The Bleak Tome - Amity

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Snake Eyes
Game Master
Posts: 432
Joined: Wed Feb 07, 2018 2:16 pm

The Bleak Tome - Amity

Post by Snake Eyes »

The 12th sets about their respective tasks, with half of the crew diving headlong into the formidable library of the Collegiate Arcane. The discovery of Amity is fortuitous. Most records of that world have been forgotten. Even Lazlo has few resources that mention the place. The danger of being stranded on a planet that unleashes world-ending storms on a daily basis is enough to turn off even the most intrepid prospectors and treasure hunters from what is, by all accounts, a trove of mineral and arcane resources abundant enough to change the face of Rifts Earth. Still, it is preferable to carrying a world-consuming entity in the pages of a terrible tome.

At midnight, @Pahi Oki finds himself at the hot spring surrounded by a score of seasoned warlocks, with Eloros the Scribe at the front. A complex ritual wrangling powerful elemental forces causes the hot springs to churn alternately boiling and freezing, yet never causing the fusionist more than slight discomfort. At the peak of the ritual, Pahi's sight goes dark. He sinks beneath the pool, opens his eyes, and sees a vision of absolute horror as the face of the avatar of death is revealed to him. The fright overwhelms him and he gasps while beneath the surface. In a flash, he is pulled into the elemental plane. The place where his body was leaves a vacuum, causing a thunderclap when the waters rush to fill the void. Eloros' face turns ghost pale, but even the chief warlock is unable to reach beyond to find the First Nation man.

@Alex is stunned by the sudden disappearance of Nixie. He looks frantically for the city rat for a minute or two, but the realization hits him before long. She's gone. Dejected, he returns to the college and collects his abandoned power armor. Upon running the power-up sequence, he is immediately bombarded by the rhythmic thump of cyber-electronica in his audio feed. He recognizes it almost immediately as a dance remix of the Drei Marbles Left hit, "I'll Never Forget...What Was Your Name?" His heads-up display scrolls a message in binary code: "Hey, hot stuff. You're too good for me. I'm no hero. I'm ghosting before something goes down. Maybe I'll catch you another time." The message stops, and a screenshot of a Space Invaders high score pops up. The top 3 scores:

1ST  105,510   NIX
2ND  102,100  LVS
3RD  99,820    ALX

The following day nets new information on Amity as the 12th continues their scholarly endeavors. Even @Kidemonas gets in on the action, everyone learning as much as they can about their eventual destination. @Everett Jackson and @Marten spend their time in the restaurants, sampling as much food as they can jam into their faces. @Adriana, fed up with the city, hits the countryside to wander a bit. The walls of MercTown are too confining. She takes comfort in the wild, recharging her spirit in anticipation of the strange world she's soon to find.

A few days pass, and the 12th reconvenes for their chosen time of departure. Menelaus Clotho and Eloros the Scribe meet you in a lab on the campus running under the ley line. Eloros presents you with the ill news - Pahi Oki vanished in the elementalist ritual. "I don't believe the ritual claimed his life, but the elemental plane at least claimed his body. I was unable to bring him back, or even to reach him."
Clotho shakes his head vigorously as if trying to shake the misfortune from his thoughts. "We have little choice but to proceed. I will search for him another time." He turns to @Dominic Skodati. "Have you the book? Is everything ready?!" He hands a pack of notes to @Gaspard Gillead and a datastick to @Heather Todd. "Notes on the ritual of summoning the entity, the return, and the ritual of sealing the rift."

Each member of the 12th, as well as Clotho and Eloros, take up a position around a mystic focus placed in the middle of the room. With a low murmur, the incantation begins. First with Clotho, then the Scribe. One by one, the mystically inclined members of the 12th add their arcane skills, and the remaining members of the 12th add their own psychic wills to the spell. With a crackle and a pop, a portal opens.
Amity 10.jpg
On the other side is a desolate world. The planet is a wasteland. Remnants of cities ravaged by time and neglect are visible, interspersed with areas of vast, empty desert. Hints of the greatness of the long-dead civilization are still seen, though nothing can withstand the inevitable march of time.
Clotho's chanting begins to escalate in intensity. Eloros peers through the rift. "The environment is inhospitable at best. The elements are out of balance here. The longer you stay, the worse your going will be. And that is nothing to say of the Nihil Storms. You must hurry! Undo the Book. Save the megaverse!" As a parting gift, the warlock imbues those of the 12th without EBA armor a single casting of Environmental Protection, giving you an hour of protection against harsh environments.

Stepping through the rift, you find yourself standing in sand. The energy of this place is oppressive. Those who are mystically or psionically inclined immediately feel the silent echoes of a race that obliterated itself. You also feel chaotic surges and ebbs of power. With a little exertion, you could use this to amplify your power. Those who aren't so inclined can still feel an almost claustrophobic air, as if the world is crushing in on you.
What passes for a sun here is choked in a sandy haze. Rocks jut from the landscape like jagged stone teeth. The wind drives sand and grit into the joints of your armor and folds of your clothing.

Whether it be curiosity, greed, or simply the desire to get the job done and get out of there, you decide to move. Your compasses seem to indicate north and south poles. The crags in those directions would make your going both slow and dangerous. To the west, the path wanders into a canyon. Eastward, the land flattens out.
Instructions
Several rolls for your environment are required.
Everyone without EBA will make a Vigor roll after your 2nd hour here. (You do NOT need to roll yet. Just be aware.) The environment is oppressive and your oxygen is low. Failure is a level of fatigue. Crit fail is 2. This may be restored with Relief or abated with additional castings of Environmental Protection.
Next: Occult roll at no penalty, or Science roll at -2.
Using magic or psionic powers will accelerate the feedback loop that triggers the magic or psionic waves. The higher rank of power used, the more it triggers the feedback.

Those with AB: Magic or Psionics may make a Spellcasting or Psionics roll at -2. Success means you act as if you're on a ley line for the duration of your stay. A raise means you act as if you're on a Nexus, and you double your available PPE/ISP. Failure cuts damages and durations of your powers in half while you're here. Crit fail cuts your damage and durations in half, as well as your available PPE/ISP for the duration of your stay, and accelerates the feedback loop, shortening the amount of time before a magic or psionic wave, or a Nihil Storm. AB: Miracles, Gifted, or Weird Science are unaffected.
Last: someone roll Survival to navigate somewhere useful. Success and you find someplace awesome. Raise and you find someplace awesome even faster. Support is an option, +2 max per PC, +4 max total.
OR: if you all prefer, fire up the ritual and let's get this over with, leaving Amity un-looted.
Nihil Storms and your eventual destruction
Your timing is impeccable. You have arrived just after one of the power storms blew through your area. You have a certain amount of time before another wave sweeps across the world. This span can be shortened by your own activities. This will be tracked by card draw. Clubs are bad. The other suits are irrelevant. Jokers are good. You have 10 clubs before a wave. Every hour that goes by, I draw one card. Use a power of Novice or Seasoned rank, I draw one card. Use a Veteran or Heroic power, I draw two. Draw a joker and it backs the club count down by one and reshuffles the deck. Crit fail on a power usage or on the Spellcasting/Psionics arrival roll automatically adds a club and draws two more cards.
On the 10th club, I roll a simple 1-3. A 1 is a Magic wave that will do 1-4 wounds to anyone with AB: Psionics. 2 is a Psionic wave that does 1-4 wounds to anyone with AB: Magic. 3 is a Nihil storm that will instantly kill everyone, close the rift, and seal your sorry corpses here for eternity. Everyone will be able to get a sense of an impending wave or Nihil Storm.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 9/9
Wild Card Bennies:
TBD
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: 88
Joined: Sun Sep 16, 2018 1:15 pm

Re: The Bleak Tome - Amity

Post by Dominic Skodati »

Occult 4 (Success), Spellcasting 11 (success)
Occult 1d8!! / 1d6!!: [1]+[4] = 5
Spellcasting 1d12!!: [5] = 5
Wild 1d6!!: [4] = 4
Benny spellcasting 1d12!! / 1d6!!: [11]+[4] = 15
Dom is at once amazed and disappointed. The environment is much too hostile to bring back more than a handful of gantrium. Worse they were about to unleash death, making the place even more inhospitable. His initial greed pushed aside he begins to sense the environment around him and its not good, while he can feel the surge of mystic power in the air he can tell its wild and unstable, like a ley line during a storm.

"The storms will be magnified each time we use magic or mental powers. Be sparring.

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Adriana
Posts: 39
Joined: Fri Jan 03, 2020 2:50 pm

Re: The Bleak Tome - Amity

Post by Adriana »

Occult 5 Spellcasting 14
Spellcasting 1d8: [3] = 3
Wild Die 1d6: [6] = 6

Wild Die Ace 1d6: [6] = 6

Wild Die Ace 1d6: [4] = 4
Nexus here too. Mm, almost. Feel like it easier here. She looks around and considers the distant cities then looks at whoever has the book.

Survival to Aid 3
Survival to Aid 1d4: [1] = 1
Wild Die 1d6: [3] = 3
Caught up in the feel of being in a Nexus without actually being in one she fails to notice much about their landscape beyond what is obvious.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 3/10
ISP 10/10
Bennie's 3/3

Wounds 1/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, Silver Plated Sword STR+d6

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Heather Todd
Posts: 105
Joined: Mon May 28, 2018 4:12 am

Re: The Bleak Tome - Amity

Post by Heather Todd »

Occult 5
+2 field computer
Occult 1d10!!+2: [1]+2 = 3
Wild 1d6!!+2: [3]+2 = 5
Psionics 9; Raise!
-2 difficulty, 4 ISP for +2
Psionics 1d12!!: [3] = 3
Wild 1d6!!: [4] = 4
Master of Psionics free reroll
Psionics 1d12!!: [9] = 9
Wild 1d6!!: [2] = 2
Support Survival 8; Raise +2 support
+2 for 4 ISP
Psionics 1d12!!+2: [3]+2 = 5
Wild 1d6!!+2: [1]+2 = 3
Master of Psionics Free Reroll
Psionics 1d12!!+2: [6]+2 = 8
Wild 1d6!!+2: [4]+2 = 6
Merctown/Library
Morning
Round 0

Heather took the data stick and plugged it into her computer, studying the ritual and how best she could help. She didn’t have arcane power, but she could use her psionic abilities to bolster the others.

Heather couldn’t help but gasp as she saw the world through the portal. Words in books hadn’t done this desolate sphere justice. Heather stepped through the portal and was immediately hit by the ebbs and flows of psionic power on the planet. She took a moment to acclimate herself to the sensation, finding the psychic resonance of the planet exceedingly reactive to her mind.

Heather reached out with her mind to see if she could use the psychic confluences to help find a good spot for the ritual. “That direction might be good,” she indicated.

***

Double ISP: 68/80
Nexus effects: Triple range, triple duration, +4 damage effects, +2 Toughness for defensive powers, Dynamic Backlash
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 16 (8)
ISP: 36/40
Bennies: 4/3
Shard Pistol: 12/12 shots
Armor: 10/10 PP
Fireburst Rifle: 20/20 shots
First aid kit: 3/3
Powers: bolt, conceal arcana*, detect arcana*, empathy (free reroll), fear (free reroll), fly*, invisibility (armor), mind link, mind reading, puppet, slumber, telekinesis (auto raise)
Encumbrance: 36.75/20 (including pack, 56.75/20, -2 Pace, running, Agility-linked skills, Vigor to resist Fatigue)(Normal: Armor 13, Coat 5, 4 Grenades 2=20)
Major Psionic: May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
Master of Psionics: Mind Melters get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill; this does not allow Critical Failures to be rerolled.
Mental Resistance: Melters have +4 to all checks to resist psionic effects, and +4 armor against psionic damage..
Grenades (carried)
  • 1 High Explosive
  • 9 Fragmentation
  • 2 Plasma
Keeping/Armed
Stealth armor (12)
Overcoat (5)
Grenades (3) (1 HE, 2 Plasma, 9 frag)=20
Survival pack and field computer (2) (in room)
Leaving in Locker
Flaming Sword
Shard Pistol
Fireburst rifle
1 High Explosive grenade
11 Fragmentation grenades
2 Plasma grenades
Shopping List
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades
Mission
Destroy the Bleak Tome.
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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Alex
Posts: 121
Joined: Mon May 28, 2018 6:53 am

Re: The Bleak Tome - Amity

Post by Alex »

Sure the 12th had stepped into a real shit storm. But, Alex in his large super trooper PA was busy trying to put together what could be the biggest mystery of his life. Who is LVS? He might have missed the whole trip to Amnity had not been for @Adriana’s comment about a Nexus that according to his sensors was not there. The Power Armor sort of shrugged and slide over to her.
Alex turned down the volume some but a loud speaker was a loud speaker.

To @Adriana he asked perhaps the most important question of his young life, “Hey Adriana, seeing how you’re a girl... I have a friend who had his girl friend umm dump him. She told him “He was too good for her.” Then split. Umm, what does that even mean? To good for her...”
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

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Gaspard Gillead
Posts: 124
Joined: Tue May 29, 2018 11:36 pm

Re: The Bleak Tome - Amity

Post by Gaspard Gillead »

Occult Fail, Spellcasting Raise, Support +1
Everyone without EBA will make a Vigor roll after your 2nd hour here. (You do NOT need to roll yet. Just be aware.) The environment is oppressive and your oxygen is low. Failure is a level of fatigue. Crit fail is 2. This may be restored with Relief or abated with additional castings of Environmental Protection.
Next: Occult roll at no penalty, or Science roll at -2.

Occult 1d8!!: [2] = 2
Wild Occult 1d6!!: [3] = 3

Those with AB: Magic or Psionics may make a Spellcasting or Psionics roll at -2.

Spellcasting 1d12!!-2: [5]-2 = 3
Wild Spellcasting 1d6!!-2: [2]-2 = 0
Benny:
Spellcasting Reroll 1d12!!-2: [2]-2 = 0
Wild Spellcasting 1d6!!-2: [10!!]-2 = 8

A raise means you act as if you're on a Nexus, and you double your available PPE/ISP.
When activated at a nexus
point, triple the Range and Duration of
psychic or magic powers. Attack powers
deal +4 damage, and defensive powers gain
+2 points of Toughness. Magic users triple
the PPE regained while resting in the area of
a nexus point.
Effects: PPE Pool = 40; Recovery = 15 PPE/hr

Last: someone roll Survival to navigate somewhere useful. Success and you find someplace awesome. Raise and you find someplace awesome even faster. Support is an option, +2 max per PC, +4 max total.

Academics Support Survival 1d8!!: [5] = 5
Wild Academics 1d6!!: [4] = 4
Gaspard is a bit dizzy from the surge of arcane power he experiences as they step through, and so fails to recognize the danger of the place, though he nods in understanding when Dominic describes it.

As his head clears, he begins looking over the desolate landscape they find themselves in. "I would recommend using the ruins of the old cities, rather than the wastelands. We will be more likely to find some salvage, and also the ritual will work better there." He doesn't explain that this is because more people would have died in population centers during the cataclysm.
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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Adriana
Posts: 39
Joined: Fri Jan 03, 2020 2:50 pm

Re: The Bleak Tome - Amity

Post by Adriana »

She smiles softly at @Alex "Mm, it mean she think she bad some way. Some way that can no fix. Is nothing you c-...you friend can do. It get better."
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 3/10
ISP 10/10
Bennie's 3/3

Wounds 1/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, Silver Plated Sword STR+d6

User avatar
Marten
Posts: 16
Joined: Mon Jan 20, 2020 1:00 pm

Re: The Bleak Tome - Amity

Post by Marten »

OOC Comments
Everyone without EBA will make a Vigor roll after your 2nd hour here. (You do NOT need to roll yet. Just be aware.) The environment is oppressive and your oxygen is low. Failure is a level of fatigue. Crit fail is 2. This may be restored with Relief or abated with additional castings of Environmental Protection.
Next: Occult roll at no penalty, or Science roll at -2.

Occult
1d4!!-2: [11!!]-2 = 9

Wild Die
1d6!!-2: [3]-2 = 1


Last: someone roll Survival to navigate somewhere useful. Success and you find someplace awesome. Raise and you find someplace awesome even faster. Support is an option, +2 max per PC, +4 max total.

Faith Support Survival
1d10!!: [13!!] = 13

Wild Die
1d6!!: [1] = 1

1d6!!: [4] = 4

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Everett Jackson
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Diamond Patron
Posts: 86
Joined: Wed Jun 27, 2018 9:12 am

Re: The Bleak Tome - Amity

Post by Everett Jackson »

Everett uses his strength, size and mobility to scout ahead, clear debris and otherwise help as needed. There's not much here he can do until a threat shows up, so he makes himself useful when the opportunity presents itself. Balitrox is strangely silent from where he's secured to Everett's back. It doesn't seem like it wants to risk Everett's ire because this is the last place it would want to be stranded.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 7 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.
  • 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: +1 to Fighting with Balitrox and +1 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 3/5
Bennies: 0/3; Internal Repair System: 1/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.

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Kidemonas
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Diamond Patron
Posts: 538
Joined: Fri Dec 09, 2016 2:09 pm

Re: The Bleak Tome - Amity

Post by Kidemonas »

Kidemonas looks around. "Man, this place is bad. By friend Savant told me of worlds like this. But honestly this is the only world other than earth I had ever been to. I do not think I like it."

Kidemonas sets to work, helping to pulverize stones, throw them out of the way, or do whatever efforts are needed. He tries to figure out what all is needed, but find he needs direction from the others to really be useful and get efforts going. The missive amounts of power here is enjoyable, but the depressing and oppressive atmosphere does not fit well with his heroic and amazing image.


Occult
Occult 1d4!!: [2] = 2
Occult Wild 1d6!!: [3] = 3
Benny reroll for Occult
Benny Occult 1d4!!: [1] = 1
Benny Occult Wild 1d6!!: [3] = 3

Spell Casting
Spellcasting 1d8!!: [15!!] = 15
Spellcasting Wild 1d6!!: [4] = 4

Kidemonas (Rob T)
Kidemonas
Race: Great Horned Dragon
Iconic Framework: Great Horned Dragon
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d12+5, Vigor d8
Pace: 6/12; Parry: 8 (2); Toughness: 42 (22) / 17 (8)

Fighting d12+2, Damage Str+3d12 AP 10, +4 with 5" charge
Resources
Bennies: 3
Wounds: 0/4
Fatigue: 0/2
PPE: 35/35
ISP: 20/20
[/inline]

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Dominic Skodati
Posts: 88
Joined: Sun Sep 16, 2018 1:15 pm

Re: The Bleak Tome - Amity

Post by Dominic Skodati »

Survival 14, raise
Survival 1d4!!+4: [2]+4 = 6
Wild 1d6!!+4: [1]+4 = 5

Benny
B-Survival 1d4!!+4: [3]+4 = 7
B-Wild 1d6!!+4: [14!!]+4 = 18
The place is amazing. Magic power and wealth beyond measure. Why couldn't we lock the avatar of death on the home world of D'Norr?

Following his guides, Dom uses his ley line senses to reach out and scan for nearby places of power. It doesn't take long before one lights up like the neon sign of a brothel in the 'Burbs. Smiling broadly the rift runner points on the horizon.

"I think I found us a spot for this picnic."

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Snake Eyes
Game Master
Posts: 432
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bleak Tome - Amity

Post by Snake Eyes »

The land is bleak. The world is stripped of life. In addition to the powerful ebbs and flows of mystic and psionic power, harsh winds sweep the land. Most of the crew has sealed armor, and the rest are protected for now by arcane elemental protection. Still, the world wears at your soul. It feels inhospitable.
@Dominic Skodati, then, wastes no time in feeling out what's nearby. Guided by @Heather Todd, @Gaspard Gillead, and @Marten, the Rift Runner gets the group pointed in the right direction. They even manage to get a sense of geography in short order, finding shortcuts and ducking dead ends. After maybe an hour, the crags and jagged hills give way to flat ground. A brutal gale-force wind rips across your vision. It passes after just a moment, but left in its wake is the first close-up sight of something other than pure desolation.
Amity tower entrance.jpg
The whole world is a power echo chamber. This place is pinging on overdrive.
As you approach the entrance, the ground goes from barren dirt to a layer of sand over worked roads. You notice, too, evidence that people did die here. In droves.
Scattered at your feet are humanoid skeletons. Any flesh that would have clung to them has long since been decayed and cast about by the vicious winds. Even the bones themselves are ground down by the unrelenting elements. Skulls and spines remain, though most are chewed nearly through by years upon years of constant sandblasting. There are easily a hundred dead bodies here.
The entrance yawns before you. The door is closed.
Card Draw
One hour of travel. Card draw: Jack of Hearts. No effect.
Instructions
What are you doing? Going in? Giving up? Summoning the avatar and calling it a day? Quick post and we'll move on.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 9/9
Wild Card Bennies:
TBD
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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Adriana
Posts: 39
Joined: Fri Jan 03, 2020 2:50 pm

Re: The Bleak Tome - Amity

Post by Adriana »

Adriana looks at the structure curiously, but also wonders what happened to kill everything. Hmm. Oh forget it, she still wants to go look inside.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 3/10
ISP 10/10
Bennie's 3/3

Wounds 1/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, Silver Plated Sword STR+d6

User avatar
Heather Todd
Posts: 105
Joined: Mon May 28, 2018 4:12 am

Re: The Bleak Tome - Amity

Post by Heather Todd »

Amity/Ruins
Morning
Round 0

“Let’s see if we can get out of this wind!” Heather yelled over the comms as they stared ahead at the manmade structure. “We’ll be able to concentrate on the ritual better.” She stepped carefully over the bones as she approached the doors. She extended her hand and gave a bit of a telekinetic tug to see if they were open and would let them inside.

***

Double ISP: 68/80
Nexus effects: Triple range, triple duration, +4 damage effects, +2 Toughness for defensive powers, Dynamic Backlash
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 16 (8)
ISP: 36/40
Bennies: 4/3
Shard Pistol: 12/12 shots
Armor: 10/10 PP
Fireburst Rifle: 20/20 shots
First aid kit: 3/3
Powers: bolt, conceal arcana*, detect arcana*, empathy (free reroll), fear (free reroll), fly*, invisibility (armor), mind link, mind reading, puppet, slumber, telekinesis (auto raise)
Encumbrance: 36.75/20 (including pack, 56.75/20, -2 Pace, running, Agility-linked skills, Vigor to resist Fatigue)(Normal: Armor 13, Coat 5, 4 Grenades 2=20)
Major Psionic: May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
Master of Psionics: Mind Melters get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill; this does not allow Critical Failures to be rerolled.
Mental Resistance: Melters have +4 to all checks to resist psionic effects, and +4 armor against psionic damage..
Grenades (carried)
  • 1 High Explosive
  • 9 Fragmentation
  • 2 Plasma
Keeping/Armed
Stealth armor (12)
Overcoat (5)
Grenades (3) (1 HE, 2 Plasma, 9 frag)=20
Survival pack and field computer (2) (in room)
Leaving in Locker
Flaming Sword
Shard Pistol
Fireburst rifle
1 High Explosive grenade
11 Fragmentation grenades
2 Plasma grenades
Shopping List
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades
Mission
Destroy the Bleak Tome.
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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Marten
Posts: 16
Joined: Mon Jan 20, 2020 1:00 pm

Re: The Bleak Tome - Amity

Post by Marten »

Marten follows suit, heading towards the doors, hand ready to grab his sword and put it to use if need be.

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Gaspard Gillead
Posts: 124
Joined: Tue May 29, 2018 11:36 pm

Re: The Bleak Tome - Amity

Post by Gaspard Gillead »

Gaspard dutifully follows Heather's lead, though the D'norr does keep an eye out for any bones that might have the embedded crystals he learned about--skulls and sternums....
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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Dominic Skodati
Posts: 88
Joined: Sun Sep 16, 2018 1:15 pm

Re: The Bleak Tome - Amity

Post by Dominic Skodati »

A tower, dead bodies. Awesome.

Letting the others go first Dom prepares his mystic sight, not so much cause he wants to see whatever evil lurks but because it beat the hell out of a jump scare later. Trudging along he mutters something incoherent and scans the landscape with his magical senses...his gaze lingering on the skulls and spines.
OOC Comments
Would like to use detect arcana if will have any effect

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Adriana
Posts: 39
Joined: Fri Jan 03, 2020 2:50 pm

Re: The Bleak Tome - Amity

Post by Adriana »

Adriana steps inside as well and starts exploring. She considers shifting but holds off for now.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 3/10
ISP 10/10
Bennie's 3/3

Wounds 1/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, Silver Plated Sword STR+d6

User avatar
Alex
Posts: 121
Joined: Mon May 28, 2018 6:53 am

Re: The Bleak Tome - Amity

Post by Alex »

Alex really has not felt much of anything... Well his heart is a bit torn, but he looks around and heads in. He does make sure to keep an eye on heather and dom. You never know when Dom will try something shifty, and Heather... She could be in my head and I would never know... Never again.
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

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Snake Eyes
Game Master
Posts: 432
Joined: Wed Feb 07, 2018 2:16 pm

Re: The Bleak Tome - Amity

Post by Snake Eyes »

The doors are closed but any locking mechanism has long since failed. They open haltingly, with a massive shriek of grinding metal announcing to anyone around for miles that you are here. The haze of the dust-choked sunlight gives way to an immaculately clean and surprisingly well lit cavern. The entry is large; over 60' high, and twice as wide. Off to the left, you see the cavern taper to a larger door. To the right is the same, ending in double doors. Straight into the cavern is a massive double door, almost as high as the cavern itself.
An investigation of the door to the left uncovers what appears to have been a barracks of some type. There are rooms of bunks, a common area with tables, and a kitchen. The most disturbing thing, though, is the whole section is littered with long desiccated bodies. Time has done its work on the flesh of these people. What remains are bones, solid items, and several gemstones. These fit the description provided by Gaspard as the powered gems used by the Shlaes as magical or psionic foci.
Opening the doors to the right, you find what you believe to be a control and supply room. Scattered across the floor of the supply area are a host of tools that look like they would be used in a mining operation. The control room contains an assortment of flat panels made of crystal and the remains of some kind of wiring long since decayed. Writing in an alien language is etched at the top of each panel. You find, also, a few dead bodies in various positions; some in seats in front of the panels, others mixed in with the tools on the supply room floor. A small number of the same gemstones are found amidst the litter here as well.
If you have some method of translating the writing, roll the appropriate skill or power and I'll PM you what you read.

The doors to the back of the entry cavern are not easily opened and will require effort on your part.
Time Passes - Card Draw
8 of Clubs. 1/10 Clubs drawn. Remember that any use of Magic or Psionics powers will trigger card draws, as does the passage of time.
Picking the bodies
Picking the bodies of the dead for their focus stones is easy. Finding something useful to you is going to take time. As you sift through the stones, you find many of them were damaged when their possessor died, or in any of the subsequent Nihil Storms that have ravaged the world since. Anyone with Magic or Psionics ABs, roll your appropriate power use skill to attune to a stone. Success and you find a gem with a 5 PPE/ISP reservoir and a power of Novice rank. Each raise adds 5 PPE/ISP to the reservoir and increases the rank of the power by 1.
Want to cheat? Cast Detect Arcana. Every success and raise on Detect Arcana adds another 5 PPE/ISP and power rank to the gem you find with your Spellcasting / Psionics roll. Or, if you prefer multiple gems, each raise on Spellcasting / Psionics finds an additional, functional gem with a 5 PPE/ISP reservoir and a Novice power embedded.
(Notes: You may only use one gem of each type, whether spellcasting or psionics. You MAY have one of each in use if you can use both ABs.
Additional Notes: Using Detect Arcana does not find additional stones. It only increases the power of the stone you find. You may cast Detect Arcana once on each stone you find. Keep track of your power points, and keep in mind that every use triggers a card draw.)
Do you have the Faith AB, or no AB at all? Your options are as follows:
1) Gemstones for fun and profit: roll your Occult skill at -2, or Smarts at -4. Rules apply as above, but you get to pick whether it's a magic or psionics stone. Give it to your compatriots or sell it.
2) Go open the big door. That will take 4 total successes among the following skills: Repair, Weird Science, Strength, Spellcasting or Psionics, each at -2.
3) Come up with something else.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 9/9
Wild Card Bennies:
TBD
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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Adriana
Posts: 39
Joined: Fri Jan 03, 2020 2:50 pm

Re: The Bleak Tome - Amity

Post by Adriana »

Adriana frowns as she looks at the bodies. They not expect what killed them.

It's a concern. What if whatever happened comes back? Still, ooo crystals feel interesting. She grabs a couple and studies them, focusing on them for a bit.
Attuning 1 sux each Spellcasting and Psionics
Spellcasting 1d8: [5] = 5
Wild Die 1d6: [2] = 2

Psionics 1d6: [2] = 2
Wild Die 1d6: [2] = 2

Benny to reroll
Psionics 1d6: [4] = 4
Wild Die 1d6: [5] = 5
Last edited by Adriana on Mon Aug 10, 2020 6:00 pm, edited 2 times in total.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 3/10
ISP 10/10
Bennie's 3/3

Wounds 1/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, Silver Plated Sword STR+d6

User avatar
Alex
Posts: 121
Joined: Mon May 28, 2018 6:53 am

Re: The Bleak Tome - Amity

Post by Alex »

Not really prone to that hogwash about psionics or magics, the young broken hearted lad clambered over to the door with renewed curiosity. Finally their was an enigma to replace his feelings for a girl. He called out into the chamber piping his excited words through his Supertroopers PA system, “I am going to check this door out folks! I have been waiting to use my enhanced mass spect reader, I should hopefully be able to what this door has been used for... Hang tight.”

It did not matter that @Dominic Skodati was an ass, @Marten was just there, or that @Heather Todd had betrayed him. For now he had forgotton that @Everett Jackson was a monster, and that @Adriana had given some sage advice. Heck the kid even forgot that @Gaspard Gillead was a devil man. All that really mattered was unraveling this doors secrets.

But of course he did not forget his new friend, because like the door he was a new shiny thing. He waved over at @Kidemonas ”Common man, lets check this wicked cool door out.”
Weird Science 12 includes the -4, object read with strong (from the moment of creation), Not sure if this works for opening the door too... But he would spend a couple of hours learning about the door and its surroundings.
Weird Science Object read with 1d10! 1d6!: [10!, 6]+[2] = 18
Success allows the character to see events that occurred within 10 yards up to about five years past. A raise increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time.

When watching an actual event, it occurs in real time, just as if watching a digital video.

MODIFIERS„ „ STRONG (+2): The caster can see or hear from the item's creation forward.
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
Kidemonas
Diamond Patron
Diamond Patron
Posts: 538
Joined: Fri Dec 09, 2016 2:09 pm

Re: The Bleak Tome - Amity

Post by Kidemonas »

Examining the door and trying his best to figure out what was going on Kidemonas found he was having trouble concentrating. This place was strange and the power rushing into and filling him was distracting. "A door, what door? Want me to rip it open?"
Kidemonas (Rob T)
Kidemonas
Race: Great Horned Dragon
Iconic Framework: Great Horned Dragon
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d12+5, Vigor d8
Pace: 6/12; Parry: 8 (2); Toughness: 42 (22) / 17 (8)

Fighting d12+2, Damage Str+3d12 AP 10, +4 with 5" charge
Resources
Bennies: 3
Wounds: 0/4
Fatigue: 0/2
PPE: 35/35
ISP: 20/20
[/inline]

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Heather Todd
Posts: 105
Joined: Mon May 28, 2018 4:12 am

Re: The Bleak Tome - Amity

Post by Heather Todd »

Detect Arcana 22; 5 successes
+2 for 4 ISP
Psionics 1d12!!+2: [6]+2 = 8
Wild 1d6!!+2: [20!!]+2 = 22
Found gem 10; 2 successes
+2 for 4 ISP
Psionics 1d12!!+2: [8]+2 = 10
Wild 1d6!!+2: [4]+2 = 6
Gems found
Blue sapphire: Intangibility; 20 ISP
Green emerald; Mind Wipe; 15 ISP
Amity/Ruins
Morning
Round 0

Heather moved with the others to survey the ruin. It appeared inhabited only by corpses, and was safe from the storm outside, and all those crystals! Even Heather got the itch. When Alex raced off toward the remaining, sealed door, she nodded to him. “Yes, take care of that,” she said, a bit distracted as she surveyed the crystals.

Heather closed her eyes and focused, using her power to discern the powers of the stones. Two of them stood out with particular power, and she walked over and plucked them off the corpse, studying them further, a blue sapphire and green emerald. “Powerful,” she murmured, carefully pocketing them in her armor. She would see if she could get Alex to create a necklace or circlet to wear them.

***

Double ISP: 59/80
Nexus effects: Triple range, triple duration, +4 damage effects, +2 Toughness for defensive powers, Dynamic Backlash
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 16 (8)
ISP: 36/40
Blue Mind Gem: 20/20 ISP
Green Mind Gem: 15/15 ISP
Bennies: 4/3
Shard Pistol: 12/12 shots
Armor: 10/10 PP
Fireburst Rifle: 20/20 shots
First aid kit: 3/3
Powers: bolt, conceal arcana*, detect arcana*, empathy (free reroll), fear (free reroll), fly*, intangibility* (mind gem), invisibility (armor), mind link, mind reading, mind wipe (mind gem), puppet, slumber, telekinesis (auto raise)
Encumbrance: 36.75/20 (including pack, 56.75/20, -2 Pace, running, Agility-linked skills, Vigor to resist Fatigue)(Normal: Armor 13, Coat 5, 4 Grenades 2=20)
Major Psionic: May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
Master of Psionics: Mind Melters get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill; this does not allow Critical Failures to be rerolled.
Mental Resistance: Melters have +4 to all checks to resist psionic effects, and +4 armor against psionic damage..
Grenades (carried)
  • 1 High Explosive
  • 9 Fragmentation
  • 2 Plasma
Keeping/Armed
Stealth armor (12)
Overcoat (5)
Grenades (3) (1 HE, 2 Plasma, 9 frag)=20
Survival pack and field computer (2) (in room)
Leaving in Locker
Flaming Sword
Shard Pistol
Fireburst rifle
1 High Explosive grenade
11 Fragmentation grenades
2 Plasma grenades
Shopping List
Hand scanner
Stun grenades
Smoke grenades
AP grenades
EMP grenades
Mission
Destroy the Bleak Tome.
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: 88
Joined: Sun Sep 16, 2018 1:15 pm

Re: The Bleak Tome - Amity

Post by Dominic Skodati »

Find Gem 2 successes Detect Arcana 2 successes
Spellcasting (Locate gem) 1d12!!: [6] = 6
Spellcasting Wild (Locate gem) 1d6!!: [7!!] = 7
Benny (greedy hindrance)
Spellcasting (Locate gem - benny) 1d12!!: [10] = 10
Spellcasting Wild (Locate gem - benny) 1d6!!: [2] = 2

Detect Arcana: 1d12!!+1: [2]+1 = 3
Detect Arcana Wild 1d6!!+1: [3]+1 = 4
Benny (if I am going to risk a storm it might as well be worth it)
Detect Arcana (benny): 1d12!!+1: [7]+1 = 8
Detect Arcana Wild (benny) 1d6!!+1: [3]+1 = 4
The room was littered with dead bodies but I couldn't see them past the glow of all the gems. They blinded my wizard's sight as they radiated mystic power to varying degrees. It was alluring, and I really wanted farm them all but there wasn't time. Despite the risks I kept by sight up - knowing it could attract the same fate that befell these dead guys but it was worth the risk.

There were some folks in Stormspire who would pay a fortune for these gems, they could create magic items and techno-wizard devices that would be things of legend. But, they weren't here so I rooted around and found something that would make me even more of a legend than I already am.

It was hard.


Picking up a few rocks and turning them over in his hand Dom picks through the corpses like a little old lady at a rummage sale, oblivious to the fact these were once living people. He lines up a couple, frowns, puts one down and picks up another, and examines it curiously. His face is puzzled as he tries to do some calculations.

Finally he settles on a single large gem and pockets it with a devilish smirk.
Gem
The stone contains the essence of an ancient being who is knowledgeable and connected in the astral realm. It has been dormant for a long time but will share its knowledge if properly coaxed.
divination
20 PPE

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