X Marks the Spot - Epilogue! (Closing the Door)

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Snake Eyes
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X Marks the Spot - Epilogue! (Closing the Door)

Post by Snake Eyes » Wed Nov 14, 2018 12:11 am

Statheros accepts the skull from Heather, bowing deeply. The skull is easily larger than the pixie by twice, but he grips it by the nose. His wings flap, both he and the skull hovering effortlessly, as if the artifact weighed nothing. You feel a rush of power and see a bright flash. Statheros is gone! In his place is a large, winged figure, holding the skull in a massive palm.
Statheros.jpg
The creature nods to you. Statheros' familiar voice, larger, but still his, echoes out of the mouth of this being. "The bonds of Mondain's dark magic have been loosed. I thank you again. The Twelve Celestial Guardians shall see to the destruction of this accursed object. The many and diverse dimensions owe you a debt of gratitude, though most may not be aware." The portal he opened yawns wider. He turns to pass through. As he approaches, you feel a tremble beneath your feet. He stops short and turns again. "This place is a construct born out of the magic of the skull. You will wish to depart very soon, as it will be unmade." He glances over each face before him. "I will wait to pass through until you have collected your friend and your spoils. No doubt, you have earned the trophies of your victory." He stands before the portal, skull in one hand, glowing staff in the other, and watches as you go about the collection and removal of the loot.
Through the portal behind him, you can see the other eleven beings are moving to action as well. Those with any arcane knowledge whatsoever would recognize the beginning of a ritual, though for what purpose is uncertain.
You begin moving through the various halls and rooms of the lair to pick the bones clean. The walls, still as black as a nightmare, seem less ominous. The glow from Statheros' staff seems to soak into the stone even through doors and around corners, and the resulting gentle light makes exploring much less depressing and allows you to see better.
Once you complete your pillaging, Statheros bows one more time. "I thank you once more. Be on your way, and be cleansed of this awful curse."
As you begin the last trip up the stairs, arms full of loot, you turn one last time to watch Statheros as he passes through the portal. There is another swell of power, the sound of a loud crack of stone, and a thunderclap. The view through the portal is strange and distorted. Statheros' form blurs into a gray shroud carrying a point of blackness. The other forms begin focusing visible magical energy on the pedestal around which they hover. Your vision ripples slightly as the portal closes, and the light begins to fade from the stone walls. Still, even in the darkness, the spirit is not so oppressed as it was during your entry.
Heather, Xero, Curatrix, and Gill
As Statheros and the skull passed through the portal, you are hit by a powerful psionic wave. It is not an attack, more a flash of insight. Details will be found in a subsequent post.
At your exit, you notice the green flames have been extinguished, and the unnatural darkness and haze has begun to lift. There's a pinpoint of sunlight peeking over the eastern horizon. You collect the remains of your spoils from the topside combat and pick your way through the rocky path. As you reach the halfway mark, the earth beneath you trembles, the quaking starting as a shudder and gradually swelling to an earthquake. Though it is difficult going, you manage to find steady, if swampy, ground on the other side of the path. There awaiting you is Fundin's mountaineer and trailer, pointed back westward. Upon reaching the back of the trailer, the entire rock formation and island begin sinking below the swamp, the rocks themselves crumbling into dust. In a minute, the whole formation is gone, leaving no trace that it was ever there.
As you begin loading your spoils into the trailer, you hear a noise at the front of the vehicle. Before you can call out, Fundin shambles around the front fender of the mountaineer. His skin is blanched as white as a sheet, with dried red streaks of blood from his eyes, ears, nose, and mouth. His open eyes are lifeless. A broken vibroblade dangles loosely in one hand, and an empty ion pistol rests in the other. A piece of vellum is pinned to his chest with a carved stone knife. In a violent, angular script, written in red ink, it reads:
You stole our prize, so we stole his soul. Yours is next, Gillead.
You realize now, of course, that the ink is Fundin's blood.
Instructions
Loot pinata is incoming. Fundin is unlikely to present more of a combat challenge than a dozen brodkil, a score of lesser demons, and a few dark mages. You may deal with or dispatch him as you see fit. He is fully zombified and requires a headshot after withdrawing the stone knife, but that's for narrative purposes only. No combat rolls are necessary. You could subdue him, Ed-from-Shaun-of-the-Dead style if you need a 2nd player for your video games at the Castle, but any arcane knowledge / mystic vision / detect arcana will show that his soul is beyond recapture.
Feel free to RP the loot gathering, discussions of transit, etc. The return trip is being hand-waved. The ley line Corruption you dealt with on the way in clears up within several hours of travel, a reduced time from the trip in. The Corruption is fading. Gaspard will be able to port everyone at about 2/3rds of the way to the original boundary of Corruption. From there, it's a bit of easy rolling to the next line, etc., then home for the Great Loot Selloff of PA 109.
Beware the mesmerizing eyes of the snake!
GM Bennies: 5/9 (-1 EE puppet, -1 EE slumber, -1 EE puppet, -1 reroll dmg Curatrix)
Wild Card Bennies:
CM left: 0/2 (unshake, soak, dead)
CM right: 0/2 (-2 trying to hurt Everett and failing)
NM left: 0/2 (soak, soak, dead)
NM right: 0/2 (soak, soak)
Summoner: 0/2 (unshake, EE FM, dead)
Statheros: 1/2 (reroll resist slumber)

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Snake Eyes
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Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Snake Eyes » Wed Nov 14, 2018 12:28 am

After the skull is handed over to Statheros, and before his departure, you take a minute to look around. The structure has rooms off of corridors to the sides of the great hall. This is a repository for arcane artifacts and other items, not to mention the items that were left behind by your fallen foes. From what you can tell, the structure has been picked at, but not stripped bare. A few significant items of magical interest are found, mingled in with texts, reagents for various rituals, and other assorted curiosities.
Picking the bodies clean
The fallen enemies have graciously left you the following: (Legion salvage pay value of 10% listed after the item)
  • 24 vibroswords (1,100 each x 24 = 26,400)
    10 NG-L5s with 1 spare e-clip each (1,600 x 10 = 16,000)
    15 credsticks each with 1d3 X 10,000 credits
    1 TK Machinegun with cold trapping (successful wound triggers a Vigor roll vs. cold-based Fatigue) (9,500)
    1 Fireburst Rifle with added heat trapping (successful wound triggers Vigor roll vs. heat-based Fatigue) (17,000)
    1 Draining Blade (300,000)
    1 Flaming Sword (9,000)
    1 suit of Combat Mage armor with TD (roll 1d6) (20,000 with TD, 25,000 if repaired)
    1 suit of CM armor - parts only (Alex blew it up, but the parts can be salvaged to repair the other suits you've found)
    2 suits Adventure Survival armor (1,050 x 2 = 2,100)
    1 enchanted wand (retrapped HJ staff) +1 Spellcasting, Entangle, Slow powers, 10 PPE (no reach, no parry bonus) (Legion value of 75,000, Setnaja offers 100,000)
    1 suit LLW armor - light (900)
    1 HJ staff with Barrier and Armor powers, +2 to open and manipulate rifts (in lieu of +1 Spellcasting bonus) (Legion value of 150,000 - Setnaja offers 500,000)
    2 poisoned greatswords (use chain greatsword stats) - 4 AP, permanent poison (on successful fighting attack/shaken or better result, victim rolls Vigor -2 or suffers a level of fatigue) (7,000 x 2 = 14,000)
    2 suits C&S medium armor (3,800 x 2 = 7,600)
    1 Impact Hammer (1,100)
    1 Impact Maul (1,600)
    1 Vibro-blade Vambraces (1,100)
    1 Thunderer Combat Hammer (4 strikes remaining) (2,200)
    1 NG-E4 Plasma ejector (8 shots remaining) (3,000)
    1 Mini railgun (19 shots remaining) (4,500)
    1 TX-50 (12 shots remaining) (5,000)
    1 WI-GL4 Revolving Grenade Launcher (5,000)
    8 frag grenades, 3 AP grenades, 1 High Explosive (8 x 550 + 3 x 700 + 1 x 750 = 7,250)
    4 chain greatswords (1,850 x 4 = 7,400)
    found on the Summoner: creepy looking knife (Legion value 9,000, Setnaja offers 20,000)
To the Victor Belong the Spoils, AKA Greyhawking the Lair
The contents of the wizard's lair are a treasure trove for users of magic & mysticism. Spellbooks, wands, trinkets abound. Roll your choice of Kn: Arcana, Notice, Investigation or similar skill (NOT Spellcasting / Mysticism). A success nets you a roll on the HJ table of your choice between Enchanted Items & Mystic Gadgets or Magic & Mysticism. Every raise on that roll allows you to shift your roll by 1 category up or down. 4 raises (total result of 20 on this roll) gives you your pick from either table, or a 2nd roll on the table of your choice (neither roll may be modified if you take this option). EP may NOT be spent to bump the Skill / Trait roll artificially, with the exception of buying bennies to continue rerolls. If you want it, you'll have to earn it the old fashioned way - luck of the dice!

Psionics and Weird Scientists aren't left out of the fun. You have the option of the same type of investigative roll, with the opportunity to trap Enchanted Items / Mystic Gadgets for Psionics / WS users if applicable. If you prefer a roll on the Psionics HJ table, Statheros has left you a little gift. The psionic wave you felt when Statheros departed was a flash of insight that unlocked some of your potential. Roll your Spirit (still boosted by Statheros) with the same conditions above. Gill, you have a choice to make due to your dual nature. You may be impacted by the psionic wave, or you may gain magic / mystic insight, but not both.

If you prefer to forego the HJ rolls, you may select a single custom TW or enchanted item at Veteran level (enchanted items are 1 major, 2 minor; TW are 3 major, 2 minor)
Dom
Your corruption has faded. The -1 to all rolls no longer applies.
Legion pay
You each receive 2 weeks of Legion pay and 5,000 credits each for hazard pay. Heather receives a 1,000 credit bonus for leading the mission at Setnaja's request.
Beware the mesmerizing eyes of the snake!
GM Bennies: 5/9 (-1 EE puppet, -1 EE slumber, -1 EE puppet, -1 reroll dmg Curatrix)
Wild Card Bennies:
CM left: 0/2 (unshake, soak, dead)
CM right: 0/2 (-2 trying to hurt Everett and failing)
NM left: 0/2 (soak, soak, dead)
NM right: 0/2 (soak, soak)
Summoner: 0/2 (unshake, EE FM, dead)
Statheros: 1/2 (reroll resist slumber)

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Gaspard Gillead
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Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Gaspard Gillead » Wed Nov 14, 2018 12:53 am

WIP
5K Bonus Pay
2 Weeks Pay = 660

Loot Share TBD

Investigation 1d6 = 3: 3
Wild Investigation 1d6 = 5: 5
EE Benny 1d6+5 = 10: 5
Raise! Roll on Magic & Mysticism, may bump by one notch OR may take a Veteran TW item (3 major, 2 minor)
Going with HJ Roll, Magic & Mysticism: 1d20 = 14: 14
Gaspard cheerfully participates in ransacking the joint, going so far as to summon a couple of ogres to help carry everything to the surface. In particular, he is delighted to find a tome whose title translates, roughly, to Advanced Principles of Containment. Once outside, he observes the sinking of the island dispassionately, snorting a soft "Good riddance" under his breath as it disappears completely.

And then things go sideways.

As soon as he's certain that there is nothing to be done for driver, he urges his compatriots to put the shambling corpse down quickly and efficiently. "It is a mercy to his memory to do so, just as his current state of being is a mockery of the man's courage." If the group agrees, he participates in this, ordering the ogres to grapple the abomination that used to be Fundin,then lancing it with flames. Picking up the note and extinguishing the corner that caught alight, he shakes his head and snorts derisively. "They should stick to believable threats. If they were up to the task, they would've waited here and done it already."
Gaspard Gillead
Stat Block
D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Charisma: +1; Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Edges: Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery, Master of Magic, Soul Drain, Rapid Recharge
Hindrances: Code of Honor, Minor Enemy, Quirk: Sweet Tooth, Obvious D-Bee
Bennies: 3/3
PPE: 17/25

Powers: Summon Ally, Det. Arcana, Drain Power Points*, Mind Reading*, Dispel, Bolt, Burrow, Darksight, Farsight
  • Q4/18 Adventure Cards:
    Extra Effort Play to add +1d6 to any trait roll. This roll may Ace.
Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 13 (3) [Demon armor]
Fighting d8; Intimidation d6; Notice d4
Edges: Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Chain Greatsword (Str+2d10 MD)
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Hardy
Infravision
Size +2
Weaknesses: Holy, Silver

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Joseph Cook
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Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Joseph Cook » Wed Nov 14, 2018 6:00 am

WIP
OOC Comments
Notice 1d8 = 3: 3
Wild Die 1d6 = 6: 6
Ace 1d6 = 2: 2
As soon as he hands heather the skull Joseph goes back to where he threw the rifle at the brodkil and picks it up, quickly chamber checking it. He then waits for a moment, completely still, listening and looking for any sign of life. Satisfied that all the dead remain dead, he walks over to one of the combat mages. He looks at what it has on it's armor, and cheerfully relieves the corpse of it's burden, as he has done scores of times before in the war against the Coalition.
TW Item
TW Vibro Vambraces Base Item.
Majors:
Power Smite
Edge Counter-Attack
+1 Die Type Fighting
Minors +1 to Parry (x2)
If this doesn't work for you, let me know
Last edited by Joseph Cook on Mon Nov 19, 2018 8:20 pm, edited 1 time in total.

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Gill
Posts: 55
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Gill » Wed Nov 14, 2018 12:09 pm

WIP of course
OOC Comments
Gill
Notice 1d8+2 = 10: 8 Ace 1d8+10 = 16: 6 Extra Effort 1d6+16 = 17: 1
Wild 1d6+2 = 3: 1
Magic and Mysticism 1d20 = 17: 17 Add +3 to treat as a 20 = Result: 1 There are times to put it all on the line, no matter the cost. Your character is always prepared to do just that, thanks to having the Soul Drain Edge. Techno-Wizards gain +5 PPE instead.

Err, no second roll 1d20 = 8: 8


Curatrix
Notice 1d8 = 5: 5
Wild 1d6 = 4: 4
Psionics 1d20 = 5: 5 = 4 – 6 More ISP means more power to work with, and your character has it. He gains +10 ISP to his base.

.
OOC Comments
Ganadril and his protector Curatrix

Wounds: 0
Fatigue: 0
PPE: 0 of 15
ISP: 4 of 10

Gill's Bennies: 1
  • +3 Quarter Begins
    +1 PR
    -1 EE on ritual
    -1 EE to resist Corruption
    +1 Joker
    -1 EE to resist Corruption
    -1 EE again on rewards
Curatrix' Bennies: 1
  • +2 Quarter Begins
    -1 Soak
    +1 Joker
    -1 EE to resist Corruption
Active Effects:
Greater Deflection (maintained)
Summoned 4 Sentinals

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Alex
Posts: 63
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Alex » Wed Nov 14, 2018 12:49 pm

Alex:
Kn arcana 1d8+2 = 5: 3 wild 1d6+2 = 5: 3
Mysticism and magic roll 1d20 = 5: 5

Alex looks around and finds a small notebook with arcane sigls and smiles. ”Just what I was looking for.”. He suits up waving by to Slatherdaddy and makes sure he covers to group as they exit. Excitedly he says now back in his PA, ”Burn me that was fierce! Nice job Miss Heather, good call on the skull!”

He gathers his long term deposit and droops a bit when big F comes zombieing in. He uses his power armored feet to keep F at bay. ” Burn me! Let’s tie F up and take him back to Setninja, I know it does not look good, but big F deserves us to give him some kind of chance at a normal life.”
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(20/15), Blast(20), Dispel(20), smite(20/14)
Maintianing Exalted smite and exalted detect(16)
Bennies
4/3
+1 post rate
-1 damage
+1 Fundin
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

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Missouri
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Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Missouri » Wed Nov 14, 2018 6:02 pm

Investigation 12
+2 to total.
Investigation die 1d8 = 6: 6, Wild die 1d6 = 3: 3.
Extra Effort: 1d6 = 4: 4

HJ Table roll 1d20 = 7: 7 - IGNORE.
-whoops, just read about the enchanted item, may go that route instead of HJ!
Missouri eyed the whole ordeal a bit with a slightly skeptical eye. The transformation for Statheros was interesting and definitely eye-opening - and Missouri wondered if it were real, but then why pretend to be the bumbling annoying little shit the whole trip. Magical energy conservation? Disarming those around him?

Nonetheless, he gave the little...well, now much bigger and with so many..wings...bugger a salute before turning to help the others ferret out what goodies there were to be had. He had a bit of a nose for finding good things sometimes, not quite as often as his idol, but then he also didn't get double-crossed as much either.

The trip out once things started to rumble and break up - now THAT was like straight out of one of the vids! Indy was always having to get out before the boulder crushed him or the ancient temple collapsed on him, having to jump at the last second to be safe. Missouri was grinning the entire running way. "Whew! That was close!"

The zombie...that wasn't as fun or grin-inducing. It was a little heartbreaking, actually. Fundin had been a brusque but good egg, and a great driver. Missouri was actually upset at whoever had done this. He turned to Gil and Gaspard. "Gillead? Is that Gil, or Gaspard, or what? And who did this?"
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: 19(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

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

Charisma: +3 (-4 w/Coalition)
Bennies: 1

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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Heather Todd
Posts: 62
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Heather Todd » Fri Nov 16, 2018 4:21 am

Spirit 4
Spirit 1d12 = 1: 1
Wild 1d6 = 4: 4
OOC Comments
Psionics HJ 1d20 = 18: 18 - Many psionics develop a powerful presence that aids them in influencing and
unnerving others. Your hero gains +2 on all Intimidation and Persuasion checks.
As well, if he has the fear power, he gains +2 when using it.
Federation of Magic/Vault
Morning
Round 0

Heather aided in gathering up the gear and other items they would be taking out of the vault. When the portal closed, she gasped, feeling a surge of energy in her mind, not painful, just surprising, a flash of insight.

They stumbled out of the complex as it began to crumble, hurrying toward what, surprisingly, was their Mountaineer and trailer.

And then the dwarf Fundin lumbered around the front of the truck, pale white, with broken and empty weapons and a note written in his own blood stabbed into his body.

A zombie!

Gaspard took care of it and laughed it off.

“Are you sure we shouldn’t be worried?” Heather asked. “Who did this?” The note had been personally written to him.
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
  • Boom! Head Shot!: You may ignore any Called Shot penalty on your next ranged attack.


Loadout
Stealth armor
Shard pistol
HE grenade
Plasma grenade x 2
Frag grenade
Flaming sword
Overcoat
Shopping List
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades

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Everett Jackson
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Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Everett Jackson » Fri Nov 16, 2018 7:03 pm

Everett pokes around the ruins once Dom relinquishes the skull to Heather. He finds exactly what he's looking for: ammo for his railguns. He takes takes a cannister for each railgun and keeps searching the ruins. Then he finds something strange: a pair of shoes, moccasins really, made in old Earth Native American style. If he wasn't mistaken, they were also made from real cheetah skin.

The moccasins didn't set Balixtrox aglow, so he picked them up. His combat boots had seen better days by this point, so he kicked them off and slipped the moccasins on. Then, Everett zipped through the temple grabbing armloads of hefty gear for the team. He quickly noticed that he was much faster than before.

Cheetah Skin Moccasins
Cheetah Skin Moccasins (Enchanted Item; Minors 2/2, Majors 1/4)
Moccasins (1).jpg
Moccasins (1).jpg (55.57 KiB) Viewed 568 times
  • Pace: +2
  • Fleet Footed
  • Weight: ?
  • Cost: ?
Returning to the group, Everett tells them, "I gathered up as much as I can carry. I found some interesting shoes in one of the side rooms, too."
Everett Jackson, Cybernetic Techno-Warrior
Everett, Vat-Grown Human Headhunter
Pace: 6; Parry: 7(6) Toughness: 25(12)
Combat-Relevant Edges & Abilities:
  • Acrobat: +2 to Agility for Acrobatic Maneuvers/+1 Parry unencumbered
    Battle Hardened: +2 to Soak rolls
    Killer Instinct: Wins opposed roll ties; Rerolls first result of 1 on skill die for opposed rolls
    Extra Set of Arms: +1 non-movement action w/ no MAP
    Nano-Repair System: Heal 1 Wound/Day; +4 to resist Bleeding Out
    Optics Package: +2 to Sight-based Notice, Ignore illumination penalties, +2 vs Blinding flashes & related light burst effects
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size +1: Size +1
Wounds: 1/3; Fatigue: 0/2; PPE: 10/10
Bennies: 1/3
Adventure Cards
  • 25: Hidden Stash - Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
Edit Signature

Balitrox speaking into Everett's mind.

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Dominic Skodati
Posts: 29
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Dominic Skodati » Sat Nov 17, 2018 6:59 am

Investigation 15
Investigation 1d6+2 = 7: 5
Wild 1d6 = 6: 6
Ace 1d6 = 1: 1
Extra Effort 1d6 = 5: 5
Watching the melodramatic parent put on by Stratheros, Dom rolls his eyes. What's with the guardians of light that they have to be so ridiculous? At least his pretentiousness is a sign that he actually will destroy the thing. Almost as bad as a Cyberknight."

With one magical artifical in his possession Dom turns his attention to the wizard's trove. He especially keeps his eyes peeled for something that might be a make up payment for losing the skull.

Outside, the zombie with the warning note makes Dom pale a bit, until he realizes the note is not addressed to him. Man, if the Hand finds out I might be the zombie. Hanging around with do-gooders is bad for my health.

Trying to ingratiate himself with the group, Dom offers to move people around, "I can transport people along the ley lines if we need to get back to Castle goody-goody faster."

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Alex
Posts: 63
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Alex » Sun Nov 18, 2018 4:10 pm

Dominic Skodati wrote:
Sat Nov 17, 2018 6:59 am
Investigation 15
Investigation Original post: 1d6+2 = 7: 5
Wild Original post: 1d6 = 6: 6
Ace Original post: 1d6 = 1: 1
Extra Effort Original post: 1d6 = 5: 5
Watching the melodramatic parent put on by Stratheros, Dom rolls his eyes. What's with the guardians of light that they have to be so ridiculous? At least his pretentiousness is a sign that he actually will destroy the thing. Almost as bad as a Cyberknight."

With one magical artifical in his possession Dom turns his attention to the wizard's trove. He especially keeps his eyes peeled for something that might be a make up payment for losing the skull.

Outside, the zombie with the warning note makes Dom pale a bit, until he realizes the note is not addressed to him. Man, if the Hand finds out I might be the zombie. Hanging around with do-gooders is bad for my health.

Trying to ingratiate himself with the group, Dom offers to move people around, "I can transport people along the ley lines if we need to get back to Castle goody-goody faster."
In his PA Alex looks at the man who offered to port them. He seems familiar. Probably some kind of up to no good supporter of emperor Prosek. Just the way he showed up is super weird. At least he gave up the skull and I dis not have shoot him. The kid in the super trooper PA replies with a jovial tone and honestly unfiltered. ” Burn me you can port too? No thanks new guy. I don’t trust you and besides we already got someone who can do that job. If It comes down to it I would rather walk.”
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(20/15), Blast(20), Dispel(20), smite(20/14)
Maintianing Exalted smite and exalted detect(16)
Bennies
4/3
+1 post rate
-1 damage
+1 Fundin
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: 59
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Xero X Kelvin » Sun Nov 18, 2018 10:49 pm

Having slumped against the wall after Alex and Gill had made their healing attempts, Xero staggered in and out of conscious. Something had changed, Xero could feel two things "disappear" and the corruption began to go whereever corruption goes when it is no longer wanted.

Gill had shown up shortly after that and had then really laid on the healing. The wounds cleared, the fog was gone, and his arm felt pretty good though a bit sore.

"Thanks Gill." then Xero notices Alex, "Were you the one with your hands in my wounds?"

Looking at the random spots of drying blood on Alex's small hands, Xero is quite certain he guessed right. "Thanks little brother."

Xero takes to his feet slowly and then begins to aid the others in scouring the place for loot. Finally something he is good at.

Sifting the Goods _
  • Psychic Sense (Detect Arcana/Notice) 1d8+2 = 8: 6
  • Wild 1d6+2 = 7: 5
Stalking the halls, watching the gruesome horrors disipate into the nether, Xero's Psychic Sense piques. At a non-descript wall, his senses start registering in the very dangerous levels.

Stepping to the wall, he places his hands on the wall and feels power surge through him. A grin crosses his face and the cold seeps from his body and begins icing the floors and walls behind him. Could it be?

Searching the section of wall, carefully, Xero locates a latch. One brick pushes in and the brick next to it pulls out. A satisfying click and Xero is able to push a section of wall inward.

In a small alcove, five feet by five feet, is nothing. But Xero knows better and reaches a hand out. I know you are there.

Xero's right hand and arm disappear in the alcove and there is a clattering of wood on stone. Putting his other hand in the alcove, he begins going hand over hand, till his hands reach something. Hands working carefully, he undoes an invisible class. His hands continue to a spot near the top of the alcove.

Lifting his hands up and left and right, something unseen moves. The sound of wood and stone sounds again in the small space and then a wooden stand is revealed. A hooded cloak. An invisible hooded cloak. How ideal.

With the hood down, the cloak is revealed. The light refracts off the outer layer of the cloak. Nearly floor length for Xero, the cloak is very form fitting but designed to make weapons and items easily accessible.

Greyhawking, Spirit 12 _
[*] Spirit 1d12+1 = 11: 10
[*] Wild 1d6 = 2: 2
Benny for Extra Effort (1/4 remaining)
[*] EE 1d6 = 1: 1
TW Stealth Cloak
Major
  • Power: Invisibility
  • Power: Speed
  • +1 die type to Stealth
Minor
  • +2 armor (x2)
Last edited by Xero X Kelvin on Mon Nov 19, 2018 9:42 am, 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: 2/3
Adventure Card(s):
  • Reknown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

User avatar
Gaspard Gillead
Posts: 70
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Gaspard Gillead » Mon Nov 19, 2018 12:01 am

Gaspard sighs at Missouri. "My full name is Gaspard Gillead, so yes, it was addressed to me." Then he turns to Heather. "Well, if I had to make a guess, I would say that my former companions in Dunscon's Department of Liberty Security--aka, Dunscon's Dogs, though never to their faces--were in the area and decided to send me a message. Presumably, they were coming to claim the Skull, and discovered we'd already sent it off to be destroyed, so decided not to fight us head on. As to worrying about them..." He shrugs. "I've known they would be after me since I left the Department. If they catch me, death will be the preferable option to being taken alive--I've seen the cells in the City of Brass from the outside, and have no intention of ending up in one. If I was going to be worrying about it all the time, though, I would have not stopped in Hope; I would have kept going West until I hit the Pacific, and then found a way to cross the waters. Instead, I'm going to stay here and do what I can to stick the occasional finger in their eye."

As the conversation continues, he also chuckles at Alex's blunt dismissal of Dominic's offer of a teleport. "As he noted, I can open gates along Ley Lines, as well."
Gaspard Gillead
Stat Block
D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Charisma: +1; Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Edges: Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery, Master of Magic, Soul Drain, Rapid Recharge
Hindrances: Code of Honor, Minor Enemy, Quirk: Sweet Tooth, Obvious D-Bee
Bennies: 3/3
PPE: 17/25

Powers: Summon Ally, Det. Arcana, Drain Power Points*, Mind Reading*, Dispel, Bolt, Burrow, Darksight, Farsight
  • Q4/18 Adventure Cards:
    Extra Effort Play to add +1d6 to any trait roll. This roll may Ace.
Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 13 (3) [Demon armor]
Fighting d8; Intimidation d6; Notice d4
Edges: Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Chain Greatsword (Str+2d10 MD)
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Hardy
Infravision
Size +2
Weaknesses: Holy, Silver

User avatar
Xero X Kelvin
Posts: 59
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Xero X Kelvin » Mon Nov 19, 2018 8:38 am

Xero nods at Gaspard's explanation. "Would appear that a few of us have pasts similar to yours Gaspard."

"It would be good if we could disconnect ourselves from them. Unfortunately mine holds a tight leash and I am uncertain why it let me come."

"We all have reason to be more cautious. No telling how or when our pasts will catch up to our present."
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 2/3
Adventure Card(s):
  • Reknown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

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Dominic Skodati
Posts: 29
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Dominic Skodati » Mon Nov 19, 2018 1:57 pm

Alex wrote:
Sun Nov 18, 2018 4:10 pm
"Burn me you can port too? No thanks new guy. I don’t trust you and besides we already got someone who can do that job. If It comes down to it I would rather walk.”
Burn me? Who the hell talks like that? A sudden flash of realization flashes through Dom's mind. Now I recognize that voice. It's the little pissant who kept getting into my business in Chi-Town. Dom almost smiles at the thought of Marta, but it quickly turns to a scowl.

"Ok kid. You don't trust me, good for you. Run along and play with blocks or something. Grownups are talking here."

On the matter of past associations Dom remains silent. Not to be dishonest but his long shadows were more in the present really.

User avatar
Xero X Kelvin
Posts: 59
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Xero X Kelvin » Tue Nov 20, 2018 2:07 am

"Dominic is it? Alex is here and that means he stays here."

"Heather is really the only one right now giving orders."

Xero continues to eye the Rift Runner. Others looking at Xero might compare his posture to a predator stalking it prey.

PPE/ISP Feeding Time
Xero hasn't had his "fix" yet today.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 2/3
Adventure Card(s):
  • Reknown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

User avatar
Gill
Posts: 55
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Gill » Tue Nov 20, 2018 4:37 pm

Gill shakes his head at all the contentious conversation.
"A rough wave,
obscures smooth stone."


Taking a breath he adds. "Perhaps we should head back to head quarters and allow the super visors to sort this out. No one will profit from such powerful men and women at war."
OOC Comments
Ganadril and his protector Curatrix

Wounds: 0
Fatigue: 0
PPE: 0 of 15
ISP: 4 of 10

Gill's Bennies: 1
  • +3 Quarter Begins
    +1 PR
    -1 EE on ritual
    -1 EE to resist Corruption
    +1 Joker
    -1 EE to resist Corruption
    -1 EE again on rewards
Curatrix' Bennies: 1
  • +2 Quarter Begins
    -1 Soak
    +1 Joker
    -1 EE to resist Corruption
Active Effects:
Greater Deflection (maintained)
Summoned 4 Sentinals

User avatar
Heather Todd
Posts: 62
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Heather Todd » Wed Nov 21, 2018 5:44 am

Federation of Magic/Vault
Morning
Round 0

Heather nodded to Gill. “Just wanted to know if we needed to worry.” She gave him a soft smile. “We won’t let them take you,” she vowed. She had her own scores to settle with Dunson’s forces.

“Gill is right. Everyone take a moment to yourselves. Screw your heads on straight. We chalk this up a victory for the good guys. Regroup in ten minutes at the Mountaineer.” She started to walk off, but then turned back. “And everyone make sure to pee before we leave. We aren’t stopping until we have to.”

During the group time out, Heather approached Dominic. She paused, wondering what to say. He was older than her, and gosh darn handsome. She was only eighteen and had the weight of leadership on her shoulders. Sure, she’d grown up fast after her family was killed, but her sister had taken the majority burden of the responsibility, especially since Heather had basically been locked in to her own mind for a long time.

“You were pretty helpful in there,” Heather said. “Thank you.” She brushed a strand of brown hair back behind her ear. “I don’t mind giving you a ride to Castle Refuge. Or wherever along our way. Maybe even a slight detour if you wanted us to drop you off somewhere. But...well, I figured I would make the offer. There is room on this team for you if you want to sign up for the Legion. You’ll get steady pay, if that interests you. Think you can get along?”
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
  • Boom! Head Shot!: You may ignore any Called Shot penalty on your next ranged attack.


Loadout
Stealth armor
Shard pistol
HE grenade
Plasma grenade x 2
Frag grenade
Flaming sword
Overcoat
Shopping List
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades

User avatar
Gill
Posts: 55
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Gill » Wed Nov 21, 2018 10:37 am

With the order given and calmer heads in charge Gill takes care of biology then heads out to look over everyone. With the aid of the ley line he is easily able to wipe away all fatigue and pain from the heroes, even offering his services to Dominic not knowing if the man would be willing to allow such a healing.
OOC Comments
Ganadril and his protector Curatrix

Wounds: 0
Fatigue: 0
PPE: 0 of 15
ISP: 4 of 10

Gill's Bennies: 1
  • +3 Quarter Begins
    +1 PR
    -1 EE on ritual
    -1 EE to resist Corruption
    +1 Joker
    -1 EE to resist Corruption
    -1 EE again on rewards
Curatrix' Bennies: 1
  • +2 Quarter Begins
    -1 Soak
    +1 Joker
    -1 EE to resist Corruption
Active Effects:
Greater Deflection (maintained)
Summoned 4 Sentinals

User avatar
Dominic Skodati
Posts: 29
Joined: Sun Sep 16, 2018 1:15 pm

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Dominic Skodati » Wed Nov 21, 2018 3:47 pm

After getting sent to the corner and told to use the bathroom Dom just shrugs and moves off, What is this, daycare?

Before too long Heather approaches causing Dom to smirk, Well if it is daycare, I guess there are worse nannys. Wonder if she wants too play patty cake. Suddenly his mind clauses back to his "moment with Mondain" and he shudders both in fear and excitement. It takes him a moment to realize Heather is actually speaking to him.
Heather Todd wrote:
Wed Nov 21, 2018 5:44 am
“You were pretty helpful in there,” Heather said. “Thank you.” She brushed a strand of brown hair back behind her ear.
"Uh right. I got enough people looking to take a chunk out of my hide. Didn't want to make the list any longer by adding a supernatural overlord."
Heather wrote:“I don’t mind giving you a ride to Castle Refuge. Or wherever along our way. Maybe even a slight detour if you wanted us to drop you off somewhere. But...well, I figured I would make the offer. There is room on this team for you if you want to sign up for the Legion. You’ll get steady pay, if that interests you. Think you can get along?”
Darling you can give me a ride anytime, Dom thinks as he takes a moment to light a cigarette. "I'll come back to the Castle with you, for now. Gotta ask your boss about the conflicting orders with the skull. As for getting along, I'll do my best." He smiles wide but doesn't add, If not, maybe teacher will give me a spanking

As Heather walks away Dom makes no pretense about watching her go.

User avatar
Heather Todd
Posts: 62
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Heather Todd » Thu Nov 22, 2018 2:16 am

Federation of Magic
Afternoon
Round 0

Heather was keeping her powers in check for the moment, so only got vague readings of Dominic and not what he was thinking about her. She nodded. “I will introduce you to Setnaja, then,” she said.

As she walked off, Heather paused and bent over to secure one of her boots that had come loose. Then she headed into the woods to take care of her own nature’s call before returning to the Mountaineer and climbing inside, ready to head home. She hoped the young bandit they had captured earlier had gotten home safely.
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
  • Boom! Head Shot!: You may ignore any Called Shot penalty on your next ranged attack.


Loadout
Stealth armor
Shard pistol
HE grenade
Plasma grenade x 2
Frag grenade
Flaming sword
Overcoat
Shopping List
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades

User avatar
Gaspard Gillead
Posts: 70
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Gaspard Gillead » Thu Nov 22, 2018 8:04 pm

OOC Comments
Notice 1d6 = 3: 3
Wild Notice 1d6 = 1: 1
Gaspard nods to Xero. "The past is what it is. I try not to worry about it until it becomes the present, again." Once the various preparations are set, he nods to everyone to get into position, so as to start the shuttle-process. "We'll still have that short drive between the two lines, since this one and the one to Castle Refuge don't actually cross. Hopefully, there's no more rhino-buffaloes or Daemonix."
Gaspard Gillead
Stat Block
D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Charisma: +1; Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Edges: Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery, Master of Magic, Soul Drain, Rapid Recharge
Hindrances: Code of Honor, Minor Enemy, Quirk: Sweet Tooth, Obvious D-Bee
Bennies: 3/3
PPE: 17/25

Powers: Summon Ally, Det. Arcana, Drain Power Points*, Mind Reading*, Dispel, Bolt, Burrow, Darksight, Farsight
  • Q4/18 Adventure Cards:
    Extra Effort Play to add +1d6 to any trait roll. This roll may Ace.
Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 13 (3) [Demon armor]
Fighting d8; Intimidation d6; Notice d4
Edges: Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Chain Greatsword (Str+2d10 MD)
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Hardy
Infravision
Size +2
Weaknesses: Holy, Silver

User avatar
Missouri
Diamond Patron
Diamond Patron
Posts: 45
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Missouri » Mon Nov 26, 2018 10:08 pm

Missouri gave Gaspard a cautious nod. He watched and listened as people started talking and bantering a bit. He shook his head. Maybe he just wasn't jaded enough but having seen their allied driver turned in to a zombie after dealing with some powerful evil entity trying to enter their world and the fat little fairy turn in to some kind of badass angel of light....he wasn't really up for bantering and pretending everything was a-okay. In the heat of the moment, he didn't pay attention to anything that might slow him down and made sure no one told him the odds, but once the adrenaline faded...

He climbed in to the driver's seat and closed his eyes, waiting for everyone to get their shit together and be ready to go.
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: 19(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

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

Charisma: +3 (-4 w/Coalition)
Bennies: 1

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
Snake Eyes
Game Master
Posts: 246
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Snake Eyes » Wed Nov 28, 2018 9:51 pm

Upon limping back to Castle Refuge in Fundin's mountaineer, you're greeted in the motor pool by a dwarf. His coveralls are painted with grease. He grits his teeth and dips his head in your direction. He walks up to Missouri who has just dismounted from the driver's seat. "I see ye've brought me brother's beauty back. Ye..." He stops short, collecting himself. "He died well, aye? Did ye burn him or leave him tae the stone?" He introduces himself as Frelin, Fundin's brother. He asks you as you unload your gear: "Ye have a story of me brother on his final quest? His humor was unequaled. He told ye some good jokes, kept ye laughin', aye?" The dwarf listens intently to anyone who will tell him about Fundin's final journey. This clan believes the retelling of a fallen warrior's tales propel them to the All-Father's hall. Half a dozen people in the motor pool begin unloading the mountaineer, carrying your gear and spoils to a holding room, while the vehicle begins undergoing maintenance by a couple dwarves and a trimadore.
OOC Comments
Feel free to regale Frelin with a story of Fundin's exploits, jokes, or other tidbits.
As those who oblige finish their tale-telling, the familiar visage of Reille, Setnaja's assistant (who you met as an illusion) is spotted at the entrance to the motor pool. He walks directly over to you all, bows, and speaks. "Lord Setnaja would like to welcome you back himself. Please collect any items of arcane significance you wish for him to examine, then meet in the briefing room in thirty minutes." With that, he turns about-face and walks towards the wall. Six inches before impact, his form blurs, and he walks through as if he was a ghost.
Gill's friend Franko is working security in the motor pool. He smiles at Gill. "Harmonious greetings! Hope your trip wasn't too tough. Now that you're back, are we having a meeting this week? I think I got a new guy. I met him at the Pandimensional. Seemed real interested in Harmony. I told him what you've done for me. He got real excited, had a bunch of questions about it and you and everyone else in the group. He started asking about your work for the Legion too, but I told him you had a special assignment and I couldn't talk about it."
Walking the hallway to the briefing room, you see the same guard at the door, Markus. He nods to you and unlocks the door. Acknowledging Everett, he makes the same request as before. "Please leave the axe. I'll take good care of it." He smiles at Gill, but doesn't offer any additional commentary. He regards Dom indifferently. Once the group has entered, he shuts the door.
You don't wait long after the door is closed. Eventually, the portal opens and Setnaja steps through. He bows, then gestures towards the portal. "Welcome back, my friends! I wish to hear the tale. Come." He extends the same gesture to Curatrix, ushering him towards the portal along with the rest of the crew. (If Perdi has been re-summoned, he requests that Gaspard leave the demon in the room.)
You enter once more into the grand sanctum. A couple gnomes, similar in stature to Reille, are busy analyzing a large black tome. Setnaja offers each of you a seat and refreshments, carried by an earth elemental, if you accept. "I see you have met your new associate, Dominic. He has a particular skill set that I believed useful for this assignment. Alas, that he was otherwise occupied when you all first departed. I tasked him with securing the skull should misfortune befall you. I see, also, that Statheros has not returned. Am I to assume...no. By all means. Tell me of what you saw, what you went through, and the final disposition of the artifact. All details of the effects and power of the artifact will be useful."
Setnaja listens intently, nodding occasionally, or raising an eyebrow, as he sips at some tea. When all stories are told, he stands, bows, and thanks you. "You have been through much. I have seen to adding a bonus to the leader of the assignment, as well as requested hazard pay for all of you." He smiles at Heather. "I see that my trust was well-placed. Very good."
He places his tea on a pedestal next to him, then another small table is brought over by a gnome. "I am certain there were some artifacts recovered that you may wish me to examine. Those of particular interest, I'll purchase from you. Those you wish to retain, I bid you good fortune in their use." Here, the particulars of each item's abilities are identified, and sale offers are made. Anything you want to keep is yours. He pays particular attention to the staff of rift-controlling and the necromancer's wand from outside the arch.
Instructions
Some fill-in RP here. Take a benny for a Fundin-story or joke he might've told, and debrief Setnaja as you choose. He will press for information on the effects of the corruption, the power of Mondain, and particularly the dimension Statheros departed to. Any items you want to discuss with him, go for it. Any of your character's personal connections (family, friends, etc.) will be happy to greet you. New adventure is incoming fairly soon. Thanks for your patience.
Beware the mesmerizing eyes of the snake!
GM Bennies: 5/9 (-1 EE puppet, -1 EE slumber, -1 EE puppet, -1 reroll dmg Curatrix)
Wild Card Bennies:
CM left: 0/2 (unshake, soak, dead)
CM right: 0/2 (-2 trying to hurt Everett and failing)
NM left: 0/2 (soak, soak, dead)
NM right: 0/2 (soak, soak)
Summoner: 0/2 (unshake, EE FM, dead)
Statheros: 1/2 (reroll resist slumber)

User avatar
Heather Todd
Posts: 62
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Heather Todd » Thu Nov 29, 2018 12:33 am

Castle Refuge
Afternoon
Round 0

Heather put a hand on Frelin’s shoulder when he inquired about his brother. “We burned him and buried his ashes beneath a stone,” she told the dwarf. “He...died well. He was a good companion.” What more could she say? She didn’t know how he had died -- if he had died well. She had only known the dwarf a couple days. It hurt her to have lost him. He should have been safe back with the transport. He shouldn’t have died alone. She couldn’t tell lies or tall tales. “I am sorry for your loss.”

Heather just wanted to return to her room and take a hot shower, but they were summoned to Setnaja. She pulled out the rune-etched stone she still carried, unsure if it was of any arcane significance. She hadn’t acquired much else on the trip.

Heather went into the briefing room and then through the portal. She sipped tea as she related what had happened. “Statheros wasn’t...what he appeared to be,” she said. “He was an agent of balance sent to destroy the evil of the skull. Given the powerful corruptive effects of the artifact we felt it best if we allowed him to do so. He took it to a place where it could be destroyed. The corruption started to clear up as soon as the skull was out of this dimension.”
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
  • Boom! Head Shot!: You may ignore any Called Shot penalty on your next ranged attack.


Loadout
Stealth armor
Shard pistol
HE grenade
Plasma grenade x 2
Frag grenade
Flaming sword
Overcoat
Shopping List
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades

User avatar
Alex
Posts: 63
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Alex » Thu Nov 29, 2018 2:05 pm

Alex pops out of his PA to help stow the gear and loot. Burn me a brother? He looks up at the drwarven bro and shakes his head sadly but then perks up as he remembers his favorite Fun story. ” I got one for you. Big F loved to joke around. One night in the dead of the evening I hear this creeper sound outside my tent. A real low grown and a soft disturbing shambling. I am like Burn Burn Burn. Those zombie stories Libertas used to tell me are real! I got no weapons and Everette is out like a light in the next tent over snoring on and on about his lover Bolitrox. The noise gets a bit louder and a bit more zombie like. The zip on my tent starts dropping slow like... Zzzzziiippp. Then F pokes his head in which is covered with ashen makeup and fake gore. He goes all ooogggly boogy and I just about faint...” Alex chuckles and wipes his eyes, ” Good times, the best. I am going to miss big F.”

The kid does not say much during the meet and greet with Setnija, but he does blurt out jerking a finger at Dom, ” Burn me this guy was on the level? Jeez, next time give a run down of all the players. I almost chucked a fusion block at him, and that is something a sorry won’t fix.”

Alex might have said more but the gleaming set of elemental shuirukens caught his attention once again. Burn me those little discs of elemental metal look so wizard. I wonder if ninja would trade for them. Got to play it cool. He pulls out his creepy wand eyeing the elemental shurukins, ”Big S, ready to trade those elemental shrukins for this necro wand?”
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(20/15), Blast(20), Dispel(20), smite(20/14)
Maintianing Exalted smite and exalted detect(16)
Bennies
4/3
+1 post rate
-1 damage
+1 Fundin
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: 246
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Snake Eyes » Thu Nov 29, 2018 2:28 pm

Setnaja accepts the wand with the unsettling aura from Alex. He looks over it briefly, then waves a hand, inspecting it with arcane sight. He nods as, apparently, the object's secrets are revealed. "It is good that you've brought this to me. This is meant for a necromancer's work. There are certain to be others like it, but with this in my possession, we deny the death cults one more tool of their foul magics." He smiles at Alex. "I'm afraid this is not an equitable trade for the shuriken. They are powerful indeed. However, I may be persuaded to loan them to you with additional deposits of such items of power. Is this an acceptable compromise, young one? If you prefer, I can offer money instead."
Assuming Alex agrees, he beckons one of the earth elementals and passes the wand to it. The lumbering pile of rock heads to a side room, knocks gently (surprising, for a creature its size) and hands the wand to the unseen figure that opens the door. It then returns to its wanderings about the sanctum, and the side door closes.
Beware the mesmerizing eyes of the snake!
GM Bennies: 5/9 (-1 EE puppet, -1 EE slumber, -1 EE puppet, -1 reroll dmg Curatrix)
Wild Card Bennies:
CM left: 0/2 (unshake, soak, dead)
CM right: 0/2 (-2 trying to hurt Everett and failing)
NM left: 0/2 (soak, soak, dead)
NM right: 0/2 (soak, soak)
Summoner: 0/2 (unshake, EE FM, dead)
Statheros: 1/2 (reroll resist slumber)

User avatar
Xero X Kelvin
Posts: 59
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Xero X Kelvin » Thu Nov 29, 2018 8:36 pm

Once the team gets back to Refuge and they meet Frelin, Xero finds Frelin and offers him a flask. "Fundin once gave me the flask when I asked for a drink. My condition is such that alcohol does nothing for me. When I tried to give it back, he insisted I keep it."

Frelin excepts the flask with some trepidation, holding it with two fingers and away from his body. Turning slowly he sets the flask on the ground and steps away from it.

Xero while curious, goes forward to grab the flask when he is stopped by Frelin. "I am surprised it has not gone off prior to you arriving back at Refuge."

"Going off?"

Frelin, still looks wary, when Xero takes his turn to place his hand on Frelin's shoulder. "You mean the shadow tenticles that entangled Fundin into his seat came from the flask?"

Frelin, nods and smiles, and wipes the sweat from his brow. "It seemed an appropriate gift when he left with your team. Fundin had previously filled my mug with mulberry wine, very rancid mulberry wine."

At the mention of mulberry wine, the flask shakes, tips over on its side, and a feint light begins emitting from the flask. A few seconds pass and a 3D holographic image appears of Fundin. "Frelin! Bro! I hope the flask makes its way back to you. Great gag with the shadow tentacles. Compliment Asher for his skill once again."

The recording continues, "Had a dream the other night. The All-Father appeared and invited me home. I figured it best that I get a message to you."

"Everything was done with honor. Mom, Dad, you and the clan have nothing to worry about. I left instruction with Heather in a random conversation, hopefully she burns me and buries me under the rock I keep in my ride."

"It is likely I will join our ancestors before the team I am transporting arrives back at Refuge. It has been real, bro. You made my life easier and hilarious. I will have your "seat" saved at the Feast of Eternity. Till then, Live Strong and With Honor."

The recording slowly fades and the flask even stands back up.

"Neat trick," Xero says to Frelin.

"That was Fundin. A techno wizard."

"A Techno Wizard and a Crack Shot Rigger. He could really handle that Mountaineer. Once Fundin bunny hopped the Mountaineer down a mountainside."

Frelin smiles and Xero pats him on the back before leaving the motorpool. "Good times. Chat you up later? Got another meeting."

Frelin nods and Xero leaves but not to quickly, he likes talking with Frelin.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 2/3
Adventure Card(s):
  • Reknown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

User avatar
Alex
Posts: 63
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Alex » Sun Dec 02, 2018 10:50 am

Alex seems a bit down after remembering how awesome Fundin was and he treks through the Legion’s hallways as it were looking for a few folks that might be able to help him upgrade his gear. Fundin had always talked to Alex about his loadouts advising him to use this weapon in this situation and that one in another. He of course would do it in a joking way like, ” Kid... That railgun is about as useless as a behive of Simvan’s honey trapped with vampires.” Alex really did not know what the dwarve was talking about other than his railgun needed something special if he went up against vampires and other supernatural creatures. Fundin took particular intrest in the young kid’s GL auto launcher. He found his weird science adaptation remarkable. The two spent several evenings talking about how to make the launcher more acurate with fancy cutting edge tech.

Of course Alex would need to find a couple of people to help him honor Fundin and make his dream a reality.
OOC Comments
Streetwise roll to find a Supertecher: 1d6+2 = 7: 5 wild 1d6+2 = 4: 2

Streetwise roll to find an enchanter: 1d6+2 = 4: 2 wild 1d6+2 = 6: 4

Miss Maggie Ray’s house of tech. A small room near briefing room 1A on the first floor of the castle. Maggie was a grackletooth of some reported skill. With a quick grin Maggie stowed her cigar and nods at the boy. ”Alex isn’t it? You roll with the 13th don’tcha?”

Alex grins. The 13th rep is going to help me isn’t it?. ” I used too for a bit. Helped them out in silver bluff, and Gloom. But I am with the 12th ATT.”

The grackletooth frowns, ” Da... Heard you guys had some trouble. Fundin... He...”

Alex finishes the sentence off for her, ” He was a funny and good dwarve. The best.” She nods in agreement. Alex continues, ” He was telling me out on the road some tips and tricks I might want to fit my auto grenade launcher with.” He pulls out a piece of paper with a couple of design notes jotted down and hands them over to her, ” Best way I can think to honor his memory is see that they get done. Can you help me out?”

The grackle nods reading the note, ” Leave the note and have your launcher brought over. We’ll do a Fundin special on it.” Alex nods leaving the creds on her work table which her tail snags.
Alex continues on until he stops at Dead Fred’s Imporium of Arcane Salvage and Enchanted Items. He shrugs at the name and goes in looking for Fred. A pale groan echoes arround his ears as he walks in. Nice door chime. Alex chuckles because that is something Fundin would have liked too. ”Burn, Fundin would have had a gass at that. Burn me.”

A young man, looks like a young D’Norr looks over his counter at Alex. He speaks with an air of wisdom that would speak against his unusually young face. ” You knew Fundin young man?”

Alex nods enthusisastically, ” Oh yeah, he was part of the 12th ATT. Our driver. We spent a few nights under the stars dreaming of how to best enchant a railgun.”

The shop keeper nods sadly faltering, ” Ahh... Well...”

Alex picks up the conversation, ” I want to keep his memory aliave in my gear. Seems strange but I think Fundin would have liked me thinking of him every time I fired off my rail gun.”

The D’norr smiles laughing slightly, ” Ah yes, well the Fundin I knew would have liked it that way... Tell you what kid have your railgun brought over and we’ll see what we can do.”

Alex nods and leaves the creds on the counter. A ghostly hand pops over swipping them and they disapear never to be seen again.

Planning on Super teching his auto firing GL, and enchanting his mini railgun.

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(20/15), Blast(20), Dispel(20), smite(20/14)
Maintianing Exalted smite and exalted detect(16)
Bennies
4/3
+1 post rate
-1 damage
+1 Fundin
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: 62
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Heather Todd » Mon Dec 03, 2018 3:35 am

Castle Refuge
Afternoon
Round 0

With all the salvage and loot from the last mission now divided, Heather walked through the halls of the castle weighted beneath her pack and her gear. Ugh. She really needed to hit the gym, hit the weights, and get stronger to carry all of this.

Unfortunately, it was her mind that was the strong part of her. She used her telekinesis to take some of the weight, letting her carry it more easily as she examined the new fireburst rifle and flaming sword she had acquired.

Heather headed into the quartermaster’s office. “Hello, Franklin,” she greeted the young man. “I have some purchases I would like to do. Nothing too fancy or requiring a commission.” She pulled her NG-33 pistol from her hip and put it on the counter, along with a black credcard. “Took quite a haul last mission, so I’d like an upgrade. Sell the NG-33 and the light blade and buy that nice looking shard pistol I was eying last month.”

Franklin smiled. “Sure thing, Heather,” he said, taking the pistol and examining it. “Never been used?”

Heather shrugged. “Just for quals on the range.”

“Fair,” Franklin said. “I can give you six fifty for the pistol. It’s not much, but…”

Heather shrugged. She knew it was the most basic sidearm. “Take it off the price of the shard pistol.”

Franklin nodded and went to the back to retrieve the shard pistol, taking her credcard to put the charges through. He handed the techno-wizard weapon to Heather.

“Thanks, Franklin,” Heather said, favoring him with a smile as she admired the new weapon. Not that she would get to use it much, but it was an upgrade from the previous, and she wouldn’t have to carry around eclips. She pumped a bit of power into it to load it and attached the holster inside of her coat before heading to her room to dump her gear, take a long bubble bath, and an even longer sleep.
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
  • Boom! Head Shot!: You may ignore any Called Shot penalty on your next ranged attack.


Loadout
Stealth armor
Shard pistol
HE grenade
Plasma grenade x 2
Frag grenade
Flaming sword
Overcoat
Shopping List
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades

User avatar
Alex
Posts: 63
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Alex » Thu Dec 06, 2018 12:11 pm

Snake Eyes wrote:
Thu Nov 29, 2018 2:28 pm
Setnaja accepts the wand with the unsettling aura from Alex. He looks over it briefly, then waves a hand, inspecting it with arcane sight. He nods as, apparently, the object's secrets are revealed. "It is good that you've brought this to me. This is meant for a necromancer's work. There are certain to be others like it, but with this in my possession, we deny the death cults one more tool of their foul magics." He smiles at Alex. "I'm afraid this is not an equitable trade for the shuriken. They are powerful indeed. However, I may be persuaded to loan them to you with additional deposits of such items of power. Is this an acceptable compromise, young one? If you prefer, I can offer money instead."
Assuming Alex agrees, he beckons one of the earth elementals and passes the wand to it. The lumbering pile of rock heads to a side room, knocks gently (surprising, for a creature its size) and hands the wand to the unseen figure that opens the door. It then returns to its wanderings about the sanctum, and the side door closes.
For a second the exchange almost passed Alex’s notice as his thoughts dwelt on Fundin. But only almost.
[What the what??? Alex looks at Setnija, and at the earthy dude. Then he swivls his head to the side door, ”Burn me... Whats in that side door Mr. Ninja?”
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(20/15), Blast(20), Dispel(20), smite(20/14)
Maintianing Exalted smite and exalted detect(16)
Bennies
4/3
+1 post rate
-1 damage
+1 Fundin
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: 246
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Snake Eyes » Thu Dec 06, 2018 2:52 pm

Setnaja smiles at Alex. "Some subordinates of mine. They catalogue and contain items of items with a darker purpose. Had you returned with the skull, we would have secured it in such a way as to negate the corruption's effect on the world until I was able to properly study it. Alas..." He shrugs. "I'm certain you made the best decision you could in the face of such a persistent entity. Statheros was quite inflexible in such matters. Though from what you tell me of his nature..." He looks off in the distance for a moment, shakes his head, and smiles again. "I digress. What's done is done."
Beware the mesmerizing eyes of the snake!
GM Bennies: 5/9 (-1 EE puppet, -1 EE slumber, -1 EE puppet, -1 reroll dmg Curatrix)
Wild Card Bennies:
CM left: 0/2 (unshake, soak, dead)
CM right: 0/2 (-2 trying to hurt Everett and failing)
NM left: 0/2 (soak, soak, dead)
NM right: 0/2 (soak, soak)
Summoner: 0/2 (unshake, EE FM, dead)
Statheros: 1/2 (reroll resist slumber)

User avatar
Missouri
Diamond Patron
Diamond Patron
Posts: 45
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Missouri » Thu Dec 06, 2018 7:17 pm

Missouri gave a sad nod to the dwarf. But at the request, he gave a small smile. "He was a great driver, and a good m...dwarf. He didn't take lip, but he was decent." The smile widened. "I remember when we were driving, Fundin and I having to work together to run the vehicle. Anyway, I took my hat off at one point to adjust it. Fundin looked over at me and said - 'Boy, I got a POINTED question to ask you! How do you get those horns to NOT poke through your hat?' He laughed even harder when I tried to explain what the hat was made of to stop that." He smiled and gave a shrug, spreading his hands.

Then they were interrupted and taken to see Lord Setnaja. When he mentioned Dominic, Missouri had to restrain himself from rolling his eyes. He wasn't sure about the 'new member' yet, except for his greed. But he did agree about Heather and sent a nod and a smile her way at the praise. "Heather held up well to pressure."

He helped give a quick rundown of what had happened on the mission, according to his point of view.
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: 19(11)
Weapons: TK Machinegun; Shard Pistol; TW Energy Whip

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

Charisma: +3 (-4 w/Coalition)
Bennies: 1

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
Gaspard Gillead
Posts: 70
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Gaspard Gillead » Thu Dec 06, 2018 8:09 pm

Gaspard pulls aside Frelin at one point. "I didn't travel as much with your brother as the rest--I was busy shuttling folks, or sleeping off the effects of traveling those lines. But there is one tale I can tell you--about his ending. We told you about the stitching. When it came time to give him a proper send-off, I cut the stitches on his eyes and mouth--didn't seem right to leave those on him before burning the body. Well, I'm glad I did. See, in your brother's mouth, there was a pointed ear, mottled brown and green. Which means that when he got in a corner, and they were coming for him, he fought them to the end, and he made them pay for taking him. Sometimes in this world, that's the closest thing you get to justice--the opportunity to make the bastards pay. Your brother got that chance, and he took it. And someplace out there, there's a one-eared goblin who's gonna remember your brother every time he catches sight of his reflection in a pool of water. You can be proud of him."
Gaspard Gillead
Stat Block
D'norr Shifter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Spellcasting d12; Knowledge: Arcana d6; Knowledge: Politics d6; Notice d6; Fighting d4; Throwing d4; Investigation d6; Persuasion d4; Streetwise d6
Charisma: +1; Pace: 6; Parry: 4; Toughness: 10 (5); Strain: 0; Corruption: 0
Edges: Linguist, Ley Line Phasing/Gate, Dimension Sense, Arcane Awareness, Rift Mastery, Master of Magic, Soul Drain, Rapid Recharge
Hindrances: Code of Honor, Minor Enemy, Quirk: Sweet Tooth, Obvious D-Bee
Bennies: 3/3
PPE: 17/25

Powers: Summon Ally, Det. Arcana, Drain Power Points*, Mind Reading*, Dispel, Bolt, Burrow, Darksight, Farsight
  • Q4/18 Adventure Cards:
    Extra Effort Play to add +1d6 to any trait roll. This roll may Ace.
Proditione (Bound Lesser Demon)
Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 13 (3) [Demon armor]
Fighting d8; Intimidation d6; Notice d4
Edges: Arcane Resistance, Brawny, Charge, Frenzy
Weapon In Hand: Chain Greatsword (Str+2d10 MD)
1/2-Damage from non-magical attacks
Causes Fear
Immune Poison, Disease, non-magical Fire/Heat/Cold
Hardy
Infravision
Size +2
Weaknesses: Holy, Silver

User avatar
Gill
Posts: 55
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot - Epilogue! (Closing the Door)

Post by Gill » Fri Dec 07, 2018 10:04 am

Gill knows death is a natural part of the cycle. Even death at the hands of evil is part of the cycle as is the death that heroes will deliver in return. But for some reason even when meditating on the words of wisdom he find it unsettling when people leave under such stresses. Listening to the others recount the matter he wonders if harmony will ever be found or if the corruption of the dark forces will always be at work.

As the other went about shopping and handling things of that matter he was thrown off by the fact that he was considered to owe so many people. Curatrix never really worked so obviously he would accrue the debt for the draining blade. But to what end, another weapon fighting evil, will it be enough to slow the advance?
OOC Comments
Ganadril and his protector Curatrix

Wounds: 0
Fatigue: 0
PPE: 0 of 15
ISP: 4 of 10

Gill's Bennies: 1
  • +3 Quarter Begins
    +1 PR
    -1 EE on ritual
    -1 EE to resist Corruption
    +1 Joker
    -1 EE to resist Corruption
    -1 EE again on rewards
Curatrix' Bennies: 1
  • +2 Quarter Begins
    -1 Soak
    +1 Joker
    -1 EE to resist Corruption
Active Effects:
Greater Deflection (maintained)
Summoned 4 Sentinals

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