl5]
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: The Calling

Post by Alex »

Heather looks so amazing just running...
”Slatherdather where you going? As soon as this invisible force frees me I am on it! One retrieval coming up.”
Inside the Suit Alex without any last name to speak of readies for action now unburdened by the enigmatic one known as Slatheros. His playful exhorts in the name of Ballitrox are long forgotten as the real work has commenced.
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Summoner's actions
Spirit to unshake - 3 wounds
[dice:3o1lxefz]43641:0[/dice:3o1lxefz]

WD Spirit
[dice:3o1lxefz]43641:1[/dice:3o1lxefz]

Spending Summoner benny to unshake
Summoner releases Barrier and Obscure
Summoner casts Force Multiplication - summoning 8 Undead Monstrosities (Sentinels) - with raise (Hardy) - 20 PPE
[dice:3o1lxefz]43641:2[/dice:3o1lxefz]

WD FM
[dice:3o1lxefz]43641:3[/dice:3o1lxefz]
Ace with prior
[dice:3o1lxefz]43641:4[/dice:3o1lxefz]
Benny EE with Elan and prior
[dice:3o1lxefz]43641:5[/dice:3o1lxefz]
Undead Monstrosities
Appear at: I12 & I13 through L12 & L13
Advance to: H19 - M19, I15 & L15
They attack the fire elementals, left to right:
H19 attacking H20 with gang-up
[dice:3o1lxefz]43641:6[/dice:3o1lxefz]

Damage: Str + 2d6, AP 4 = H20 Shaken
[dice:3o1lxefz]43641:12[/dice:3o1lxefz]
[dice:3o1lxefz]43641:13[/dice:3o1lxefz]

I19 attacking I20 with gangup from J19 - MISS
[dice:3o1lxefz]43641:7[/dice:3o1lxefz]

J19 attacking I20
[dice:3o1lxefz]43641:8[/dice:3o1lxefz]

Damage: Str + 2d6, AP 4 = I20 Dead
[dice:3o1lxefz]43641:14[/dice:3o1lxefz]
[dice:3o1lxefz]43641:15[/dice:3o1lxefz]

K19 attacking L20 with gangup - MISS
[dice:3o1lxefz]43641:9[/dice:3o1lxefz]

L19 attacking L20 with gangup
[dice:3o1lxefz]43641:10[/dice:3o1lxefz]

Damage: Str + 2d6, AP 4 = L20 Dead
[dice:3o1lxefz]43641:16[/dice:3o1lxefz]
[dice:3o1lxefz]43641:17[/dice:3o1lxefz]

M19 attacking M20 - no gangup
[dice:3o1lxefz]43641:11[/dice:3o1lxefz]

Damage: Str + 2d6, AP 4 = M20 Dead
[dice:3o1lxefz]43641:18[/dice:3o1lxefz]
[dice:3o1lxefz]43641:19[/dice:3o1lxefz]
The Summoner, wracked with pain and apoplectic with the sudden loss of the skull to the shadows, abandons the pretense of protection and secrecy. The obscuring barrier falls, revealing the altar behind him. Free of the maintenance of those spells, he manages to focus his will and magic enough to rip a different hole in reality; out spring 8 of the most gruesome abominations you've ever laid eyes on. They do not look like they have any spark of life within them; they are the undead. And they appear hungry. The Summoner shouts and points back towards our heroes. "GO! Slay them first, and we will pick the skull from their cold, dead hands!"
undead sentinel.jpg
They land on the other side of where Gaspard is burrowed. Inexplicably, they ignore Everett entirely as they rush forward to meet the summoned fire elementals of the harmonious mystic. Armed with nothing more than their hideous claws, they slash through the elementals, using the advantage of their numbers to overwhelm the fiery defenders. Three of Gill's fire elementals fall before the (magic?!) claws of the monstrosities, and one is put on its burning heels.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: X Marks the Spot: The Calling

Post by Everett Jackson »

Spirit 6
Spirit [dice:mx6seo2w]43642:1[/dice:mx6seo2w]
Wild [dice:mx6seo2w]43642:0[/dice:mx6seo2w]
Everett completely fails to harm or hinder the necromancer. As he tussles with the evil magic user, he feels his mind cloud similar to when Balitrox tries to assume control. He scowls at the axe briefly before losing all expression and turning towards his allies.

'Pathetic, useless, sack of MEAT! NO! Resist, damn you! You are my vessel! Do not submit to another's will!

Everett thinks, 'I can't move my body, Bali. I thought you were supposed to be good in situations like this? Do something!'
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Initiative
Lair round 3 - initiative.JPG
Overview
Round 3 overview.JPG
Great Hall
Round 3 great hall.JPG
Entry
Round 3 entry.JPG
The landscape has changed. Just when you thought you had the enemy on the ropes, a new threat changes the complexion of the battle. Everett has fallen under an evil spell. Gill's flaming vanguard has taken heavy losses. And Mondain now threatens to burst into your world. Your only hope is...?
The two combat mages at the back of the great hall give each other a look, but otherwise refrain from acting yet. Statheros shouts "Bring the skull to me! I cannot see it now, but we can destroy it. Let us close the door once and for all!
Instructions
The two combat mages are on hold acting on a Joker. They will interrupt any action taken against them, but otherwise intend to let the fracas in front of them play out.
Group 1 is up: Alex, Dominic, Missouri, Gaspard, and Joseph may act. The necromancer will then give Everett his marching orders, which he will follow up on immediately. Then the rest of the round in groups, etc.
If Dominic intends to begin the counter-ritual, he will want to be close to whoever is going to help him. Medium Burst Template or closer will be required. Because it is a fluid leader situation, each participant can act on their card to contribute, and the totals will be tallied at the end of the round. Remember, this is an opposed task, and the GM will be burning bennies to max out his roll. (Might even spend EP for an auto-ace!) Make sure you're satisfied with your attempt; best roll becomes lead, others become support. Please ask questions!
Enemy stats
Summoner: Parry: 5; Toughness: 8 (3) - 3 wounds
Combat Mages: Parry: 6; Toughness: 15 (7)
Necromancer: Parry: 6; Toughness 10 (4)
Regular skeletons (melee and ranged): Parry 6, Toughness 13 (5) - Huntsman Light Armor
Cyber Brodkil: Parry: 6; Toughness: 15 (6)
Undead Monstrosities: Parry: 7; Toughness: 16 (4); Size 3; successful Kn: Arcana reveals no vulnerabilities, no immunities, and all have Arcane Resistance - claws are Str (d10) + 2d6 magic damage, AP 4, and they are never unarmed
Mondain: is a very bad person
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot: The Calling

Post by Dominic Skodati »

Notice
Notice [dice:vodcwrwa]43650:0[/dice:vodcwrwa]
Wild [dice:vodcwrwa]43650:1[/dice:vodcwrwa]
Guess I should have killed that guy, Dom laments as the summoner brings forth more foul demons to the party. One thing was certain. This guy was a jackass.

Speaking of which there was another guy at the back asking for the skull insisting he will destroy it. That guy is a little too eager, the smuggler surmises. Dom is not convinced that destroying the skull will stop anything. It may even hasten the situation. Sighing Dom uses his last shadow move to go back ot the entryway and step from the shadows behind the group near the blathering man, who sounds a lot like the blathering man at the other end of the building. Funny thing that.

Taking a deep breath, Dom gets ready for a fight.

"Don't shoot!" he says spitting out his story, "Destroying the skull is a bad idea and will make things worse." For the situation and my lifestyle, "We gotta push the big ugly back to his side first...I'm going need some help."

Tapping into his reserves, Dom begins to resist the great evil trying to come through the portal. My fee just tripled.
Spellcasting 5
Spellcasting [dice:vodcwrwa]43650:2[/dice:vodcwrwa] (Backlash)
Wild [dice:vodcwrwa]43650:3[/dice:vodcwrwa]
Benny
[dice:vodcwrwa]43650:6[/dice:vodcwrwa]
[dice:vodcwrwa]43650:7[/dice:vodcwrwa]
Extra Effort (Adventure Card) [dice:vodcwrwa]43650:5[/dice:vodcwrwa]
User avatar
Joseph Cook
Bronze Patron
Bronze Patron
Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot: The Calling

Post by Joseph Cook »

Damage 23 AP 4
Agility Trick
Agility [dice:1oijv4z7]43664:0[/dice:1oijv4z7]
Wild Die [dice:1oijv4z7]43664:1[/dice:1oijv4z7]

Fighting [dice:1oijv4z7]43664:2[/dice:1oijv4z7]
Wild Die [dice:1oijv4z7]43664:3[/dice:1oijv4z7]
Benny to reroll
Fighting [dice:1oijv4z7]43664:4[/dice:1oijv4z7] +2 for BFB
Wild DIe [dice:1oijv4z7]43664:5[/dice:1oijv4z7] +2 for BFB
Improved Frenzy
Fighting [dice:1oijv4z7]43664:6[/dice:1oijv4z7]
Wild Die [dice:1oijv4z7]43664:7[/dice:1oijv4z7]
Damage [dice:1oijv4z7]43664:8[/dice:1oijv4z7] + [dice:1oijv4z7]43664:9[/dice:1oijv4z7] + Raise [dice:1oijv4z7]43664:10[/dice:1oijv4z7] Ace [dice:1oijv4z7]43664:11[/dice:1oijv4z7] +2 due to HJ Roll
Joseph throws the rifle at the brodkil, catching it off guard. He then reaches into his scabbard and pulls out the heavy Falchion, pumping magical energy into it causing it to glow a sickly red color for a moment. He swings at the brodkil, missing, then swings again in a flurry of rage, cutting deep into its neck, causing the beast to hit the ground, stone cold dead. Joseph flicks the blade, knocking some of the blood from it and eagerly awaits his next foe.
User avatar
Missouri
Diamond Patron
Diamond Patron
Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot: The Calling

Post by Missouri »

Missouri decided things were getting a bit too close for him. Plus he heard the little fairy's voice (or whatever Statheros was), and figured he would move back that way a bit to see if he could be of assistance in...whatever was involved in closing the aforementioned 'door' or 'portal'. Plus...he really liked this TK Machinegun the group had found, and liked using it! He opened fire again, this time a bit startled at the undead horrors that had been belched forth. "Man, I hate undead almost as much as I hate snakes."

As he unloaded with the machinegun, bullets rained mostly ineffectually in to one of the undead but seemed to hurt one of them....however, a burst of telekinetic bullets also hit one of the elementals that Gil had summoned...and it dropped as well. "whoops!" And then the machinegun suddenly stopped firing even though he was still holding down the trigger. Missouri looked surprised, looked down at the gun. Then the clip popped out of the gun and bounced across the floor away from him. "The hell?"

He then shook his head and turned his attention, and magical energies, towards attempting to help shut the mystic passageway for something apparently evil to come through. That sounded bad.


OOC Stuff
I believe this is the "4th round" for Quickness and Boost Vigor so I need to start spending to maintain since I cast I believe before the combat officially started, right?

Actions
  • Moving to end up 2 squares north of Statheros.
  • Firing TK Machinegun at the Undead (I think that's the line of similar icons not in melee?).
  • Partaking in the ritual (even though I don't know if technically I know to do so just yet, lol).

    Firing TK Machinegun:
    -2 for Automatic Fire, +2 for Helmet.
    Shooting die [dice:1xwkrdfh]43728:0[/dice:1xwkrdfh], Shooting die [dice:1xwkrdfh]43728:1[/dice:1xwkrdfh], Shooting die [dice:1xwkrdfh]43728:2[/dice:1xwkrdfh], Shooting die [dice:1xwkrdfh]43728:3[/dice:1xwkrdfh], Wild die [dice:1xwkrdfh]43728:4[/dice:1xwkrdfh].

    Damage:
    Shot 1: [dice:1xwkrdfh]43728:8[/dice:1xwkrdfh] - 11, AP 4.
    Shot 2: [dice:1xwkrdfh]43728:9[/dice:1xwkrdfh] - Reroll [dice:1xwkrdfh]43728:11[/dice:1xwkrdfh]- 11, AP 4.
    Shot 3: [dice:1xwkrdfh]43728:10[/dice:1xwkrdfh] - 16, AP 4.
    Accidental Elemental: [dice:1xwkrdfh]43728:12[/dice:1xwkrdfh], Ace [dice:1xwkrdfh]43728:13[/dice:1xwkrdfh] - 21, AP 4.

    Currently, uh, we are experiencing some, uh, Technical Difficulties? [dice:1xwkrdfh]43728:14[/dice:1xwkrdfh].
    Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

    Ritualistic Urges - 11 total.
    Spellcasting die [dice:1xwkrdfh]43728:5[/dice:1xwkrdfh], Wild die [dice:1xwkrdfh]43728:6[/dice:1xwkrdfh], Ace [dice:1xwkrdfh]43728:7[/dice:1xwkrdfh].
GM edit
Friendly elemental at K21 is dead. Undead monstrosity at M19 is dead.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
User avatar
Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: The Calling

Post by Gill »

Stunned Gill tries to figure out why Missouri is shooting up the Elementals sent to aid the group. But when the weapon begins to fall apart he understand the nature of the mishap.

At the rate they are being released back to their natural state Gill is worried there will be no elementals left when they are truly needed most.
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
User avatar
Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot: The Calling

Post by Gaspard Gillead »

Dismiss Burrowing, 42 Electrical Mega-damage AP 2 to Mondain; 11 Spellcasting on Ritual
Starting PPE: 25 (leveled up during the fight)

Two Actions, at -2 MAP:

Move to I3, emerge from stone
Dismiss Burrowing Power on self, Everett and Proditione.
Spellcasting Ritual (+2 for being a Shifter, -2 for MAP)
Spellcasting Onslaught Big Bolt at Mondain (Electric/AP Trapping)

@Everett Jackson : No more Burrow for you! (Or me, but you can't have everything.)

Onslaught [dice:2lggdjpe]43751:0[/dice:2lggdjpe]
Wild Spellcasting [dice:2lggdjpe]43751:1[/dice:2lggdjpe]
Benny Extra Effort [dice:2lggdjpe]43751:4[/dice:2lggdjpe]
Barely a hit. Damage: [dice:2lggdjpe]43751:6[/dice:2lggdjpe] ACEs are fun! Running Total: [dice:2lggdjpe]43751:7[/dice:2lggdjpe] ACE Running Total [dice:2lggdjpe]43751:8[/dice:2lggdjpe] ZOT!

Ritual [dice:2lggdjpe]43751:2[/dice:2lggdjpe]
Wild Spellcasting [dice:2lggdjpe]43751:3[/dice:2lggdjpe] ACE [dice:2lggdjpe]43751:5[/dice:2lggdjpe]
Gaspard peeks up above the ground, sees the situation and opts for a better position before emerging fully--he dives down again, traveling through the stone until he gets to a position on the far side of Dominic. Wish I'd had time to interrogate everyone before we started out--I'm not sure who here is on the up-and-up....

Still, the functions of the ritual Dom is working on is clearly meant to shove the entity back where it belongs, so he figures he should help out with that, and hopefully take out the enemy Summoner, as well. Since it looks like Everett is having some sort of internal conflict--Or maybe external, if it involves that accursed axe--he also opts to dismiss the Rapid Transit effect he had cast on himself, the cyberwarrior and Proditione.

As his opener, he lets loose with a massive arc of lightning, hoping to just fry the Summoner outright. Then he commences working on the ritual with Dominic. Not a proper Rift, but some of the principles are the same... yes, yes, this seems to be working....
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: The Calling

Post by Alex »

All kidding aside. I hate snakes too.
”Missouri, I’ll get rid of the snakes!” Alex rushes down the length of the coordior in his super trooper stopping just past the ever lovely Heather. Why does she move in slow motion?
He lets loose with a blast of magically enfused water gushing out of his soldier cannon. Using 8 ppts for 3d10 blast at a medium burst template. Damage is magic and water based.
Shooting 6, 18 damage MD, MBT
Shooting [dice:2om8m9ac]43797:0[/dice:2om8m9ac] wild [dice:2om8m9ac]43797:1[/dice:2om8m9ac] Armor negates 2 pts of shooting penalties.
Damage: [dice:2om8m9ac]43797:2[/dice:2om8m9ac] drop a benny to reroll: [dice:2om8m9ac]43797:3[/dice:2om8m9ac]
Alex inside the PA shouts to Xero and Heather trying to be all heroic in the moment, ” Stay behind me, I’ll draw their fire you do what you do best!”
Heroic Hindrence
Yup Alex is trying to stand their in the open getting hit instead of heather, Xero and Slatherdaddy
Note: He moved 10” so he is a bit in front of Heather. He is shooting for a square behind the line of demon creatures freshly summoned that will inflict maxium casualties without hurrting any allies not named Everette!
Attachments
7AD69B6B-D9F3-4690-A566-B5F7B10919BE.jpeg
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot: The Calling

Post by Heather Todd »

Federation of Magic/Vault
Morning
Round 3

Heather shook her head as Alex dashed in front of her. Though, to be fair, with that power armor he could take a hit better than she could.

“Thank you, Alex,” Heather said. But now, of course, she could see even less of the fight. It seemed more evil had joined the other side, and who was that with the skull? What was that about a ritual? Unfortunately, Heather didn’t have magic, just the power of her mind, so she couldn’t assist in that. She could keep the villains occupied, however.

Or maybe do something about Everett? Why was he charging them?
OOC Comments
Not Heather’s turn yet, so just waiting.
***
Loadout
Stealth armor
HE grenade
Plasma grenade
Frag grenades x3
Light blade
Overcoat
Field computer
Rune stone
Shopping List
TW sidearm
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Necromancer acts
Necromancer orders Everett to attack his former allies - the axe for Joseph, the railgun for "the biggest target in the group (Alex)"

Concentration incurs -1 to all other actions
Moves to L16, casts Greater Slumber at K29, hitting Missouri, Dom, Statheros, and Gaspard, if he moved into range of the ritual. roll at -1 due to Mind Control concentration, +2 for Necromancer bonus
[dice:1sthq212]43954:0[/dice:1sthq212]

GM Benny for EE Greater Slumber
[dice:1sthq212]43954:2[/dice:1sthq212]

Ace Greater Slumber
[dice:1sthq212]43954:3[/dice:1sthq212]

WD Greater Slumber
[dice:1sthq212]43954:1[/dice:1sthq212]

Summoner moves back to N-16

Spellcasting roll against Everett's opposed Spirit roll
[dice:1sthq212]43954:4[/dice:1sthq212]

GM benny to EE Mind Control - contrary orders
[dice:1sthq212]43954:6[/dice:1sthq212]

WD Spellcasting
[dice:1sthq212]43954:5[/dice:1sthq212]
Statheros
Statheros' Spirit vs. Greater Slumber (-4 to roll)
[dice:1sthq212]43954:7[/dice:1sthq212]

WD Spirit
[dice:1sthq212]43954:8[/dice:1sthq212]

Statheros bennies to reroll with Elan
[dice:1sthq212]43954:9[/dice:1sthq212]

WD Spirit
[dice:1sthq212]43954:10[/dice:1sthq212]
Dominic makes his move, leaping from the shadows and holding the skull in his hands. Statheros reacts with a mix of delight and revulsion. Before he can even urge the beginning of the ritual, Dom has begun working his own magic against the now-evident might of the entity on the other side. "Yes, YES! Please, join him in the closing ritual! I will prepare the way for the skull's final journey. Remain strong. The enemy WILL resist, and he is a fearsome foe from ages past!"
Joseph's bit of trickery worked like a charm. The brodkil was utterly confused by the gift of a new rifle from his enemy, only to figure out too late that it was just a creative method of emptying the battle magus' hands. The demon, hewn by a mighty strike from the Battle Fury Blade, drops to the ground, his chain greatsword clattering on the stone floor.
Missouri takes aim with his brand new (to him) TK rifle. The weapon blasts out several bolts, catching one of the undead monstrosities fully in the chest, sapping him of his unlife. Unfortunately, one of Gill's summoned fire elementals gets caught in the crossfire, and is returned to his home dimension. Anyone keeping an accounting is likely to count this as a win. Having cleared the area of most of his foes, he heeds Statheros' call and joins the group assembled around the skull.
Gaspard makes his presence known with great flash and flair. He surfaces, faces the evil mystic, and gives him some shocking news. The Summoner, weakened and wounded from the shadow shot in the back, can only face his fate with empty eyes and utter resignation. His soul flies to meet the reward due a worshiper of evil deities. An eerie scream of realization echoes throughout the hall as the myriad deals made with unknowable horrors come due. His lifeless, but still twitching corpse slumps to the ground and his polished black staff clatters on the stone. Satisfied with his deed, Gill moves with haste to where Statheros and the unidentified newcomer are gathered. The enchantment of mobility is canceled, and Gaspard adds his eldritch might to the brute magical force pushing against the arcane door.
Alex makes a quick move forward, charging to act as cover for his team leader. On the way, he fires a blast of supercharged magical water at the undead monstrosities. Beings deprived of the water of life take poorly to the blast, but it only serves to stall their forward march. The last two fire elementals don't survive the quenching, and one of the lowly sword-carrying skeletons catches the worst of the torrent. His bones, and his sword, fall to the ground.
The necromancer, increasingly panicked by the turn of events in the great hall, screams, spittle flying from his mouth. "YOU! KILL THEM! The axe for the one at the door, and your railgun for the biggest intruder you see! GO NOW! You two-" he gestures towards the remaining skeleton and the brodkil "-ignore this one and move into the hall. Slay everything else you see!" He follows Everett a few steps, enough to see down the hall, and spits a spell of greater slumber at the crowd around the skull. With that, he ducks back into cover, cackling madly, as though his hold on sanity is tenuous and slipping.
Next Steps
Gaspard, Missouri, and Dominic must roll Spirit vs. Greater Slumber with a raise (-4 to your roll) or take a nap.
Everett may roll his resistance to nefarious orders against the above spellcasting roll. Failure vs. a measly 6 means PvP. (Please crit fail!)
The skeleton will move up to attack whoever is next in line after Everett's attack. Then Gill, Curatrix, and the remaining earth elemental will act. (Note, there's a live (shaken) brodkil in melee range, and one armed with a plasma ejector on the left wall. The brodkil go after you, then the undead monstrosities, Heather, Mondain, then Xero brings up the rear (sorry again!)
Maps
Round 3 overview - mid-round update.JPG
Round 3 entry and hall - mid-round update.JPG
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Dominic Skodati
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Re: X Marks the Spot: The Calling

Post by Dominic Skodati »

Spirit
Spirit [dice:7rm24axo]43958:0[/dice:7rm24axo]
Wild [dice:7rm24axo]43958:1[/dice:7rm24axo]
Extra Effort [dice:7rm24axo]43958:2[/dice:7rm24axo]
The ritual is draining, so draining in fact Dom can feel a great weariness come over him. His eyes begin to droop and his leg wobble.

"Man, I gotta lie..." he falls to the ground, asleep, before he can finish his statement.
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Missouri
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Re: X Marks the Spot: The Calling

Post by Missouri »

We've got Spirit! How 'bout you? 7
-4 to total.
Spirit die [dice:1wv8fw4x]43984:0[/dice:1wv8fw4x], Wild die [dice:1wv8fw4x]43984:1[/dice:1wv8fw4x], Ace [dice:1wv8fw4x]43984:2[/dice:1wv8fw4x].
Missouri's jaw creaks as he yawns mightily. Then he shakes his head and blinks rapidly. His eyes narrow and snap back in to alert focus as he shakes off the spell effects. "Nice try, Lao Che!"
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
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Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot: The Calling

Post by Gaspard Gillead »

OOC Comments
[dice:1cf7ftp4]43985:0[/dice:1cf7ftp4]
[dice:1cf7ftp4]43985:1[/dice:1cf7ftp4]
ee b [dice:1cf7ftp4]43985:2[/dice:1cf7ftp4]
Gaspard shivers slightly as the Necromancer's spell attempts to give him the sleep of the grave, but he fends it off. "I don't sleep 'til the job's done, pal."
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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Everett Jackson
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Re: X Marks the Spot: The Calling

Post by Everett Jackson »

Notice 9, Spirit 13
Notice: [dice:mnweao0a]44090:3[/dice:mnweao0a] Ace: [dice:mnweao0a]44090:5[/dice:mnweao0a]
Spirit: [dice:mnweao0a]44090:4[/dice:mnweao0a]

Spirit: [dice:mnweao0a]44090:0[/dice:mnweao0a] Ace: [dice:mnweao0a]44090:2[/dice:mnweao0a]
Wild: [dice:mnweao0a]44090:1[/dice:mnweao0a]
Everett readies his railgun and is about to open fire on his allies when Balitrox screeches within his mind.

'MEATBAG, DESIST! THEY ARE MINE! YOU CANNOT HAVE THEM! MOST CERTAINLY NOT BECAUSE SOME REPUGNANT NECROMANCER IS CONTROLLING YOU!'

The mental shriek is so piercing and painful it shakes Everett out of his stupor. He is able to wrest control of his body from the necromancer's dark magic. Instead of shooting his allies, Everett sends a full railgun salvo downrange at his allies approaching the ritual.

Shooting I19: 11; 27 Damage, AP 6 / J19: 11; 22 Damage, AP 6 / K19: 22; 15 Damage, AP 6 / L19: 23; 12 Damage, AP 6
Shooting: [dice:mnweao0a]44090:6[/dice:mnweao0a] (Rock and Roll! -0 [No Movement])
Shooting: [dice:mnweao0a]44090:7[/dice:mnweao0a]
Shooting: [dice:mnweao0a]44090:8[/dice:mnweao0a] Ace: [dice:mnweao0a]44090:11[/dice:mnweao0a]
Shooting: [dice:mnweao0a]44090:15[/dice:mnweao0a]
Wild: [dice:mnweao0a]44090:9[/dice:mnweao0a] Ace: [dice:mnweao0a]44090:12[/dice:mnweao0a] Ace: [dice:mnweao0a]44090:13[/dice:mnweao0a] Ace: [dice:mnweao0a]44090:14[/dice:mnweao0a]

I19 Shooting 11 (Raise); [dice:mnweao0a]44090:16[/dice:mnweao0a] + [dice:mnweao0a]44090:17[/dice:mnweao0a] + [dice:mnweao0a]44090:25[/dice:mnweao0a] = 27 Damage, AP 6
J19 Shooting 11 (Raise); [dice:mnweao0a]44090:18[/dice:mnweao0a] + [dice:mnweao0a]44090:19[/dice:mnweao0a] = 22 Damage, AP 6
K19 Shooting 22 (Raise); [dice:mnweao0a]44090:20[/dice:mnweao0a] + [dice:mnweao0a]44090:21[/dice:mnweao0a] = 15 Damage, AP 6
L19 Shooting 23 (Raise); [dice:mnweao0a]44090:22[/dice:mnweao0a] + [dice:mnweao0a]44090:23[/dice:mnweao0a] = 12 Damage, AP 6
Two of the skeletal horrors are completely obliterated by railgun salvos. Bone dust drifts down the hallway towards the ritual. The dust obscures the others, and Everett is only able to score glancing blows against them.

No longer confined by the Necromancer's control of Everett, Balitrox flares back to life. Its dark reddish glow, ever-present around evil arcane users, serves as a warning of danger to come for the foolish Necromancer.

'Yes! I will end this for you, Everett. Let me take conrol.'

Fighting N16: 7; 17 Damage, AP 6
Fighting: [dice:mnweao0a]44090:10[/dice:mnweao0a] (Wild Atack +2)
Wild: [dice:mnweao0a]44090:24[/dice:mnweao0a]

N16 Fighting 7; [dice:mnweao0a]44090:26[/dice:mnweao0a] + [dice:mnweao0a]44090:28[/dice:mnweao0a] + 2 (Wild Attack) = 17 Damage, AP 6
Without a word to Balitrox, Everett lifts the axe and smashes it down towards the Necromancer's neck, landing a solid blow.

Parry is at 5 until Everett's next action due to Wild Attack.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
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Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Bad Guys Attack
melee skeleton moves to I22, attacks Joseph - miss
[dice:2ezm7yns]44134:0[/dice:2ezm7yns]

Combat Mages interrupt - on Joker
CM left casts Quickness on self and slings his TK machinegun over his shoulder (with raise, -2 MAP)
[dice:2ezm7yns]44134:1[/dice:2ezm7yns]

WD Quickness
[dice:2ezm7yns]44134:2[/dice:2ezm7yns]

CM left action 2: draw draining blade, charge slow/drain effect, move to L16, attack Everett, cast Greater Deflection on self
Fighting vs. Everett at +2 (joker, quickness w/ raise negates MAP)
[dice:2ezm7yns]44134:5[/dice:2ezm7yns]
CM left benny EE with prior result - Everett will roll Spirit to resist this number
[dice:2ezm7yns]44134:13[/dice:2ezm7yns]

WD Fighting
[dice:2ezm7yns]44134:6[/dice:2ezm7yns]

CM left Greater Deflection - -4 to hit
[dice:2ezm7yns]44134:7[/dice:2ezm7yns]

WD GD
[dice:2ezm7yns]44134:8[/dice:2ezm7yns]

CM right casts Quickness on self and slings his TK machinegun over his shoulder - (with raise, -2 MAP)
[dice:2ezm7yns]44134:3[/dice:2ezm7yns]

WD Quickness - CM right
[dice:2ezm7yns]44134:4[/dice:2ezm7yns]

CM right action 2: draw flaming sword, move to M15, attack Everett, cast Greater Deflection on self
Fighting vs. Everett +2 (joker, quickness w/ raise negates MAP)
[dice:2ezm7yns]44134:9[/dice:2ezm7yns]

Hit with raise - damage:
Str: [dice:2ezm7yns]44134:14[/dice:2ezm7yns]
Sword: [dice:2ezm7yns]44134:15[/dice:2ezm7yns]
Raise: [dice:2ezm7yns]44134:16[/dice:2ezm7yns]
CM right benny to reroll damage
[dice:2ezm7yns]44134:17[/dice:2ezm7yns]
[dice:2ezm7yns]44134:18[/dice:2ezm7yns]
[dice:2ezm7yns]44134:19[/dice:2ezm7yns]
One Ace - d8 with running total
[dice:2ezm7yns]44134:20[/dice:2ezm7yns]

Everett - catching fire
[dice:2ezm7yns]44134:21[/dice:2ezm7yns]

WD Fighting
[dice:2ezm7yns]44134:10[/dice:2ezm7yns]

CM right Cast Greater Deflection on self - -4 to hit
[dice:2ezm7yns]44134:11[/dice:2ezm7yns]

WD GD
[dice:2ezm7yns]44134:12[/dice:2ezm7yns]
Everett manages to shake off the necromancer's enchantment. In return, the necromancer takes an axe to the neck, and his day generally deteriorates from there. He's still breathing, but all things being equal, he'd rather be back in the City of Brass. The undead monstrosities catch a blast of railgun rounds in the back, obliterating two and stunning two more.
The lone remaining vibrosword-toting skeleton moves up to take on Joseph, giving the battle magus a powerful swipe. The swing finds nothing but air, though, as the seasoned fighter simply avoids the blow.
The two combat mages, discovering their friend's new toy hasn't been obedient, decide to charge. Almost in unison, they cast an enchantment of haste and sling their arcane machineguns over their shoulders. Charging, each of them draws a weapon and takes their shot at the now-surrounded Everett. The first mage connects with a draining blade in an effort to sap the huge brute's vigor. The second connects with a heavy blow from a flaming sword. As he connects, he shouts. "Zunama's dead and we're stuck down here with these meddling bastards! Where the hell are those brodkil?! GO KILL SOMETHING you miserable shits! Clear us a way out of here!"
Enemy status
Brodkil N22 is shaken - of note, he is carrying two chain greatswords in 2 pairs of arms
UM K19 and L19 are shaken
Necromancer N16 is shaken with 2 wounds
Combat Mages at L16 and M15 both have Quickness and Greater Deflection active, and have melee weapons drawn (draining blade at L16, flaming sword at M15)
Instructions
Everett must first resist Spirit vs. a 7 Fighting roll or suffer Lower Trait (Vigor) and Slow. After that, he has the option to soak...1 wound, or possibly 2 if the Lower Trait takes effect with a raise. We'll do math when we get a failure. (Crit fail is an option. Holy crap, 25 toughness!)
Gill and Curatrix are up. Everett is most definitely surrounded and cut off in enemy territory. There are two brodkil who will be acting once you're done. N22 is carrying 2 chain greatswords in 1 regular and 1 cybernetic pair of arms. D18 is carrying a plasma ejector. The Undead Monstrosities will be acting after that, and there are 5 still alive (un-alive?) to wreak havoc on you all. Feel free to log back in to Roll20 to see the current map status and move your guys if you choose. I'll post a new map after you and I have both acted.
Enemy Stats
Combat Mages: Parry: 6 (10 with greater deflection); Toughness: 15 (7)
Necromancer: Parry: 6; Toughness 10 (4) - 2 wounds, shaken
Regular skeletons (melee and ranged): Parry 6, Toughness 13 (5) - Huntsman Light Armor
Cyber Brodkil: Parry: 6; Toughness: 15 (6) - 1 shaken, 1 clean
Undead Monstrosities: Parry: 7; Toughness: 16 (4); Size 3; successful Kn: Arcana reveals no vulnerabilities, no immunities, and all have Arcane Resistance - claws are Str (d10) + 2d6 magic damage, AP 4, and they are never unarmed - 2 are shaken, 3 are clean
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Everett Jackson
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Re: X Marks the Spot: The Calling

Post by Everett Jackson »

Spirit 11; 1 Wound
Spiit: [dice:11od3qmu]44149:0[/dice:11od3qmu]
Wild: [dice:11od3qmu]44149:1[/dice:11od3qmu] Ace: [dice:11od3qmu]44149:2[/dice:11od3qmu]
One of the combat mages takes a swipe at Everett with a Draining Blade, but Everett catches it with Balitrox and knocks it aside. While Everett is distracted, the other mage stabs Everett in the side with a flaming blade. It was a skillful blow, but Everett's reinforced ribs stop the blade from going any deeper and causing real harm.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
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Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: The Calling

Post by Gill »

Sensing the danger of the Brodkil Curatrix moves forward a half step and slices the beast in half before making his way to where Gill was heading to help their injured comrad. "Thank you Curatrix." Gill says to the intervention.

11 to hit for 17 AP 2 on Shaken Brodkil should kill him
Fighting [dice:2s3p804x]44191:0[/dice:2s3p804x] Ace [dice:2s3p804x]44191:2[/dice:2s3p804x]
Wild [dice:2s3p804x]44191:1[/dice:2s3p804x] Ace [dice:2s3p804x]44191:3[/dice:2s3p804x]


Damage [dice:2s3p804x]44191:4[/dice:2s3p804x] + [dice:2s3p804x]44191:5[/dice:2s3p804x] + [dice:2s3p804x]44191:6[/dice:2s3p804x] AP 2
Gill and Curatrix make it to Everette touching him with the powers of life heeling.

Everette Healed to full
Mysticism [dice:2s3p804x]44191:7[/dice:2s3p804x]
Wild Die [dice:2s3p804x]44191:8[/dice:2s3p804x]
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Brodkil acts
D18 shoots Plasma Ejector at Everett
[dice:2fkumhza]44288:0[/dice:2fkumhza]

Damage:
[dice:2fkumhza]44288:6[/dice:2fkumhza]
One Ace with prior
[dice:2fkumhza]44288:1[/dice:2fkumhza]

Everett sustains 1 wound
Undead Monstrosities act
L15 swings at Everett with +2 gang up
[dice:2fkumhza]44288:11[/dice:2fkumhza]

Damage with raise - AP 4
[dice:2fkumhza]44288:7[/dice:2fkumhza]
[dice:2fkumhza]44288:8[/dice:2fkumhza]
Two Ace with running total - Everett is shaken (sustains one wound if still shaken from brodkil attack)
[dice:2fkumhza]44288:12[/dice:2fkumhza]

I15 moves to K21, attacks Joseph with +2 gang up - miss
[dice:2fkumhza]44288:2[/dice:2fkumhza]

H19 moves to J21, attacks Joseph with +2 gang up - miss
[dice:2fkumhza]44288:3[/dice:2fkumhza]

K19 rolls to unshake - will move to attack Curatrix from behind with +1 gang up - failed
[dice:2fkumhza]44288:4[/dice:2fkumhza]

L19 rolls to unshake - will move to attack Curatrix from behind with +1 gang up - failed
[dice:2fkumhza]44288:5[/dice:2fkumhza]
Curatrix clears the way, chopping the shaken brodkil cleanly in two, then advances as far as possible towards their surrounded ally. Everett then feels the soothing, healing touch of Gill's mystic power, and his wounds seal themselves, despite the monstrous man being on fire. The flames seem not to faze him yet.
The last remaining brodkil lines up a shot on the huge human and squeezes the trigger of his plasma ejector, striking the formidable Everett with a formidable blast of searing plasma. "Eat plasma, big fat ugly!"
Where the brodkil seek to taunt and harass their enemies, the undead monstrosities seek only to destroy the living. The one near Everett turns and joins the melee, slashing its gruesome claws across his flaming chest. The cut isn't deep, but it is strong enough that the headhunter feels the pain.
Two of the hideous undead beasts charge towards Joseph, seeking to rip the life from his bones. The battle magus, though, is adept at defense, and wards off their strikes. They snarl silently at him, becoming increasingly frenzied that they cannot draw his blood.
The last two monsters, still reeling from the impact of Everett's railgun, seem disoriented and uncertain of which way to go.
Instructions
Gill healed Everett. Everett has been hit twice since. The first caused a wound. The second only shook him, but if he fails to soak, he will sustain a 2nd wound. Heather and Xero may act at will. Dom is asleep. Joseph is surrounded. Gill and Curatrix are trying to break a hole through to Everett, who is being swarmed by evil. There is still a brodkil on the left side of the great hall popping off plasma shots. Mondain will act after you.
Enemy status
2 shaken undead monstrosities still at K19 & L19. Everyone else is clear to act. The necromancer is having a bad day, too.
end of round map update
Round 3 - late round update.JPG
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot: The Calling

Post by Heather Todd »

Federation of Magic/Vault
Morning
Round 3

Heather strode forward and picked up the skull from the sleeping stranger, tucking it safely under her arm. She nudged the man with her foot to try and wake him.

“I don’t know who you are,” she said, “or what you want with this skull, but you can’t have it. So you can help, or leave, or get beat down with the rest of these monsters. Choice is yours.”

With that, she stepped over him and moved in front of Missouri so she had a line of sight to the brodkil and his plasma ejector.
OOC Comments
Move Heather to L27
“I will take that, thank you,” the teen said in an almost disapprovingly matronly tone as she yanked on the plasma ejector to pull it away from the brodkil.
Exalted Telekinesis 14; I guess this would be a Psionics vs Strength opposed test
+2 Mentalist, spend 4 ISP to tap the ley line for +4 -- forgot MAP for waking Dom
Psionics [dice:2ejfh86o]44307:0[/dice:2ejfh86o]
Wild [dice:2ejfh86o]44307:1[/dice:2ejfh86o]
Ace [dice:2ejfh86o]44307:2[/dice:2ejfh86o]
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Brodkil gets disarmed
Strength to resist Heather's TK
[dice:1kj3apz2]44361:0[/dice:1kj3apz2]
The brodkil's grip is like steel, and he doesn't want to let go of the plasma ejector. Heather is not taking "no" for an answer. The plasma ejector flies out of the brodkil's hands, leaving him sputtering and cursing the girl who took it. The curses are less than flattering.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot: The Calling

Post by Xero X Kelvin »

Xero maneuvers stealthy behind one of the casting mages, because frosted casting mages are magically delicious.

Undead monstrosities loom before him and Xero is brought up short of the mages. "Whoa Big Uglies!"

Xero covers the distance between I33 to K20.

Stealth Run 12 squares _
[*] Run [dice:1h4aiday]44608:0[/dice:1h4aiday]
Xero coats both fists in Icey Blades and attacks the Undead at J21 and K21.

Attack J21 12 _
Ambideterity
MAP -2
Assassin +2
ISP -2 (18/20) for +4 AP
  • Psionics [dice:1h4aiday]44608:1[/dice:1h4aiday]
  • Wild [dice:1h4aiday]44608:2[/dice:1h4aiday]
    Benny to Reroll (3 of 4)
  • Psionics [dice:1h4aiday]44608:5[/dice:1h4aiday]
  • Wild [dice:1h4aiday]44608:6[/dice:1h4aiday]
  • Aced! Wild [dice:1h4aiday]44608:9[/dice:1h4aiday]
Attack K21 Psionics 5, miss _
Ambideterity
MAP -2
Assassin +2
ISP -2 (16/20) for +4 AP
  • Psionics [dice:1h4aiday]44608:3[/dice:1h4aiday]
  • Wild [dice:1h4aiday]44608:4[/dice:1h4aiday]
    Benny to Reroll (2 of 4)
  • Psionics [dice:1h4aiday]44608:7[/dice:1h4aiday]
  • Wild [dice:1h4aiday]44608:8[/dice:1h4aiday]
Xero then drops the temperature significantly and watches as the ice begins to climb the two monstrosities in front of him and behind him.

Psionic Freeze, Centered on J16 LBT _
  • ISP -4 (12/20) +2 to roll
  • Psionics [dice:1h4aiday]44608:10[/dice:1h4aiday]
  • Wild [dice:1h4aiday]44608:11[/dice:1h4aiday]
-2 to Trait Rolls for All in the LBT from square J16
Ice Mastery
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Xero damage vs. J21
damage with raise and +4 AP
[dice:2t48qhje]44647:0[/dice:2t48qhje]
Mondain forces the door
Spellcasting - summon ally
[dice:2t48qhje]44647:3[/dice:2t48qhje]

WD Spellcasting
[dice:2t48qhje]44647:4[/dice:2t48qhje]

Spellcasting - ritual
[dice:2t48qhje]44647:1[/dice:2t48qhje]

WD Spellcasting
[dice:2t48qhje]44647:2[/dice:2t48qhje]
Xero moves quickly, firing an icy dart at one of the undead monstrosities engaged with Joseph. The dagger runs the creature through, severing its connection to the unlife. The beast falls to the ground, motionless. The air in the great hall begins to chill rapidly, causing complications for the undead monstrosities and the combat mages. Unfortunately, Everett is caught within the radius and feels his skin grow frigid in a matter of moments.
With a haunting cackle, Mondain shouts into the great hall. "You are mighty. I am power incarnate! You cannot shut the door on me! Here. Entertain my servants!"
demon assassin.jpg
With a horrendous tearing noise, six demons slide through individual rifts at an assortment of locations. They look around, getting their bearings, before focusing on the ritual under way in the entryway. With a shout, they begin moving towards you!
Those working on the ritual to close the door find that their efforts have stopped Mondain from opening the door any further, but they haven't made any positive progress either. The arcane might on the other side of the ritual is unlike anything they've ever felt, let alone contended with, in their lives.
Statheros shouts out. "The door is open too far. He is sending his minions through. I'll work to shut them out of this realm. You must redouble your efforts to close him out!" With that, he begins working a separate magic from the ritual of closing. You notice that as he begins his own incantation, the rifts the demons emerged through begin shining with a silvery light, and then start to shrink!
Round 4 Initiative
Round 4 initiative.JPG
In the interest of expediency, we'll go with phase-based actions. Good guys average draw beats bad guys. 12th AAT acts first!
Round 4 Maps
Round 4 overview.JPG
Round 4 great hall.JPG
Round 4 entry.JPG
Instructions
You may act in any order you wish. Those involved with the ritual must stay focused on the ritual. You can divide your interests / MAP if you choose, but you must still engage with the ritual. Someone might want to figure out how to wake Dom. Once all PCs act, it's evil's turn.
Everyone should include a notice roll with their post.
Enemy Statistics and Status
Undead Monstrosities: K19 & L19 Shaken and in Xero's cold zone. K21 is clear. L15 is in cold zone.
Combat Mages: Parry: 6 (10 with greater deflection); Toughness: 15 (7); both are in cold zone
Necromancer: Parry: 6; Toughness 10 (4) - 2 wounds, shaken
Regular skeletons (melee and ranged): Parry 6, Toughness 13 (5) - Huntsman Light Armor
Cyber Brodkil: Parry: 6; Toughness: 15 (6) - 1 shaken, 1 clean
Undead Monstrosities: Parry: 7; Toughness: 16 (4); Size 3; successful Kn: Arcana reveals no vulnerabilities, no immunities, and all have Arcane Resistance - claws are Str (d10) + 2d6 magic damage, AP 4, and they are never unarmed - 2 are shaken (K19 & L19) and in cold zone, 1 is clean in cold zone, 1 is clean
Lesser Demons (6): Parry: 6; Toughness: 12 (3); take half damage from non-magical sources
Mondain: he's bad news
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: X Marks the Spot: The Calling

Post by Everett Jackson »

Notice -1, Vigor 6, Healing 5
Notice: [dice:1uu5vsf5]44671:0[/dice:1uu5vsf5]-2=-1 (-1 Glitch, -2 wounds)
Wild: [dice:1uu5vsf5]44671:1[/dice:1uu5vsf5]

Vigor: [dice:1uu5vsf5]44671:3[/dice:1uu5vsf5]-2=6 (+4 Internal Life, -2 Wounds, -2 Ice Mastery)
Wild: [dice:1uu5vsf5]44671:4[/dice:1uu5vsf5]

Healing: [dice:1uu5vsf5]44671:2[/dice:1uu5vsf5] (1d8+2, -2 Wounds)
The mages slice into Everett with their blades, leaving gashes across his armored skin. He is focused on defeatnig them and his adrenaline is pumping, however, so the pain does not bother him much. Everett activates the auto-injection function of his harness, sending medical nanites coursing through his blood.The wounds stop bleeding almost immediately, and the healing process is greatly sped up.

While exchanging blows with the mages, an unnatural chill envelops the area Everett is fighting, and his opponents breath becomes visible and he can see the slight tremors of their muscles as their bodies involuntarily try to stay warm. Everett is as much machine as man, however, and he is perfectly capable of handling the frigid air.

Everett decides to take advantage of his enemies being distracted by the plummeting temperature. He makes a horziontal slashes against the necromancer to his right, hoping to bury Balitrox deep into his side.

Fighting NM 16 (Raise): 27 Damage, AP 6 - 5 Wounds(?); -1 Benny
Fighting [dice:1uu5vsf5]44671:5[/dice:1uu5vsf5] (-1 wound, +2 Wild Attack)
Wild: [dice:1uu5vsf5]44671:6[/dice:1uu5vsf5]
Extra Effort: [dice:1uu5vsf5]44671:7[/dice:1uu5vsf5] Ace: [dice:1uu5vsf5]44671:8[/dice:1uu5vsf5]

Damage: [dice:1uu5vsf5]44671:9[/dice:1uu5vsf5] + [dice:1uu5vsf5]44671:10[/dice:1uu5vsf5] + [dice:1uu5vsf5]44671:11[/dice:1uu5vsf5] (+2 Wild Attack)
Balitrox strikes true, slicing into the necromancer with ease. Everett feels the axe hit something solid, presumably the necromancer's spine, and yanks Balitrox free. He brings Balitrox back to bear on the combat mages as he takes aim with his railgun, lining up shots on every enemy he can see.
Shooting P11: 5; 14 Mega Damage, AP 6 (Nothing)/ D18: 6; 12 Mega Damage, AP 6 (Shaken)
Shooting P05: [dice:1uu5vsf5]44671:12[/dice:1uu5vsf5] (-1 Wound, Rock and Roll!)
Shooting P11: [dice:1uu5vsf5]44671:13[/dice:1uu5vsf5] (-1 Wound, Rock and Roll!)
Shooting E12: [dice:1uu5vsf5]44671:14[/dice:1uu5vsf5] (-1 Wound, Rock and Roll!)
Shootnig D18: [dice:1uu5vsf5]44671:15[/dice:1uu5vsf5] (-1 Wound, Rock and Roll!)
Wild: [dice:1uu5vsf5]44671:16[/dice:1uu5vsf5]

Damage P11: [dice:1uu5vsf5]44671:17[/dice:1uu5vsf5], AP 6
Damage D18: [dice:1uu5vsf5]44671:18[/dice:1uu5vsf5], AP 6
The new arrivals are tough as nails. Everett missed the first creature, but he fires a burst straight into the second demon's chest and it doesn't even flinch. His aim is a little off on the third demon and misses completely. The final shot against the brodkill is well aimed, but the demon is well aware of the danger before Everett makes a pass at him, and manages to avoid taking any damage.

Everett yells to his allies, "My railgun isn't good enough for these new arrivals. I got something that'll work on them, but I need some cover and I can only pick 'em off one at a time! Otherwise...otherwise, I might have to let Balitrox loose."
+2 to all healing checks made on Everett for 24 hours.
Parry at 5 from -2 due to Wild Attack until the beginning of my next turn.
Last edited by Everett Jackson on Sun Oct 21, 2018 5:21 pm, edited 21 times in total.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: The Calling

Post by Alex »

” On it Slatherdaddy. I’ll plug the hole you stop the ritual. I got a plan.”. Alex’s voice sounds a bit creepy but ever the hero he hefts his grenade launcher looking for the perfect spot to let it rip. Got it. Straight up the middle. ” Guess what demon’s? Asnir says hi!” The kid in the super trooper launches grenade after grenade loaded with an angry god who wanted some.

” Thats right ya big ugglies, guess what Ballitrox the dystroyer of demons and deevils is here. Yeah he is coming for you and you better get ready to die because when Ballitrox sets his sights on you... Well its over... Burn it!”
Grenade 1: Shooting 4 Damage 22 MD does not include any additional damage for being holy, Grenade 2, shooting 5 Damage 19 MD does not include any additional damage from holy, Grenade 3 shooting 8, damage 28 MD. All grenades are holy plasma and magic, SBT and MD.
1) Shooting [dice:fyesq9cd]44672:0[/dice:fyesq9cd] ace [dice:fyesq9cd]44672:8[/dice:fyesq9cd]
Damage: [dice:fyesq9cd]44672:4[/dice:fyesq9cd]
2) Shooting [dice:fyesq9cd]44672:1[/dice:fyesq9cd]
Damage [dice:fyesq9cd]44672:5[/dice:fyesq9cd]
3) Shooting [dice:fyesq9cd]44672:2[/dice:fyesq9cd]
Damage [dice:fyesq9cd]44672:6[/dice:fyesq9cd] plus [dice:fyesq9cd]44672:7[/dice:fyesq9cd]
2) subs for 2, Wild [dice:fyesq9cd]44672:3[/dice:fyesq9cd]
Exalted smite 4th round, exalted detect arcana 4th round (16) (-1 ppt per item)
Attachments
3D9933F8-A0DA-484C-80F3-737A73430AEA.jpeg
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A819799B-12D0-4705-9EB8-240CA8729E8D.jpeg
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: The Calling

Post by Gill »

Springing into action the Elemental suddenly comes to alertness again. Knowing what is needed it runs towards the sleeping creature and vigorously shakes it waking the being from the poorly times slumber.

Curatrix, we must see if we can help the ritual. Taking advanatage of the opening created by the young boy and his explosive Gill and Curatrix head towards the opening where Gill can help. Once there Curatrix lifts his sword and swings it with a great force in to the last skeleton.

Gill concentrating does all he can to feed power into the effort for disrupting the spell, more interested in aiding his friends than leading the ritual himself.
OOC Comments
Knowledge Arcana [dice:fq7ej35c]44673:0[/dice:fq7ej35c] Ace [dice:fq7ej35c]44673:4[/dice:fq7ej35c]
Wild [dice:fq7ej35c]44673:1[/dice:fq7ej35c]


Mystic [dice:fq7ej35c]44673:2[/dice:fq7ej35c] Extra Effort [dice:fq7ej35c]44673:5[/dice:fq7ej35c]
Mystic [dice:fq7ej35c]44673:3[/dice:fq7ej35c]


Curatrix still invisible swings his sword and with a mighty blow cleaves the demon/skeleton in half.
Hits for 45 Mega Damage

Fighting [dice:fq7ej35c]44673:6[/dice:fq7ej35c]
Wild Die [dice:fq7ej35c]44673:7[/dice:fq7ej35c]

Damage [dice:fq7ej35c]44673:8[/dice:fq7ej35c] + [dice:fq7ej35c]44673:9[/dice:fq7ej35c] + Should be a raise [dice:fq7ej35c]44673:10[/dice:fq7ej35c]
d12 Ace [dice:fq7ej35c]44673:11[/dice:fq7ej35c]
d10 ace [dice:fq7ej35c]44673:12[/dice:fq7ej35c]
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
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Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Evil Soaks
CM Left is Shaken after grenade 1; spends benny to unshake. CM Left is Shaken after grenade 2 and remains Shaken
Everett powers through the attacks of the combat mages next to him and cuts down the necromancer who had previously taken control - briefly - of the engineered human. The gore is impressive as the death mage leaks vital fluids and assorted organs onto the floor. His subsequent barrage with the railgun manages to miss just about everyone. One strike does nail the brodkil, putting him on his heels. The other one impacts a lesser demon, but the hideous beast laughs and continues charging forward.
Alex's grenade barrage wreaks havoc among the enemy lines. The first grenade tears into the undead monstrosity next to Everett, ending its unlife. The Power Armor Kid lives a charmed life; the first grenade also sniffs out two formerly invisible brodkil who had been sneaking up on the 12th. They die a horrible (holy) death, their bodies becoming visible as life escapes them. Their weapons, a pair of vibro-blade vambraces and an impact hammer, clatter to the ground. The combat mage manages to avoid most of the first blast, but the second grenade catches him, knocking the wind from his chest. The last grenade clears out three more undead monstrosities, wiping them from the field.
The earth elemental moves to action, hoisting Dom up from the floor and encouraging him - vigorously - to return to consciousness. The rift runner obliges, the slumber fading from his eyes. Meanwhile, Gill and Curatrix retreat towards the entryway. Gill begins pouring his own faith-based might into the ritual to close the gate. Curatrix ends the existence of the last animated skeleton, freeing Joseph from his melee.
Updated Maps
Round 4 GH update 1.JPG
Round 4 ent update 1.JPG
Note: the two new brodkil in the great hall are/were invisible brodkil who were hit and killed by Alex's grenade barrage. They appear only for reference.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot: The Calling

Post by Dominic Skodati »

Notice
Notice [dice:2f4w97wd]44689:0[/dice:2f4w97wd]
Wild [dice:2f4w97wd]44689:1[/dice:2f4w97wd]
Waking from his stupor, bruised and sore from the prodding it took to woke him, Dom blinks to try and remember where he was. I always wake up right before the happy ending, he thinks to himself as he clears the cobwebs. All around him the sounds of battle rage and he takes in the sight of demons and portals, and a really hot woman holding his skull. Not the first time I was robbed in my sleep by a beautiful woman.

Shaking aside his fond memories of Chi-Town brothels the Rift Runner gets to his feet and stares at the waxing and waning portal in front of him. Rift saving my ass my saving the world.

Still groggy, but focused on the task at hand, Dom joins back into the ritual to keep Mondain from turning them all into his personal french maids.

"Hey lady, give me back my skull!" He shouts toward Heather, while preparing to go to-to-toe with the skulls occupant.

Spellcasting 9
Spellcasting [dice:2f4w97wd]44689:2[/dice:2f4w97wd]
EE [dice:2f4w97wd]44689:4[/dice:2f4w97wd]
Wild [dice:2f4w97wd]44689:3[/dice:2f4w97wd]
User avatar
Joseph Cook
Bronze Patron
Bronze Patron
Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot: The Calling

Post by Joseph Cook »

Spellcasting 6, Notice 4
Spellcasting [dice:12nnb1tq]44690:0[/dice:12nnb1tq]
Wild Die [dice:12nnb1tq]44690:1[/dice:12nnb1tq]

Notice [dice:12nnb1tq]44690:2[/dice:12nnb1tq]
Wild Die [dice:12nnb1tq]44690:3[/dice:12nnb1tq]
With his adversaries dispatched, Joseph moves swiftly down to K28, just left of Missouri. He hears the rhythmic chanting and quickly surmises the incantation being used and joins his voice to the others attempting to seal the gateway to the other world.
Last edited by Joseph Cook on Mon Oct 22, 2018 9:33 pm, edited 4 times in total.
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Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot: The Calling

Post by Gaspard Gillead »

2 destroyed demons, 2 ritual successes
Notice [dice:3iwdd8nr]44691:16[/dice:3iwdd8nr]
Wild Notice [dice:3iwdd8nr]44691:17[/dice:3iwdd8nr]


Actions:

Cast Mystic Arsenal: 4 MD ice bolts, split between two demons each.
Continue with Ritual.
MAP = -2

H25 Ice Onslaught [dice:3iwdd8nr]44691:0[/dice:3iwdd8nr]
H25 Ice Onslaught [dice:3iwdd8nr]44691:1[/dice:3iwdd8nr]
H33 Ice Onslaught [dice:3iwdd8nr]44691:2[/dice:3iwdd8nr]
H33 Ice Onslaught [dice:3iwdd8nr]44691:3[/dice:3iwdd8nr]
Wild Spellcasting [dice:3iwdd8nr]44691:4[/dice:3iwdd8nr]
Benny to Reroll:
H25 Ice Onslaught [dice:3iwdd8nr]44691:7[/dice:3iwdd8nr]
H25 Ice Onslaught [dice:3iwdd8nr]44691:8[/dice:3iwdd8nr]
H33 Ice Onslaught [dice:3iwdd8nr]44691:9[/dice:3iwdd8nr]
H33 Ice Onslaught [dice:3iwdd8nr]44691:10[/dice:3iwdd8nr]
Wild Spellcasting [dice:3iwdd8nr]44691:11[/dice:3iwdd8nr]
1 Hit-with-raise for each! Fortunately, no one is adjacent to H33, or it would've been friendly fire situation.
Damage H25 [dice:3iwdd8nr]44691:12[/dice:3iwdd8nr] Ace running total [dice:3iwdd8nr]44691:14[/dice:3iwdd8nr]
Damage H33 [dice:3iwdd8nr]44691:13[/dice:3iwdd8nr] Ace running total [dice:3iwdd8nr]44691:15[/dice:3iwdd8nr]

Ritual [dice:3iwdd8nr]44691:5[/dice:3iwdd8nr]
Wild Spellcasting [dice:3iwdd8nr]44691:6[/dice:3iwdd8nr]

Raise on the Ritual
Maybe there's an abundance of cold energy to tap into with Xero present. Maybe Gaspard's just that good. Or maybe he's getting extra juice from being so pissed off at the constant interruptions. Whatever it is that motivates him, he snarls out a hurried incantation, spreading four fingers of his left hand. While two of the blue-white bolts that appear go wide, the other two each strike one of the two demonic interlopers, immediately turning them into icy statues that crack and shatter, falling to the ground in pieces before their material goes back to the plane from whence they were summoned.

As he continues to bolster the ritual trying to shove Mondain back for good, he manages a quick snarl at Dominic. "Knock of that 'my skull' crap. We're taking it to be disposed of properly, not selling it to some schmendrick whose just going to trigger this whole mess again! Now focus on the matter at hand, wouldja?"
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot: The Calling

Post by Xero X Kelvin »

Reflection Across the Ice, Notice 7 _
  • Notice [dice:av597ptz]44702:1[/dice:av597ptz]
  • Wild [dice:av597ptz]44702:2[/dice:av597ptz]

Undead. Gone
Hallway Demons. Gone
Oooh Invisible Brodkil. Gone

What's left? MAGES. Yum. Their mages. Even better. No one will care if I eats one.

Cool Runnings 10 sq _
Pace 8
Run [dice:av597ptz]44702:0[/dice:av597ptz]
L25 to L18 (L17)
Drawing the recently acquired blades from their scabbards, he breathes ice onto them to refine their edges.

Iced Up _
Cold to the Touch
ISP -3 (9/20)
Toughness 5 (6)
Add Weapon Damage 3d6 cold/ice to Fighting
Mage at L16, Left Hand, Vibro Sword _
Ambidexterity
MAP -2
  • Fighting [dice:av597ptz]44702:3[/dice:av597ptz]
  • Wild [dice:av597ptz]44702:4[/dice:av597ptz]
Mage at L16, Right Hand, Vibro Knife _
Ambidexterity
MAP -2
  • Fighting [dice:av597ptz]44702:5[/dice:av597ptz]
  • Wild [dice:av597ptz]44702:6[/dice:av597ptz]
The new blades, mean new tactics. Maybe he should have stuck with one as oppossed to two. But two felt so right.

Either way he prematurely swong at the mage but never hit him or her or it.
Last edited by Xero X Kelvin on Sun Oct 21, 2018 9:15 pm, edited 4 times in total.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..
User avatar
Missouri
Diamond Patron
Diamond Patron
Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot: The Calling

Post by Missouri »

Dropping Boost Toughness on Gaspard, Heather, Gil
Just FYI for those who had it from me (including myself).

Missouri heard Mondain trying to distract them. He saw the demons pour out of the portal and then some of them disappeared, some reappeared due to death. He ignored all that for the most part, his concentration and focus on the ritual to keep the evil presence from getting in to their world. He turned his will towards the ritual for a moment.

Then his sped-up mind and body focus their attention towards the remaining enemies. He barks a word, and a wave of what looks like shimmering heat erupts in the other chamber ahead. It is an energy field that tends to make beings feel tired and fatigued.

He wasn't worried! He was positive that they had this in the bag!

Round 1; Notice 6; Ritual Spellcasting 4
Continuing to maintain Quickness (-2 PPE).
Dropping Boost Toughness.

Notice die [dice:155qdfai]44703:0[/dice:155qdfai], Wild die [dice:155qdfai]44703:1[/dice:155qdfai].
Benny reroll: Notice die [dice:155qdfai]44703:6[/dice:155qdfai], Wild die [dice:155qdfai]44703:7[/dice:155qdfai].

Ritual to close the portal still (-1 for maintaining powers)
Spellcasting die [dice:155qdfai]44703:2[/dice:155qdfai], Wild die [dice:155qdfai]44703:3[/dice:155qdfai].
Benny reroll: Spellcasting die [dice:155qdfai]44703:8[/dice:155qdfai], Wild die [dice:155qdfai]44703:9[/dice:155qdfai].
Round 2, Slumber fails
Firing off a Slumber spell
-If he is able to see any Brodkil from his notice roll or whatnot, then targeting as many as he can in a Medium Burst Template.
-Otherwise, he'll set it to hit what he believes are the maximum number of enemies (even if that includes Everett).

Slumber with Heat (Fatigue) trapping (-1 for maintaining powers).
Spellcasting die [dice:155qdfai]44703:4[/dice:155qdfai], Wild die [dice:155qdfai]44703:5[/dice:155qdfai].
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot: The Calling

Post by Heather Todd »

Federation of Magic/Vault
Morning
Round 4
Notice 10
Notice [dice:hrsqf2du]44720:0[/dice:hrsqf2du]
Ace [dice:hrsqf2du]44720:7[/dice:hrsqf2du]
Wild [dice:hrsqf2du]44720:1[/dice:hrsqf2du]
Heather surveyed the battle. Alex had handled many of the bad guys in the other room quite handily, but the demon in the portal had sent more demons. Heather knew she was just in the way, unable to help with the ritual.

"Hey, lady, give me back my skull!" the stranger shouted toward Heather.

Heather glanced at him. “How can I trust you with it?” she asked. She supposed they needed it for the ritual, however, so she sighed and handed it over. “The name is Heather,” she told him before turning back to the threats in the room. She needed to protect the ritual.

But...Gaspard seemed to have that well in hand as he destroyed two demons and returned to the ritual.

So it looked like the other room needed the help. That was good. Heather walked toward the other room, dropping the plasma ejector she had taken from the brodkil near Everett, in case he needed it. Heather reached out with her telekinesis and grabbed the most injured combat mage and threw him across the room into the brodkil she had disarmed.
Psionics 17; opposed Spirit
+2 Mentalist, 4 ISP for +4
Psionics [dice:hrsqf2du]44720:2[/dice:hrsqf2du]
Wild [dice:hrsqf2du]44720:3[/dice:hrsqf2du]
Damage to both mage and brodkil 12, or 15 if Raise
[dice:hrsqf2du]44720:4[/dice:hrsqf2du] + [dice:hrsqf2du]44720:5[/dice:hrsqf2du]
Raise if applicable [dice:hrsqf2du]44720:6[/dice:hrsqf2du]
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot: The Calling

Post by Dominic Skodati »

Heather Todd wrote: Mon Oct 22, 2018 3:40 am Heather glanced at him. “How can I trust you with it?” she asked. She supposed they needed it for the ritual, however, so she sighed and handed it over. “The name is Heather,” she told him before turning back to the threats in the room. She needed to protect the ritual.
Great, concentrating on a ritual to save the world and now the lady wants to pick me up. We'll not the most unusual circumstance, there was that time in the Fadetown in Ohio. Taking back the skull and redoubling his efforts, the newcomer takes a moment to reply, "You can trust me cause your boss sent me. And, the name's Dom. If we aren't all slaves to a new master you can buy me a drink when this is all over."

Yep, that's me. Suave like a Vanguard Brawler.
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Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Combat Mage Football
Combat Mage left Spirit roll vs. TK: (-2 due to Ice Mastery)
[dice:3dq8sxjx]44801:0[/dice:3dq8sxjx]
Ace with prior
[dice:3dq8sxjx]44801:2[/dice:3dq8sxjx]

WD Spirit
[dice:3dq8sxjx]44801:1[/dice:3dq8sxjx]
Ace WD with prior
[dice:3dq8sxjx]44801:3[/dice:3dq8sxjx]
Heather telekinetically hefts the combat mage and wings him across the room. The human projectile is shockingly effective. His wielded draining blade strikes the stunned brodkil, running him through. The cybernetically enhanced demon falls to the ground, dead. The mage takes a crack on his head from the follow-through. Blood drips from his freshly broken nose. The other mage shouts out. "I've got the big lummox. Stop that ritual! Take the entryway back!"
As she scans the flying mage across the battlefield, she spots two shifting outlines of forms - two more invisible brodkil are rushing to her position! She calls out a warning in time for Curatrix to ready his defense!
End of Round 4 evil actions
Mondain spellcasting to counter the ritual - 12th gets 2 successes to close the door
[dice:3dq8sxjx]44801:4[/dice:3dq8sxjx]

WD Spellcasting
[dice:3dq8sxjx]44801:5[/dice:3dq8sxjx]

Mondain triggers Corruption effect: all members of 12th roll Spirit vs. Corruption at -2

CM Left: Spirit to unshake at -1 (wound) - Crit Fail (no unshaking for you!)
[dice:3dq8sxjx]44801:6[/dice:3dq8sxjx]

WD Spirit
[dice:3dq8sxjx]44801:7[/dice:3dq8sxjx]

CM Right Quickness (w/ raise) Turn 1: Move to N16 (remains engaged with Everett) Cast Greater Lower Trait: Vigor on Everett - must resist 10 or drop Vigor 2 steps, 4 if the roll is 6 or less
[dice:3dq8sxjx]44801:8[/dice:3dq8sxjx]
Benny EE with prior
[dice:3dq8sxjx]44801:19[/dice:3dq8sxjx]

WD Spellcasting
[dice:3dq8sxjx]44801:9[/dice:3dq8sxjx]

Fighting vs. Everett
[dice:3dq8sxjx]44801:10[/dice:3dq8sxjx]
Ace with prior
[dice:3dq8sxjx]44801:20[/dice:3dq8sxjx]

Damage with raise = 16 (no effect even with GLT)
[dice:3dq8sxjx]44801:27[/dice:3dq8sxjx]
[dice:3dq8sxjx]44801:28[/dice:3dq8sxjx]
[dice:3dq8sxjx]44801:29[/dice:3dq8sxjx]

WD Fighting
[dice:3dq8sxjx]44801:11[/dice:3dq8sxjx]

CM Right Quickness (w/ raise) Turn 2:
Casting Exalted Smite - Black Death (Necromantic Fear trapping):
[dice:3dq8sxjx]44801:12[/dice:3dq8sxjx]

WD Exalted Smite:
[dice:3dq8sxjx]44801:13[/dice:3dq8sxjx]

Fighting Everett
[dice:3dq8sxjx]44801:14[/dice:3dq8sxjx]

WD Thing 2:
[dice:3dq8sxjx]44801:15[/dice:3dq8sxjx]

Benny Fighting
[dice:3dq8sxjx]44801:21[/dice:3dq8sxjx]

WD Benny Fighting
[dice:3dq8sxjx]44801:22[/dice:3dq8sxjx]
Ace with prior
[dice:3dq8sxjx]44801:30[/dice:3dq8sxjx]

Damage with flaming sword, raise, and black death smite trapping - no damage, but Everett must roll Spirit vs. Fear
[dice:3dq8sxjx]44801:34[/dice:3dq8sxjx]
[dice:3dq8sxjx]44801:35[/dice:3dq8sxjx]
[dice:3dq8sxjx]44801:36[/dice:3dq8sxjx]

Invisible Brodkil left (impact maul): moves to I-22 and attacks Curatrix with gang-up +1
[dice:3dq8sxjx]44801:16[/dice:3dq8sxjx]
Ace with prior
[dice:3dq8sxjx]44801:23[/dice:3dq8sxjx]

Damage to Curatrix with impact maul: = laughable
[dice:3dq8sxjx]44801:31[/dice:3dq8sxjx]
[dice:3dq8sxjx]44801:32[/dice:3dq8sxjx]
[dice:3dq8sxjx]44801:33[/dice:3dq8sxjx]

Invisible Brodkil right (thunderer combat hammer): moves to J-22 and attacks Curatrix with gang-up +1
[dice:3dq8sxjx]44801:17[/dice:3dq8sxjx]

Damage to Curatrix with Thunderer = 18, no damage
[dice:3dq8sxjx]44801:24[/dice:3dq8sxjx]
[dice:3dq8sxjx]44801:25[/dice:3dq8sxjx]
[dice:3dq8sxjx]44801:26[/dice:3dq8sxjx]

Mass Lesser Demon Run:
[dice:3dq8sxjx]44801:18[/dice:3dq8sxjx]

Lesser demon attacks Curatrix with MAP
[dice:3dq8sxjx]44801:37[/dice:3dq8sxjx][

Statheros mass Greater Boost Trait - Spirit - adds +2 die types to Spirit for all 12th WCs
[dice:3dq8sxjx]44801:38[/dice:3dq8sxjx]

WD GBT
[dice:3dq8sxjx]44801:39[/dice:3dq8sxjx]
The might of Mondain is not easily overcome. The frightening entity pours his immense arcane might into forcing open the barrier between worlds. He is rebuffed by the cumulative efforts of the Dirty Dozen! The door begins to close! He shouts into your souls, the sickening wail reverberating off of the walls which seem to catch and magnify his voice. "No! I'll not yield so easily. Not even The Steadfast can save you from me! TURN! JOIN ME!" The wretched feeling of all the evil things you've never known you wanted to do rushes to the front of your mind. The Corruption of the skull is writhing its way into your soul.
Statheros calls out. "Hold fast! You are gaining on him! I am closing his open doors. Resist his putrescence!" Statheros' staff glows briefly. The glow, though, seems drawn to you. The individual points of light seem to seep into your skin. You feel a warm, reassuring hope countering the evil urges within you.
The newly relocated combat mage looks around the hall in a daze, and can only muster the strength to look at the blood pouring from his nose. The other one shouts orders to the demons and the invisible brodkil; the demons seem to be driven by other orders. The brodkil, though, close the distance to Curatrix, dropping their shroud of invisibility in time to connect frightfully with their weapons. They are ill-suited to overcoming the Guardian's armor, though, and bounce harmlessly off of him. They curse their fortune and pull back for another swing! They are joined by one of the lesser demons who has bridged the gap. His strike, too, falls pitifully short of even making contact.
The combat mage still engaged in combat with Everett tries his best to overcome the overgrown human's armored skin. He even levels an enchantment at him designed to drop his toughness. It has little effect. The first swing does little more than singe the tatters of Everett's clothing. The second swing, though, is coated in a hideous black ichor. Upon contact, it flashes nightmares through Everett's mind, striking at his soul.
Statheros seems to have closed two of the open gates. 4 more are still open, and 4 more lesser demons emerge from the tears. They look to follow their comrades towards the entry!
Round 5 Initiative
Round 5 initiative.JPG
Phase based. 12th average draw is higher than your enemy. The 12th may act again.
Round 5 Maps
Round 5 overview.JPG
Round 5 great hall.JPG
Round 5 entryway.JPG
Instructions
Everyone: Take a benny for slick roleplaying during combat and a quick combat round. "Nice try, Lao Che!" was a great touch.
12th may act. Please begin your post with a Spirit roll -2 vs. Corruption, but factor in Statheros' Boost Trait added +2 die types to your Spirit. Everett must resist Greater Lower Trait vs a 10, but may do so with his elevated Spirit from Statheros' spell, and AFTER his Corruption roll. Heather has sussed out the last of the invisible brodkil. No further notice rolls are required unless you're looking for something specific.
Those involved with the ritual have gained 2 of 5 successes required. Keep at it!
Enemy Statistics and Statuses
Combat Mages: Parry: 6 (10 with greater deflection); Toughness: 15 (7); D18 has 1 wound and is shaken; N16 is unharmed and doesn't like Everett
Lesser Demons (6): Parry: 6; Toughness: 12 (3); take half damage from non-magical sources
Mondain: he's bad news and really angry, too
Xero map update
Xero was placed incorrectly. This map updates his current position.
Xero update.JPG
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot: The Calling

Post by Gaspard Gillead »

Spirit 7, Ritual 6
Boosted Spirit [dice:11eh01sx]44803:0[/dice:11eh01sx]
Wild Spirit [dice:11eh01sx]44803:1[/dice:11eh01sx]

Just the Ritual this round.

Spellcasting [dice:11eh01sx]44803:2[/dice:11eh01sx]
Wild Spellcasting [dice:11eh01sx]44803:3[/dice:11eh01sx]
.
Wiping the sweat from his brow, Gaspard shudders as the wave of corruption rolls over him, but he emerges untainted yet. "I faced stronger temptations when I was a fledgling apprentice, Mondain! You'll have to do better than that to claim my soul!" And with that, he pushes back again with the ritual--perhaps not as fervently as some of his prior attempts, but still bolstering it firmly.

As he does so, he glances at Alex, feeling guilty even as the words come out of his mouth. "Hey, kid, can you move that wonderful machine of yours up by Heather? I think she's gonna need the support in a moment."
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot: The Calling

Post by Xero X Kelvin »

Corruption Save, Spirit 6 _
Boost +2 die types
d10 to d12+1
Corruption -2
[*] Spirit [dice:2gq4rj5v]44804:0[/dice:2gq4rj5v] (+1, -2, total -1)
[*] Wild [dice:2gq4rj5v]44804:1[/dice:2gq4rj5v]
Xero closes distance (Pace 8, to N17) on the mage nearest Everett (N16). The vibro knife and vibro sword both get resheathed. Xero attacks the mage using just a single Ice Lance.

Mage at N16, Ice Lance 15, success; Damage 16, 4 AP _
Still Active Cold to the Touch
Toughness 5 (6)
  • ISP -4 (5/20) +2 Psionics
    ISP -2 (3/20) +4 AP
  • Psionics [dice:2gq4rj5v]44804:2[/dice:2gq4rj5v]
  • Aced! Psionics [dice:2gq4rj5v]44804:4[/dice:2gq4rj5v]
  • Wild [dice:2gq4rj5v]44804:3[/dice:2gq4rj5v]
Damage
[*] [dice:2gq4rj5v]44804:5[/dice:2gq4rj5v]
[*] +2 for Assassin
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot: The Calling

Post by Heather Todd »

Spirit 7
Boosted to d12, -2 difficulty
Spirit [dice:ttn6g1bl]44824:0[/dice:ttn6g1bl]
Wild [dice:ttn6g1bl]44824:1[/dice:ttn6g1bl]
Exalted TK 23; opposed Spirit
+2 Mentalist, spend 4 ISP for +4
Psionics [dice:ttn6g1bl]44824:2[/dice:ttn6g1bl]
Ace [dice:ttn6g1bl]44824:4[/dice:ttn6g1bl]
Wild [dice:ttn6g1bl]44824:3[/dice:ttn6g1bl]
Damage 16, Raise 17
[dice:ttn6g1bl]44824:5[/dice:ttn6g1bl] + [dice:ttn6g1bl]44824:6[/dice:ttn6g1bl]
If raise [dice:ttn6g1bl]44824:7[/dice:ttn6g1bl]
Benny that damage [dice:ttn6g1bl]44824:8[/dice:ttn6g1bl] + [dice:ttn6g1bl]44824:9[/dice:ttn6g1bl]
If raise [dice:ttn6g1bl]44824:10[/dice:ttn6g1bl]
Federation of Magic/Vault
Morning
Round 5

“Our boss?” Setnaja? Heather thought, though she didn’t give his name. She would mind ream -- read him later to find out the truth. “Wait, buy you a drink?”

But Heather had more important things to concern herself with as she slammed the combat mage into the brodkil. And the shimmering invisible forms of more brodkil.

“Curatrix! Watch out! More brodkil!”

Heather felt the corruption of the skull in her mind. She imagined the man, Count Atrocles, that had razed her village and killed her family, imagined tearing out his heart with the power of her mind, squeezing it until it burst. Nothing could stop her from taking what she wanted. She could take that insufferable Dom and--

Heather shook her head, fighting off the corruption, and took a breath to refocus. No. They had to complete the ritual. She had to hold the archway, the choke point, so the others could finish.

Xero moved up to aid Everett against the combat mage.

“Xero, Everett! Fall back to the archway!” Heather called. Damn, those brodkil had moved up as well and were threatening Gill! Everett would have to wait.

Heather grabbed the brodkil in front of Gil with her mind and threw it into the dazed combat mage she had just thrown before.
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Joseph Cook
Bronze Patron
Bronze Patron
Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot: The Calling

Post by Joseph Cook »

Spirit 5 Spellcasting 11
Spirit [dice:31ixx284]44831:0[/dice:31ixx284]
Wild Die [dice:31ixx284]44831:1[/dice:31ixx284]
Benny to EE
[dice:31ixx284]44831:2[/dice:31ixx284]

Spellcasting [dice:31ixx284]44831:3[/dice:31ixx284]
Wild Die [dice:31ixx284]44831:4[/dice:31ixx284]
Explode
[dice:31ixx284]44831:5[/dice:31ixx284]
The beings seductive words move Joseph. For a moment, he sees it, Joining Mondain, crushing these meek creatures daring to stop them, ruling the world at the entities side... but then, his training kicks in. He's able to blink away the vision and stuff it down where all the bad thoughts go. He focuses himself using the training exercise he learned while fighting for Tolkien and precisely chants the incantation, doing his best to help close the portal to the other world.
Last edited by Joseph Cook on Tue Oct 23, 2018 2:46 pm, edited 4 times in total.
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: The Calling

Post by Alex »

Spirit [dice:1d4f12m4]44832:0[/dice:1d4f12m4] wild [dice:1d4f12m4]44832:1[/dice:1d4f12m4]
Alex points the business end of the Fusion rocket launcher at Slatheros and almost squeezes the trigger. Not today, not ever you fracker. I am Alex of Silverbluff rodie extraordinair for the greatest band to ever grace this post post apocoliptic earth: Drie Marbles Left. I saw you coming before we even left for this trip... The Trip!
Heather
@KahlessNestor Miss Heather, I hope you are still inside here! Something just occured to me... Setninja, Slatheros, this new guy Dom... What if their goals are the same as these cultists goals... Are we caught in a race to see who can free this Power Incarnate? That Dom guy looks familiar, almost like this guy I used to see hanging arround a shop my dad used to take me too... But that guy was super cool... This guy I don’t know. We need Gaspard, Gill, Joseph to put some knowledge of things arcane on that ritual. Something about it is burning my gut. I think what is bothering me is Slatheros woke up at the right time to close the portal, its pretty convienient he knows how to close it... Or is he just trying to get us to focus on opening the right one?
Got it Miss Heather! You keep sparkling and I’ll take care of that hole!
Alex inside his PA moves quickly up to Gills side, he lets he GL go loose hanging by its strap. ” Like Heather said fall back to this archway folks. Curcarix and Evertte we hold the line here!” Time to be a hero! I wonder if this is how Libertas feels during crunch time. He stabs the brodkill infront of Gill (Or Missouri) with his embedded vibro blade and shoots his anti mounted vehicle rocket at the combat mage hiding in the doorway on the left side.

” Missouri, Gill use me as cover. I’ll take their hits you guys finish them off!” The kids play acting of Ballitrox the unworthy is dropped as Heather’s tone spoke volumes.
Inside the Suit
” Archie, you ready?”
The computer’s dull robotic voice responds, ” I am not ready for this. You have put us directly in harms way. I will complain to my congressman!”
” I know Archie, I am scared too. I feel another leg loosimg moment coming on. But its better me than anyone else. Up date the team to get behind.”
Archies robot voice echoes within the suit, ” Position updated and messege sent.”
Brodkill fighting 15 damage 17AP4 MD vibrosword, combat mage shooting 8, 20AP11 MD anti vehicle rocket, rocket launchers are not listed as having an agility roll to dodge.
Fighting -2 +3= [dice:1d4f12m4]44832:2[/dice:1d4f12m4] ace [dice:1d4f12m4]44832:4[/dice:1d4f12m4]wild [dice:1d4f12m4]44832:3[/dice:1d4f12m4]
Damage [dice:1d4f12m4]44832:8[/dice:1d4f12m4] plus [dice:1d4f12m4]44832:9[/dice:1d4f12m4] plus [dice:1d4f12m4]44832:10[/dice:1d4f12m4] ap4
Shooting anti vehicle rocket [dice:1d4f12m4]44832:5[/dice:1d4f12m4] wild [dice:1d4f12m4]44832:6[/dice:1d4f12m4] ignores 2 pts of shooting penalties so no snap fire benny ef [dice:1d4f12m4]44832:7[/dice:1d4f12m4]
Damage: [dice:1d4f12m4]44832:11[/dice:1d4f12m4] ap11 ace [dice:1d4f12m4]44832:12[/dice:1d4f12m4]
Hindrence at play
Heroic
Attachments
6C2629DB-4467-4790-8674-336E006D1C29.jpeg
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot: The Calling

Post by Dominic Skodati »

Spirit 5
Spirit [dice:3sh0lj4n]44864:0[/dice:3sh0lj4n]
Wild [dice:3sh0lj4n]44864:1[/dice:3sh0lj4n]
Spellcasting 4
Spellcasting [dice:3sh0lj4n]44864:2[/dice:3sh0lj4n]
Wild [dice:3sh0lj4n]44864:3[/dice:3sh0lj4n]
EE [dice:3sh0lj4n]44864:4[/dice:3sh0lj4n]
1 benny left!
User avatar
Missouri
Diamond Patron
Diamond Patron
Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot: The Calling

Post by Missouri »

The Round

Corruption! Missouri is forced to use the anti-corruption token they were given.
  • Spirit roll at +2 die types but -2 to total.
  • Spirit die [dice:ikehgobq]44913:0[/dice:ikehgobq], Wild die [dice:ikehgobq]44913:1[/dice:ikehgobq].
  • Extra Effort: [dice:ikehgobq]44913:4[/dice:ikehgobq].
Ritual! Success, barely. No! Push on! We're HEROIC, damnit! Yup. 1 Success. Sigh.
  • -1 for maintaining Quickness.
  • Spellcasting die [dice:ikehgobq]44913:2[/dice:ikehgobq], Wild die [dice:ikehgobq]44913:3[/dice:ikehgobq].
  • Reroll - Spellcasting die [dice:ikehgobq]44913:5[/dice:ikehgobq], Wild die [dice:ikehgobq]44913:6[/dice:ikehgobq].
  • Reroll - Spellcasting die [dice:ikehgobq]44913:7[/dice:ikehgobq], Wild die [dice:ikehgobq]44913:8[/dice:ikehgobq].
Quickness - switching out to Shard Pistol once more.


Missouri felt the pull at his soul, his very being. Something - no, not something. It was pretty obvious it was the otherworldly creature the ritual was trying to prevent from entering their world. He grit his teeth and tried to resist but the drain from spells and the ritual, combined with fading adrenaline, was too much. He felt the corruption begin to take hold. As a last ditch move, he pulled out and focused on the token they had been given previously by the strange elf-like people. It pushed the corrupting influence back and Missouri gasped for air as if he'd been swimming in oil.

He put away the TK machinegun and began to pull out the Shard Pistol once more as he focused his mental and magical energies on the ritual once more. But his will had been weakened. He pushed even harder at it, trying to make a bigger difference, a bigger dent in the approach of the evil entity - but he couldn't. He couldn't muster the will. Sweat dripped from his brow as he glared at the brodkil threatening Gil.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
User avatar
Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: The Calling

Post by Gill »

Corruption, both make it.
Gill Corruption
Spirit [dice:1w83j7lw]44926:0[/dice:1w83j7lw] Extra effort [dice:1w83j7lw]44926:4[/dice:1w83j7lw]
Wild die [dice:1w83j7lw]44926:1[/dice:1w83j7lw]

Curatrix Corruption
Spirit [dice:1w83j7lw]44926:2[/dice:1w83j7lw]
Wild [dice:1w83j7lw]44926:3[/dice:1w83j7lw]

With the warning from heather and Alex coming to the rescue Gill is grateful. "Thank you, this evil is distracting me. Curatrix, please coordinate with Alex."

Nodding in agreement Curatrix cuts the Brodkil in front of him in half and moves to Gills location to help form the needed blockade. Thinking he it really this kid, he is energetic and helpful, but too young to be in the field of battle. Gill moves forward dividing the focus of his will; asking for more help from any sentinels willing to come to his call and helping with the ritual. "Please help bring balance to this corruptions and purity to this impurity. For without your balance we have only chaos." Killing the two demons holding Curatrix in place the Elementals form a interspersed wall preventing any others from getting through. Gill moves to the opening between the Corinthian columns across from the ritual to better aid the battle there.

10 to hit and 17 AP 2 Damage to Brodkil, moves adjacent to Alex blocking the way
Wild Attack with Rune Blade
Fighting [dice:1w83j7lw]44926:5[/dice:1w83j7lw]
Wild [dice:1w83j7lw]44926:6[/dice:1w83j7lw] Ace [dice:1w83j7lw]44926:7[/dice:1w83j7lw]
Damage [dice:1w83j7lw]44926:8[/dice:1w83j7lw] + [dice:1w83j7lw]44926:9[/dice:1w83j7lw]
Summoned 4 Sentinels (SWD) who immediately attack the demons, Aid Ritual 8
-2 MAP
Force Multiplication
Mysticism [dice:1w83j7lw]44926:10[/dice:1w83j7lw] EE [dice:1w83j7lw]44926:14[/dice:1w83j7lw]
Wild Die [dice:1w83j7lw]44926:11[/dice:1w83j7lw]

Let old elemental release so I don't pay maintenance


Ritual
Mysticism [dice:1w83j7lw]44926:12[/dice:1w83j7lw] EE [dice:1w83j7lw]44926:15[/dice:1w83j7lw]
Wild Die [dice:1w83j7lw]44926:13[/dice:1w83j7lw]
Sentinels, Hit Demon 19 for 23 damage, Hit Demon 20 for 17 and 19 damage
Sentinel's attacks on Demons
Fighting d10, Gang up +1, Wild attack +2 to each side of demon of row 20
Fighting [dice:1w83j7lw]44926:16[/dice:1w83j7lw]
  • Damage [dice:1w83j7lw]44926:20[/dice:1w83j7lw] + [dice:1w83j7lw]44926:21[/dice:1w83j7lw]
Fighting [dice:1w83j7lw]44926:17[/dice:1w83j7lw]
  • Damage [dice:1w83j7lw]44926:22[/dice:1w83j7lw] + [dice:1w83j7lw]44926:23[/dice:1w83j7lw]
Fighting d10, Gang up +1, Wild attack +2 to each side of demon on row 19
Fighting [dice:1w83j7lw]44926:18[/dice:1w83j7lw]
Fighting [dice:1w83j7lw]44926:19[/dice:1w83j7lw]
  • Damage [dice:1w83j7lw]44926:24[/dice:1w83j7lw] + [dice:1w83j7lw]44926:25[/dice:1w83j7lw]

Sentinel
A sentinel is a larger and more powerful version of a bodyguard.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+3, Vigor d10
Skills: Fighting d10, Intimidation d10, Notice d8
Pace: 8; Parry: 6; Toughness: 14 (4)
Gear: Great sword (Str+d10; Parry –1)
Special Abilities:
• Arcane Bond: Sentinels count as having Arcane Resistance for anyone other than their summoner.
• Armor +4: Stone skin.
• Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
• Fearless: Sentinels are immune to fear and Intimidation.
• Improved Sweep: Sentinels may attack everyone adjacent to them as a single action.
• Size +3: Sentinels are 8–9 feet tall and very dense.
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
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Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot: The Calling

Post by Heather Todd »

Unfortunately when the battle started, Heather had to drop her telepathy to focus on the fight, so she was unable at this time to hear Alex’s concerns at this time. Had she done so, she might have shared them and done a bit more digging.
OOC Comments
Good writing for Alex there, Jon. Unfortunately I was using her telepathy under “casual powers” use during RP time, so she doesn’t have it up right now unless I pay for it. Just a bit of explanation so you don’t think I’m ignoring. If you want her to start playing switchboard I can do that, but it imposes penalties on her other actions. It’s a useful ability for coordinating scouting though.
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Everett Jackson
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Posts: 99
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Re: X Marks the Spot: The Calling

Post by Everett Jackson »

Spirit 6, Spirit 4
Spirit vs Corruption
Spirit: [dice:pckbt9c3]45215:0[/dice:pckbt9c3]-1= 6
Wild: [dice:pckbt9c3]45215:1[/dice:pckbt9c3] Ace: [dice:pckbt9c3]45215:2[/dice:pckbt9c3]

Spirit vs Greater Lower Vigor
Spirit: [dice:pckbt9c3]45215:3[/dice:pckbt9c3]
Wild: [dice:pckbt9c3]45215:4[/dice:pckbt9c3]
Everett feels the pull of Balitrox stronger than ever. Mondain's voice seems to empower Balitrox's will, and he envisions himself taking the axe and splitting each of his allies’ heads open with it. Then the remaining mage would suffer the same fate. Finally, he sees visions of himself gleefully cutting down any users of magic who would stand in Mondain's way.

Then he snaps back to reality as he is hit by wave after wave of nausea. Everett throws up, and almost gets stabbed while vomiting. He parries the blow with Balitrox and stands up straight.

Hearing Heather's orders, he turns and runs from the combat mage, doing his best to dodge away unscathed. Then he takes up position near Curatrix and Alex, ready to weather the coming storm.

Vigor -4 die steps (d4); Toughness -2 (23[12])
Defend: Parry +2 (8)
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
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Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

Enemy Actions
CM right was Shaken by Xero's attack
Spirit to unshake
[dice:3t8pweeq]45218:0[/dice:3t8pweeq]

WD Spirit
[dice:3t8pweeq]45218:1[/dice:3t8pweeq]

Quickness turn 1: Fighting vs. Xero
[dice:3t8pweeq]45218:7[/dice:3t8pweeq]

Damage to Xero with Necromantic Fear Smite - 10 = 1 wound and must roll Spirit vs. Fear after results of soak (may apply wound modifier if not soaked)
[dice:3t8pweeq]45218:22[/dice:3t8pweeq]
[dice:3t8pweeq]45218:23[/dice:3t8pweeq]

WD Fighting Xero
[dice:3t8pweeq]45218:8[/dice:3t8pweeq]

Casting Greater Armor with Darkness / Shroud trapping (-1 to hit) - failed
[dice:3t8pweeq]45218:9[/dice:3t8pweeq]

WD Greater Armor
[dice:3t8pweeq]45218:10[/dice:3t8pweeq]

Quickness turn 2: Fighting vs. Xero
[dice:3t8pweeq]45218:11[/dice:3t8pweeq]

Damage to Xero with Necromantic Fear Smite
[dice:3t8pweeq]45218:24[/dice:3t8pweeq]
[dice:3t8pweeq]45218:25[/dice:3t8pweeq]
One Ace with prior - 6 total wounds, must roll Spirit vs. Fear after wound penalties apply
[dice:3t8pweeq]45218:15[/dice:3t8pweeq]

WD Fighting vs. Xero
[dice:3t8pweeq]45218:12[/dice:3t8pweeq]

Spellcasting Onslaught vs. Curatrix - Lightning
[dice:3t8pweeq]45218:13[/dice:3t8pweeq]
Ace with prior
[dice:3t8pweeq]45218:26[/dice:3t8pweeq]

Damage vs. Curatrix with raise
[dice:3t8pweeq]45218:16[/dice:3t8pweeq]

GM Benny to reroll damage
[dice:3t8pweeq]45218:21[/dice:3t8pweeq]
2 Ace with prior
[dice:3t8pweeq]45218:30[/dice:3t8pweeq]

WD Onslaught
[dice:3t8pweeq]45218:14[/dice:3t8pweeq]

CM Left takes the brodkil impact, suffering a 2nd wound
CM Left spends his last benny to soak Alex's shot (24 AP 11 = 2 new wounds after Greater Deflection - He's Dead, Jim)
[dice:3t8pweeq]45218:2[/dice:3t8pweeq]

CM Left WD Soak
[dice:3t8pweeq]45218:3[/dice:3t8pweeq]

12th total ritual = 17 (net 1 more success, 3 total in favor of the 12th)

Mondain spellcasting vs. ritual
[dice:3t8pweeq]45218:4[/dice:3t8pweeq]

WD Spellcasting
[dice:3t8pweeq]45218:5[/dice:3t8pweeq]

Mondain triggers Corruption roll at -3 (seems to be getting worse as the door closes...)

Mass Demon Run (where they are not within 6 pace of combat with the guardians of the gateway)
[dice:3t8pweeq]45218:6[/dice:3t8pweeq]

Demon moves to N21, attacks Sentinel at N20 with gangup +1, -2 MAP
[dice:3t8pweeq]45218:17[/dice:3t8pweeq]

Demon moves to N19, attacks Sentinel at N20 with gangup +1, -2 MAP
[dice:3t8pweeq]45218:18[/dice:3t8pweeq]

Demon moves to H21, attacks Sentinel at H20 with gangup +1, no MAP (didn't run)
[dice:3t8pweeq]45218:19[/dice:3t8pweeq]

Damage with raise (Acing above roll with 1 equals raise) = 13, no damage to Sentinel
[dice:3t8pweeq]45218:27[/dice:3t8pweeq]
[dice:3t8pweeq]45218:28[/dice:3t8pweeq]
[dice:3t8pweeq]45218:29[/dice:3t8pweeq]

Demon moves to G20, attacks Sentinel at H20 with gangup +1, -2 MAP
[dice:3t8pweeq]45218:20[/dice:3t8pweeq]

Demon runs to P13

Demon runs to K15

One portal closes

3 new demons appear from the 3 remaining portals

Balitrox vigorously objects to leaving an un-slaughtered evil mage alive and running away
Rockets and swords fly willy-nilly. So do brodkil. While Gaspard, Dom, Missouri, Joseph, and Gill pour their arcane energies into sealing the door, Heather's awesome mental powers take a firm grip of the brodkil eyeing Gill, and she proceeds to whip him into the dazed combat mage at the left side of the hall. The mage offers little resistance to the oncoming demon, taking another knock on the head for his trouble. The brodkil follows through, his own skull impacting on the wall behind, the contents of his head emptying onto the floor.
Xero advances and strikes a blow against the mage engaged with Everett, drawing his attention, but no blood. "You're gonna pay for that! Help me burn this icy fool!" He shouts at the demons pulled into the world by Mondain, but they unanimously ignore him. Everett takes the opportunity to disengage, taking up a position near Alex and Curatrix. Balitrox is furious. "YOU MISERABLE FLESHBAG! I want that wizard's BLOOD! His life should be flowing down my blade! Where do you think you're fleeing to, you spineless meathead?! GO BACK! Ignore that vile wench. She doesn't rule you. I do!"
Alex heeds Heather's call, advancing into the line, sword flitting about like a seasoned veteran of the battlefield. One brodkil meets a grisly end at the wrong side of Alex's vibrosword. The wounded combat mage stares at the power armor, making not even a pretense of moving out of the way as Alex's rocket tube glows, then ejects the last thing the mage ever sees. He explodes in a red mist.
The mage, having shaken off Xero's attack, replies in kind. The first slash of the flaming sword cuts into his flesh, enough to let him know he's in a fight. The dark force surrounding the flaming blade seeps into Xero's mind, and thoughts of his cold skin melting in a blazing volcano invade his consciousness. The mage tries to secure his person in a suit of arcane armor, but the spell fizzles. Angrier now, he redoubles his efforts, slicing at Xero, this time with devastating effect. He follows it up with an arcing bolt of lightning striking Curatrix with great force. He shouts out as Alex's rocket obliterates his friend. "Shen! YOU BASTARDS! I'll rip out your hearts!"
To aid the effort at defense, Gill pulls more elemental sentinels into the fight. They react to the presence of demons with vicious efficiency, cutting down the nearest two and taking up a defensive position. They'll have more fodder, though. As one portal closes with Statheros' voice shouting "Remain true! He cannot triumph over you!" over the din, the three remaining rips spit out three more demons. The others sprint forward, massacre on their minds. They take up positions at the sentinels, swinging for blood, but only one connects, and then only barely. Their silent urgency is overshadowed by the enraged voice of Mondain. "How can this...HURRY TO ME, my minions! STOP THEM NOW! HURRRRRRRYYYYYY!" Despite the awesome arcane might of this being, the unified magical force of the 12th, with the mysterious newcomer joining them, succeeds in pushing the door further closed. As if in an inversely proportional reaction, that feeling of hideous urges and depraved depths strikes you again, harder this time. You want nothing more than to rip out the throat of your neighbor and drink.
Instructions
First thing's first: It's my birthday. Happy birthday to me! Take a benny!
Second thing's second: Missouri drew a joker. Take a benny! Missouri, +2 to all your rolls this round.
Next thing's next: Xero has sustained 1 wound from the first attack, and 6 wounds from the 2nd. How you choose to address these is up to you. Each successful attack triggers a required Spirit vs. Fear check, and the wound modifiers would apply should you choose not to or fail to soak. Being scared to death won't matter much if you've been chopped in half. If you can soak the first wound, you stand a better chance to soak some part of the next 6. Or you can take the incapacitation and roll to avoid death.
Curatrix has sustained all of 1 wound after taking 2 rolls of 7d6. Amazing. I assume he should soak. He must also make a Vigor roll or be at -2 to his Parry until his next action.
Once soaks and fear rolls are resolved, everyone has another Spirit vs. Corruption roll to make, this time at -3.
Staying with side-based initiative, the 12th may act first. Gill, don't forget to do something with your earth elemental in addition to your new sentinels.
Round 6 Initiative
Round 6 initiative.JPG
Round 6 Maps
Round 6 overview.JPG
Round 6 great hall.JPG
Round 6 entryway.JPG
Enemy Statistics and Statuses
Combat Mage: Parry: 6 (10 with greater deflection); Toughness: 15 (7); N16 is unharmed, has Quickness active (with a raise) as well as Necromantic Fear Smite (+4 damage)
Lesser Demons (9): Parry: 6; Toughness: 12 (3); take half damage from non-magical sources
Mondain: he's becoming increasingly angry
GM EDIT
Xero has ice armor active. Combat Mage suffers 3d6 damage from each attack.
[dice:3t8pweeq]45218:31[/dice:3t8pweeq]
One Ace with prior - CM remains undamaged
[dice:3t8pweeq]45218:33[/dice:3t8pweeq]
Shrouded in ice:
[dice:3t8pweeq]45218:35[/dice:3t8pweeq]

2nd attack
[dice:3t8pweeq]45218:32[/dice:3t8pweeq]
2 Ace with prior - CM takes 1 wound
[dice:3t8pweeq]45218:34[/dice:3t8pweeq]
Shrouded in ice:
[dice:3t8pweeq]45218:36[/dice:3t8pweeq]
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Everett Jackson
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Re: X Marks the Spot: The Calling

Post by Everett Jackson »

Spirit 5
Corruption
Spirit: [dice:2qflguqj]45278:0[/dice:2qflguqj]-1=5 (-1 Racial, -1 Wound, -3 Scene)
Wild: [dice:2qflguqj]45278:1[/dice:2qflguqj]
Whoopsies, Nothing to see here...
Note to GM: I had this awesome plan to save Xero with the below Action card. Did 500 fucking rolls before I went into my sig and copied the card over, finally reading it and realized half of my rolls are invalid. Sorry, I will figure this clusterfuck out tomorrow.

Adventure Card
Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

Soaking 2 Wounds (29 Damage, AP 4 vs Toughness: 23(12). 29-19= 10/4=2.5=2 Wounds.)
Vigor: [dice:2qflguqj]45278:12[/dice:2qflguqj]-1=4 (-1 Wound, +2 Battle Hardened)
Wild: [dice:2qflguqj]45278:13[/dice:2qflguqj]

Fear
Spirit: [dice:2qflguqj]45278:14[/dice:2qflguqj] (-1 Racial, -2 Wound)
Wild: [dice:2qflguqj]45278:15[/dice:2qflguqj]

Slappa da IRMSS
Healing: [dice:2qflguqj]45278:16[/dice:2qflguqj]
CM: 29 Mega Damage, AP 6 (4 Wounds) / 16 Mega Damage, AP 6 (1 Wound); -2 Bennies
Shooting CM: [dice:2qflguqj]45278:2[/dice:2qflguqj] (-1 Wound, -2 Full Auto, -4 Deflection, +2 Fighting)
Shooting CM: [dice:2qflguqj]45278:3[/dice:2qflguqj]
Shooting CM: [dice:2qflguqj]45278:4[/dice:2qflguqj] / Damage: [dice:2qflguqj]45278:8[/dice:2qflguqj] MD, AP 6
Shooting CM: [dice:2qflguqj]45278:5[/dice:2qflguqj]
Wild: [dice:2qflguqj]45278:6[/dice:2qflguqj] Ace: [dice:2qflguqj]45278:7[/dice:2qflguqj] [dice:2qflguqj]45278:9[/dice:2qflguqj] MD, AP 6

Reroll Damage
CM:[dice:2qflguqj]45278:11[/dice:2qflguqj] MD, AP 6
CM: [dice:2qflguqj]45278:10[/dice:2qflguqj] MD, AP 6

Reroll Damage (Meh, I already used one in my whoopsie rolls, so I might as well carry that down to be consistant)
CM: [dice:2qflguqj]45278:18[/dice:2qflguqj] Ace: [dice:2qflguqj]45278:19[/dice:2qflguqj] Ace: [dice:2qflguqj]45278:20[/dice:2qflguqj] MD, AP 6
CM: [dice:2qflguqj]45278:17[/dice:2qflguqj] MD, AP 6
Everett begins to feel the pull of the corruption and Balitrox seems ready to speak, but that is quickly forgotten as he reaches his allies by the hallway.

Everett hears the Xero scream out in pain and the slip-slop of blood hitting the floor. He smells the scent of charred flesh along with the faint sizzle of burning and blistering flesh.

"XERO! NO!" Everett shouts as he turns around, already moving back towards Xero.

'I could have prevented this, Meatbag. It is not too late. I can save him. I can...'

Everett screams, "SHUT UP! SHUT UP! I DO NOT NEED YOU! I AM THE HUMAN! YOU ARE AN AXE! I TOLD YOU ALREADY, I WILL HANDLE THIS. YOU SHUT UP AND WATCH. THEN, WHEN WERE DONE, AND IF YOU ARE GOOD I MIGHT LET YOU OUT AGAIN!"

As soon as Everett clears the pillar blocking sight of Xero and the Combat Mage, the cybered warrior raises his railgun and unloads volley after volley at the Combat Mage without regard to any other enemies on the battlefield. His magical defenses are no match for the sheer amount of metal Everett sends flying through the air. Not every shot hits its mark, but round after round slam into the Combat mage.

Everett is torn between Helping Xero and preventing his allies from being overwhelmed, but Everett's training sees him quickly falling back on his orders as he returns to his previous position. Everett checks his weapon, and the counter on his ammo meter reads: 02.

He twists the ammo canister off, clips it to one of his attachments, unclips a full canister from another attachment, and twists it back into his railgun. Then he readies his weapon and raises Heather over the comms.

"Heather, ma'am, Xero might be in trouble. Requesting permission to break formation and retrieve him," Everett asks.

Then he patiently awaits whatever comes next.
Last edited by Everett Jackson on Wed Oct 31, 2018 9:01 pm, edited 24 times in total.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
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Joseph Cook
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Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot: The Calling

Post by Joseph Cook »

Spellcasting 15
Corruption
Spirit [dice:3ohiyyvf]45290:0[/dice:3ohiyyvf]
Wild Die [dice:3ohiyyvf]45290:1[/dice:3ohiyyvf]
Benny to reroll
Spirit [dice:3ohiyyvf]45290:2[/dice:3ohiyyvf]
Wild Die [dice:3ohiyyvf]45290:3[/dice:3ohiyyvf]
Using stone for +2

Spellcasting [dice:3ohiyyvf]45290:4[/dice:3ohiyyvf]
Benny from Missouri's Joker for EE
[dice:3ohiyyvf]45290:6[/dice:3ohiyyvf]
Wild Die [dice:3ohiyyvf]45290:5[/dice:3ohiyyvf]
Last edited by Joseph Cook on Tue Oct 30, 2018 11:29 am, edited 3 times in total.
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Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot: The Calling

Post by Gill »

Curatrix stands his ground from the blow, ignoring the pain of the deformed metal as he serves his duty.

Curatrix Soak 21, GM please read note
Soak
Vigor [dice:35pp9sis]45298:0[/dice:35pp9sis] Ace [dice:35pp9sis]45298:2[/dice:35pp9sis]
Wild [dice:35pp9sis]45298:1[/dice:35pp9sis] Ace [dice:35pp9sis]45298:3[/dice:35pp9sis]


Note to GM,
the elemental that woke Dom is gone, his duration ran out and now all I have is 4 sentinels + Greater Deflection.
Corruption, Both pass at cost of 1 benny each
Curatrix Spirit [dice:35pp9sis]45298:4[/dice:35pp9sis] Extra Effort [dice:35pp9sis]45298:8[/dice:35pp9sis]
Curatrix Wild [dice:35pp9sis]45298:5[/dice:35pp9sis]

Gill Spirit [dice:35pp9sis]45298:6[/dice:35pp9sis] Extra Effort [dice:35pp9sis]45298:9[/dice:35pp9sis]
Gill Wild [dice:35pp9sis]45298:7[/dice:35pp9sis]
Last edited by Gill on Wed Oct 31, 2018 11:37 am, edited 2 times in total.
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
User avatar
Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot: The Calling

Post by Dominic Skodati »

Corruption 0 (fail), Spellcasting 18
Spirit [dice:1klnb8bd]45300:0[/dice:1klnb8bd]
Wild [dice:1klnb8bd]45300:1[/dice:1klnb8bd]

Spellcasting [dice:1klnb8bd]45300:2[/dice:1klnb8bd]
Wild [dice:1klnb8bd]45300:3[/dice:1klnb8bd]
Ace [dice:1klnb8bd]45300:4[/dice:1klnb8bd]
Extra Effort [dice:1klnb8bd]45300:5[/dice:1klnb8bd]
Ace [dice:1klnb8bd]45300:6[/dice:1klnb8bd]
With images of dark and dangerous things filling his head, Dom gets a sudden rush of excitement and desire. There are more than few rivals in the immaterial hand who he imagines flayed of their skin with skulls made into drinking cups. His dark appetites grow as he looks longingly at the female psychic tossing power on the battlefield, to bring that under his heel and into his bed is an enticing thought. As the well of dark power springs up from somewhere in his soul, Dom chooses not to fight it but to channel it. Using the sudden rush of emotion to empower his magic he pushes back hard against Mondain knowing that serving that creature would mean not being apply to pursue his dark own passions.
User avatar
Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot: The Calling

Post by Gaspard Gillead »

15 Spellcasting, 7 resist corruption
Benny Bonanza: Start round at 3/3

Corruption [dice:vg2akfac]45314:0[/dice:vg2akfac]
Wild Spirit [dice:vg2akfac]45314:1[/dice:vg2akfac]
ACE [dice:vg2akfac]45314:2[/dice:vg2akfac]

Spellcasting [dice:vg2akfac]45314:3[/dice:vg2akfac] EE Bennie Running Total [dice:vg2akfac]45314:5[/dice:vg2akfac]
Wild Spellcasting [dice:vg2akfac]45314:4[/dice:vg2akfac]

Final Benny tally: 2/3
Gaspard laughs as yet another wave of corruption flows over the AAT and their momentary allies. "You call this a temptation, godling wannabe? Proditione would try harder than this at the dinner table every night. Well, from under the table--his manners are horrible, so it doesn't do to have him sit with civilized folks."
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
User avatar
Missouri
Diamond Patron
Diamond Patron
Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot: The Calling

Post by Missouri »

Missouri shook his head as if to clear it once more, shaking off the corruption cobwebs that tried to grab hold. "He don't give up easy." It was enough, however, to make him less effective in aiding the ritual than he had been previously. Luckily, his allies seemed to have that more than well in hand.

He turned his attention to the lesser demons pouring forth. He stepped up behind Heather and aimed past her. "Watch yer ears, d- er Heather!" He then opened fire on the demons, shooting up little ice pellets that seemed to do just a little damage to them. He frowned. He looked at the shard pistol and then at the TK machinegun. Was it the guns or was it him?


Rolls and Stuff
"LOVE that Joker!"

Corruption roll = 12.
Modifiers: -3 from David MonBlaine; +2 for Joker. +2 die types from Statheros.
Spirit die [dice:1ozcm69j]45317:0[/dice:1ozcm69j], Wild die [dice:1ozcm69j]45317:1[/dice:1ozcm69j].

ROUND 1:
Ritual Sorcery = 5.
Modifiers: -1 for maintaining Quickness, +2 for Joker.
Spellcasting die [dice:1ozcm69j]45317:2[/dice:1ozcm69j], Wild die [dice:1ozcm69j]45317:3[/dice:1ozcm69j].

ROUND 2:
Moving up behind Heather.

Firing Shard Pistol full-automatic at the baddies (preferably ones not in melee but meh).
Modifiers: -2 full auto, +2 from armor, +2 from Joker.
Shooting die [dice:1ozcm69j]45317:4[/dice:1ozcm69j], Shooting die [dice:1ozcm69j]45317:5[/dice:1ozcm69j], Shooting die [dice:1ozcm69j]45317:6[/dice:1ozcm69j], Wild die [dice:1ozcm69j]45317:7[/dice:1ozcm69j].

Damage is AP 1 (+2 damage each from Joker)
Damage 1: [dice:1ozcm69j]45317:8[/dice:1ozcm69j], Reroll [dice:1ozcm69j]45317:11[/dice:1ozcm69j] = 12 dmg, AP 1.
Damage 1: [dice:1ozcm69j]45317:9[/dice:1ozcm69j] = 10 dmg, AP 1.
Damage 1: [dice:1ozcm69j]45317:10[/dice:1ozcm69j] = 15 dmg, AP 1.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

Special: -2 vs Fear; Can get irritable/impatient during periods of low activity (requires a Spirit Roll or gets -2 Charisma and -1 to Trait rolls)

Active effects: Quickness (with raise so redraw Initiative lower than 8); +2 Pace, +1 die Agility.
TK Machinegun - Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.

Wounds:

Parry: 7; Toughness: 21(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

Edges: AB Magic, Attractive, Rapid Recharge, Strong Willed, Wizard

Charisma: +3 (-4 w/Coalition)

Bennies: 4

PPE: 25/20
Powers: Armor, Boost/Lower Trait, Deflection, Quickness, Slumber

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot: The Calling

Post by Heather Todd »

Corruption 5
-3 difficulty
Spirit [dice:2i3oc6qn]45413:0[/dice:2i3oc6qn]
Wild [dice:2i3oc6qn]45413:1[/dice:2i3oc6qn]
Benny to reroll
Spirit [dice:2i3oc6qn]45413:2[/dice:2i3oc6qn]
Wild [dice:2i3oc6qn]45413:3[/dice:2i3oc6qn]
Ace [dice:2i3oc6qn]45413:4[/dice:2i3oc6qn]
Exalted Telekinesis 8, Brainburn; opposed by Spirit, but Xero can choose to fail, I think, so Heather can get him out of harm's way and to healing.
-2 maintenance
Psionics [dice:2i3oc6qn]45413:5[/dice:2i3oc6qn]
Wild [dice:2i3oc6qn]45413:6[/dice:2i3oc6qn]
Benny to reroll
Psionics [dice:2i3oc6qn]45413:7[/dice:2i3oc6qn]
Wild [dice:2i3oc6qn]45413:8[/dice:2i3oc6qn]
Ace [dice:2i3oc6qn]45413:9[/dice:2i3oc6qn]
Federation of Magic/Vault
Morning
Round 6

Heather felt the pull of corruption again. It was so much stronger this time! She wanted to bash everyone into the ceiling and take the skull, free Mondain and rule the world. She shook it off and took a deep breath to center herself again.

“Get that portal closed!” Heather said through gritted teeth. “I don’t know how long we can hold out against Mondain!” And she wasn’t talking about the demons he was summoning. Sooner or later someone was going to fall to the corruption and turn on them. Heather’s head throbbed. She was quickly running out of juice sustaining her powers. Another reason to end this!

"Heather, ma'am, Xero might be in trouble. Requesting permission to break formation and retrieve him," Everett asked.

Heather looked over at Xero, who looked grievously wounded. “Negative, Everett,” Heather said. “Hold the line. I will retrieve Xero.”

Heather caught the eye of the dark stranger. He had a strange look as he stared at her. She didn’t have time to think about that now. She had people hurt and isolated on the battlefield.

Reaching out with her mind, Heather grabbed onto Xero and pulled him away, sending him soaring over their heads to land next to Gill. “Heal him! Argh!” Heather let out a cry of agony as the stress on her mind proved too much, sending her staggering against Alex’s armored form.
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
User avatar
Alex
Posts: 123
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot: The Calling

Post by Alex »

Spirit: [dice:8nmv502j]45511:0[/dice:8nmv502j] forgot the boost [dice:8nmv502j]45511:2[/dice:8nmv502j]wild [dice:8nmv502j]45511:1[/dice:8nmv502j] Benny for EF [dice:8nmv502j]45511:3[/dice:8nmv502j]

Damn Xero! These guys are going all out. Miss Heather hopefully you can still hear me. Stay behind me and I’ll hold the line.
Alex yells over the PA system trying to taunt the enemy to focus on him,”Common Is that it?! I am Balitroxith the mage waiter, the doom bringer! I rise on the dark cloud that...” Alex pauses momentarily feeling the darkness spill into him. Thanks Slatherdaddy. My little heart owes you. ”Uhh yeah bring it you diaper wearing dark demon wannabe!”
The suits chest plate opens up, revealing a pale blue light, as he prepares his dispelling beam! ”Stay abehind me! I’ll Try to counter anything that comes out our way.
Action going on hold and trying to interrupt any enemy spell, agility 9, dispel 10 the -2 for unlike magic is already factored in. Thank you for the Benny and happy birthday!
Agility [dice:8nmv502j]45511:4[/dice:8nmv502j] wild [dice:8nmv502j]45511:5[/dice:8nmv502j] Benny EF [dice:8nmv502j]45511:6[/dice:8nmv502j]
Dispel really trying to counter spell any dangerous effect tossed at the front line [dice:8nmv502j]45511:7[/dice:8nmv502j] wild [dice:8nmv502j]45511:8[/dice:8nmv502j] EF [dice:8nmv502j]45511:9[/dice:8nmv502j]
2 bennies left
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage
User avatar
Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot: The Calling

Post by Xero X Kelvin »

First Wound, Soak 1 _
Soak
  • Vigor [dice:17mdx3ze]45515:0[/dice:17mdx3ze]
  • Wild [dice:17mdx3ze]45515:1[/dice:17mdx3ze]
Fear
  • Spirit [dice:17mdx3ze]45515:2[/dice:17mdx3ze]
  • Wild [dice:17mdx3ze]45515:3[/dice:17mdx3ze]
Second Wound, Soak 1, Right Arm Incapacitated _
Soak
  • Vigor [dice:17mdx3ze]45515:4[/dice:17mdx3ze]
  • Wild [dice:17mdx3ze]45515:5[/dice:17mdx3ze]
  • Aced! Wild [dice:17mdx3ze]45515:8[/dice:17mdx3ze]
Fear
  • Spirit [dice:17mdx3ze]45515:6[/dice:17mdx3ze]
  • Wild [dice:17mdx3ze]45515:7[/dice:17mdx3ze]
Incapacitated: -3 to roll for 3 or more wounds
  • Vigor [dice:17mdx3ze]45515:9[/dice:17mdx3ze]
  • Wild [dice:17mdx3ze]45515:10[/dice:17mdx3ze]
  • Aced! Wild [dice:17mdx3ze]45515:11[/dice:17mdx3ze]
Injury Table
[*] Injury Table [dice:17mdx3ze]45515:12[/dice:17mdx3ze]
Xero cross blocks the first blade strike but leaves himself open for the second swing. It catches him off guard and leaves him staggering and certainly bleeding.

As is typical of combat but completely unfamiliar to Xero, one moment he is standing the next he is holding his right arm where the corruption blade struck him. There is a brief thought crossing his mind as he blacks out under the intensity of the pain, "Close Quarters Combat. Not Drizzt. Not yet."

He is unconsious and oblivious to anything else going on around him.
Last edited by Xero X Kelvin on Fri Nov 02, 2018 11:48 am, edited 2 times in total.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot: The Calling

Post by Snake Eyes »

The Door Closes
Mondain opposes the ritual
[dice:3l3es7vq]45517:0[/dice:3l3es7vq]

WD Spellcasting
[dice:3l3es7vq]45517:1[/dice:3l3es7vq]
The demons pour through the open portals, their pace quickened by the call of their master to disrupt the counter-ritual. They rush, panicked, towards the archway. Just as a score of them are about to descend on the guardians there, a harrowing howl emanates from...everywhere. "No! This cannot be! I am invincible! NNNNNOOOOOOOO!!!!!!" The whole structure shakes and rumbles as if the walls are being battered by a god's war club. The frightening cry diminishes suddenly, as if the sound is sucked down a drain. With a thunderous BOOM the portal closes, the fabric of space-time sealing shut as if it had never been ripped open. The demons intent on rending your flesh from your bones are pulled, screaming, in an instant back through the openings they had burst through, along with all evidence that they had been there. All that remains is a deafening silence, a skull, and the face of the newcomer who stole it.
Statheros smiles, landing on a fallen heap of bones. He looks tired, but triumphant. "I...was not sure that you had it within you, even united. Mondain is a foe of unequaled power and guile. I hope that my enchantments were of some assistance to you." He looks over your faces, finally settling on Dominic. "You all have succeeded where none have before. You have thwarted the will of Mondain. You have blocked his entry to your world, to the relief of all life on this planet, though they may not be aware of it. Now, I charge you to do one more thing." He concentrates on the space where a few moments before yawned a portal to a dark place. A new portal opens, bathing the whole structure in a white light. The light is bright enough to blind, yet you find yourself not needing to shield your eyes.

portal of light.jpg

"Give the skull to me."

As you are bathed in the glow of the portal, you begin to feel the Corruption of the skull fade, though an inkling of that black feeling remains as you look at or stand near the artifact.
The portal begins to focus, and as you look through, you see that the destination is shifting from a place of light to a place of power. The white light gradually shifts, becoming redder and redder until the portal is overtaken by an image of wrath and power. There, an empty pedestal stands, surrounded by eleven amorphous white-clad beings. You notice that the spacing of the beings is such that there is one spot to fill.

the forge.jpg

Statheros turns back to you. "I and my brethren will destroy the skull and end Mondain once and for all, thanks to your aid. The skull was stolen from its resting place by an agent of greed and malice, though the fool knew not what he awoke." He shakes his head in frustration, then continues.
"When Mondain became aware again, he was able, through some devilry, coupled with eons of time to plot and increase his power within his prison, to inhibit our methods. Mondain's power prevented us from acting directly. If his machinations had not succeeded, we could have simply plucked the skull from the pawn who took it. As it is, we had to seek the help of those who could not dare to face Mondain alone. We sought out Setnaja, though we were wary at first. Even in his immense knowledge and wisdom, he fails to see all ends. We worried that he may take the skull for himself, leaving the Corruption of Mondain to fester and grow. And as we were powerless to do anything about it, we had to rely on him. Order is faithful to maintain the balance, though, and he chose to send you, though even then we were expecting twelve. We learned only too late that his other cohort had gone missing weeks before. Alas..." He pauses, closes his eyes, then opens them again as he continues. "Perhaps even then, Fate and Order saw to it that you would be the ones to face this challenge?"

He takes flight again, fluttering in front of Dominic. "I, and the rest of the Twelve Celestial Guardians, along with countless realities and worlds, thank you all for what you have done. Let us at last end this threat." He reaches out, waiting to accept the skull.
Instructions
Combat is over! Healing on Xero is probably a good idea. Dom can feel the edge being taken off of the Corruption, but the -1 still remains. Feel free to RP the discussion on the fate of the skull.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot: The Calling

Post by Dominic Skodati »

Greater Detect Arcana on Stratheros/Portal/Etc. 15
Spellcasting [dice:27dmv6g2]45531:0[/dice:27dmv6g2]
Ace [dice:27dmv6g2]45531:2[/dice:27dmv6g2]
Wild [dice:27dmv6g2]45531:1[/dice:27dmv6g2]
"Sorry buddy," Dom says, turning his eyes from the oppressive light shining through the portal. "I was sent to retrieve this bone head by the Tomorrow Legion's head of arcane anomaly teams. Seems to me turning it over to some other dimensional being just swaps our Mondain for someone else who wants to lord over on us." And there is the small matter of the Hand wanting this thing too, although given what it is I'm a bit worried about who the buyer is. Regardless, giving this thing to anyone after the work I just put into getting it back is a dumb idea. Especially since he didn't offer any cash.

Shrugging as he realizes he has become the centre of attention Dom just scowls, "Do you guys work for the Legion or this rando?"
User avatar
Joseph Cook
Bronze Patron
Bronze Patron
Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot: The Calling

Post by Joseph Cook »

Notice 4
Notice [dice:18yfg4pn]45535:0[/dice:18yfg4pn]
Wild Die [dice:18yfg4pn]45535:1[/dice:18yfg4pn]
Joseph quickly scans the battlefield for any remaining foes. Once he's satisfied that there are none, he turns his attention to Dominic. "The skull".
User avatar
Gaspard Gillead
Posts: 158
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot: The Calling

Post by Gaspard Gillead »

Gaspard clears his throat. "I have a proposal. I have the ability to perform a magical interrogation. If those claiming the right to determine the skull's fate will submit to this procedure, we can quickly determine who has the best intentions. If not, then I will strongly suggest that such individuals are disqualified by default. Miss Heather, is this acceptable to you?"
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave; Investigator
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding
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Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot: The Calling

Post by Xero X Kelvin »

If Xero recieves healing _
Xero regains consciousness, somewhere mid conversation about the skull and who should take it.

Coughing and trying to regain his strength, "It would seem that there are many hands who wish access to the skull. Even my benefactor has let me know that he wishes to have it."
Detect if Dom is lying _
[*] Notice [dice:5xyw77xy]45542:0[/dice:5xyw77xy]
[*] Wild [dice:5xyw77xy]45542:1[/dice:5xyw77xy]
If Xero is left struggling for life _
A portal opens before Xero, as he lies upon the ground. A figure clad in aging armor steps through and effortlessly scoops Xero off the ground. Turning around he heads back through the portal.

"I know the destination Celestial Guardian. I will come for it shortly."

With that the iron clad figure steps through the portal and the portal closes just as left foot clears the threshold.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..
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Dominic Skodati
Posts: 116
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot: The Calling

Post by Dominic Skodati »

The idea of getting a mind probe strikes Dom as even less appealing than an anal probe, rolling his eyes at the idea he nods to mister goodness and light, "I've had enough skull frakking for one day, but start with the holy roller over there, if he's so good and pure with nothing to hide, then I'll think about taking a turn."
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