X Marks the Spot

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Snake Eyes
Game Master
Posts: 371
Joined: Wed Feb 07, 2018 2:16 pm

X Marks the Spot

Post by Snake Eyes » Wed May 30, 2018 6:14 pm

A Warm Welcome
A message is delivered to your barracks, handwritten on parchment in a flowing script, signed by "Setnaja". It reads:

Greetings.

You have been assigned a position with the 12th Arcane Anomaly Team. You have been hand selected for your unique talents and abilities, as well as your experience with things arcane. While the rest of the Legion mourns the loss of the 12th, their work is important, and must continue. This is your charge.
Upon the morrow, you are to convene at the Special Units HQ, 8 AM precisely. There will be a guard to direct you to the correct room. You should expect to depart within scant hours of receiving your orders.
I look forward to our meeting in person tomorrow, and to working together to carry the vision of the Tomorrow Legion to a fallen world.
et omni imperio magicae

Setnaja


Those who've been with the Legion for any length of time have heard the tales of the 12th AAT's exploits. They were instrumental in the recovery of the contents of several TW labs on the outskirts of Tolkeen both before and after the fall, and were responsible for the safe conduct to Castle Refuge of a number of high value individuals sought by the Federation of Magic and Coalition alike. Their last mission was a reconnoiter of a new rift that had opened southwest of the castle. The entire team disappeared without a trace.

Upon arriving, you find blank walls, dim lighting, 12 individual desk/chair units arrayed meticulously facing the front of the room, and a table set with a variety of beverages. A lone impish-looking fellow stands at the front of the room and greets you.
Reille.jpg
"I am Reille. I am not your commander. Lord Setnaja will be along shortly. In the mean time, he suggests taking refreshment and conversing with your teammates."

Questions, statements, or any other interaction with Reille is ignored as if you were not there. Anyone with the ability to see or detect the arcane discovers that Reille is an illusion, conjured to deliver the same statement to each arriving member of the 12th AAT. The illusion is also a sensory focus, suggesting someone is watching and listening. When the welcome message is delivered to the final entrant, the illusion floats wordlessly to the door, bars it, and vanishes. You are left in the room with the other members, presumably, of the newly reformed 12th AAT.
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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Jack_Decker
Posts: 13
Joined: Tue May 29, 2018 6:13 pm

Re: X Marks the Spot

Post by Jack_Decker » Fri Jun 01, 2018 6:36 pm

Jack shows up exactly on time. He listens to the spiel, nods, and then heads into the room. He looks at the offered beverages, briefly considers the tea, but ultimately selects a cup of water. He takes this to an empty chair and sits, patiently waiting for the meeting to begin.
Last edited by Jack_Decker on Sat Jun 02, 2018 6:21 pm, edited 1 time in total.
Signature
Jack Decker Momano Head Hunter
Parry: 10
Toughness: 18 (9)
Notable Edges/Hindrances: Arcane Resistance, Improved Arcane Resistance Nerves of Steel, Dirty Fighter, Tricky Fighter (Agility)/Heroic, Loyal, Cautious
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d12+2 Shooting d12+3 (+5 calibrated) Survival d6 Tracking d6 Notice d6+2 Driving d6
Repair d6 Streetwise d6 Persuasion d6
Charisma: 0

Equipment of Note:
GAW Throwback shotgun
Range: 12/24/48
• RoF: 3, 3RB
• Damage: Slug: 2d12+2, AP 2 / Buckshot: 1-3d8+2, AP 0, +2 to hit / BigBore "Shotgun" Shells: 3d6+2 Mega Damage, BigBore Knockdown, AP 0
• • BigBore Knockdown: If hit, whether damaged or not, the target of the attack rolls Strength at -2 versus the shooting roll of the attacker. If the target fails, they are pushed 1" and knocked prone, or pushed 2" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
• Payload: Expanded internal tubular magazine, 50 round capacity (5 rows of ten). Switching between rows is an action equivalent to drawing a weapon; Quick Draw applies.
• Features:
• • A golden age recoil suppression system negates 2 points of penalties to hit from auto-fire.
• • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is reduced, but knockdown effect added)
• Min Strength d6; (15 lbs.)

Vibro-Blade Vambraces
Damage: Str+d8
Weight: 8 lbs
Cost: 11,000
Notes: AP 4, Parry +1. Requires Agility d8, worn as a pair.

NG-LG6 Laser Rifle
Range: 25/50/100
Damage: 3d6+2, AP 2
RoF: 1
Shots: 20
Weight: 19 lbs
Notes: Min Str d6, Semi Auto. Integrated grenade launcher (Range 18/36/72, Damage grenade 8 shots).


Armor Piercing Grenade (10x)
Range: 5/10/20
Damage: 3d8
RoF: 1
AP: 8
Shots: —
Weight: 0.25
Cost: 700
Notes: Mega Damage, SBT


High Explosive Grenade (1x)
Range: 5/10/20
Damage: 3d8
RoF: 1
AP: —
Shots: —
Weight: 0.25
Cost: 750
Notes: Mega Damage, MBT

Adventure Cards:

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Lucious Numonis
Diamond Patron
Diamond Patron
Posts: 13
Joined: Fri May 25, 2018 7:19 am

Re: X Marks the Spot

Post by Lucious Numonis » Sat Jun 02, 2018 1:24 pm

As Lucious approaches the designated meeting room, he notices a human man slip in before him and thinks, "Humph, a human... Punctual. If nothing else I can respect that."

Luscious enters the room and ignores the small man who addresses him. His gaze sweeps across the room, taking in its relative emptiness, the arranged seating, the seated man - who seems to be the type that replaces flesh with metal - and the refreshment table. His nose crinkles as the smell wafts towards him and he thinks, "Ugh, human food. Rika said this place would be exciting...I hope they have more to offer than subpar meals."

Thoroughly unimpressed, Raijū walks to the back wall - begrundingly giving the metal man a nod of respect for arriving on time - and props himself up against it and considers his time at Castle Refuge, "Rika promised me fighting, adventures and monsters. For days I've walked the halls and grounds of this castle without so much as a brawl at the inn. What kind of inn doesn't have fisticuffs? Should this Setnaja not entertain me, perhaps I will begin entertaining myself..."
Last edited by Lucious Numonis on Sat Jun 02, 2018 8:56 pm, edited 1 time in total.
Lucious "Raijū" Numonis, Wolfen-Lightning Elemental Hybrid (A.R.E.S.)
Raijū, Wolfen Lightning Elemental
Pace: 8(d8 Running); Parry: 9(-4 to be hit when Invis); Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arrogant: Toy with opponent if superiority in question; Go straight for boss
    Monologuer: Action Card of Clubs = Smarts -2 or bicker with Raijen whole turn. Free actions only.
    Ambidextrous; Two-Fisted (Enchanted Item)
    Command: 5" Radius, all within Command radius get +1 to recover from Shaken.
    Dirty Fighter: +2 to Trick maneuvers
    Extraction: Agility -2 to avoid disengagement attack from 1 opponent
    Natural Weaponry: Str+d6 Claws/Teeth
    Quick: Redraw Initiative lower than 6 until 6 or higher.
    Shadow: Invisibility at will (No PPE/Free). -4 to detect and attack unless presence made obvious.
    Size +1: 8'5" 550 lbs; +1 Toughness
    Superior Senses: +2 Notice (Hear/Smell)
    Thief: +2 Climbing/Lockpick; +2 Stealth (Urban); +2 Notice/Repair related to traps & similar devices.
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20; PPE: 10/10
Bennies: 3/3
Adventure Cards
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Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Sat Jun 02, 2018 7:21 pm

Gaspard enters, followed by a large figure wearing a red hooded cloak. The cloaked figure is carrying an NG-S2 pack over one shoulder as if it were a child's backpack.

He recognizes the illusion for what it is, and spends some time studying it, before taking a cup of hot tea. He then reaches into a pocket, pulling out a stick, at the top of which is a block of crystal sugar, which he uses to stir the cup. The looming figure behind him takes nothing, and assumes a spot behind the chair the D'norr sits in. Gaspard nods to the other two. "Mornin'. I'm Gaspard. This is Proditione; think of him as hired muscle." 'Proditione' says nothing, but does tilt his head up far enough that the demon's features can be seen in the recessed hood.
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

User avatar
Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Sat Jun 02, 2018 8:16 pm

The floor panel beneath the illusion pops open and a human kid with dirty hair, simple trousers and a belt full of tools comes scrounging out. Arround his wrist is an orange glowing bracelet, not glowing enough to be a flashlight or anything, but clearly magical. He also has a talisman hanging from his neck. It looks pretty unassuming and bronze. He has a light ion pistol hanging from his belt next to his candre of tools. He probably is arround 12 years of age, but who knows with humans their looks can be so deceiving. He brushes off his metalic leg and twirls his hammer slipping it into his belt. He seems to have a bit of a warriors gate like someone trained professionally in fighting. He also clearly seems pretty enthusiastic about the illusion, ” Wow! Magic is just so ice!”

The kid gazes up at the folks in the room with a grin. So what do we got here... A deck head and just look at that eye. If I move this way it follows me if I move that way it follows me... What! A devil man that might even be shifter wizard, oh oh magic is a brewing! A wolf looking fellow who is just intense, I can tell he is a thinker. No top dog but I should send Max a photo and see if he knows him.
” Wow, awesome to meet you all! I am Alex origionally from the town of Silver Bluff.” Since the D’Norr introduced himself Alex heads over to him and extends a hand, ” Wow Mr. Gaspard, it is just a pleasure to meet you. That tea smells just fantastic. So the big guy behind you, huh Mr. Prod—uh Proditione what kind of muscle is he? Honestly he looks a bit demonic which is so ice!” With a tiny bit of practice he slides a pink, small sony x-1 digital camera into his hands and tries to awkwardly snap a photo without actually appearing to snap a photo (Of the wolfen).

Stealth 1d4 = 3: 3 wild 1d6 = 4: 4
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
Jack_Decker
Posts: 13
Joined: Tue May 29, 2018 6:13 pm

Re: X Marks the Spot

Post by Jack_Decker » Sat Jun 02, 2018 9:10 pm

Jack gets up, walking over to the others. He extends a hand and anyone who cares to notice can see that the flesh is threaded with some sort of high tech metal. He shakes hands firmly, but not as if he's trying to assert dominance by crushing the other person's hand. "Jack Decker. Nice to meet you."
Signature
Jack Decker Momano Head Hunter
Parry: 10
Toughness: 18 (9)
Notable Edges/Hindrances: Arcane Resistance, Improved Arcane Resistance Nerves of Steel, Dirty Fighter, Tricky Fighter (Agility)/Heroic, Loyal, Cautious
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d12+2 Shooting d12+3 (+5 calibrated) Survival d6 Tracking d6 Notice d6+2 Driving d6
Repair d6 Streetwise d6 Persuasion d6
Charisma: 0

Equipment of Note:
GAW Throwback shotgun
Range: 12/24/48
• RoF: 3, 3RB
• Damage: Slug: 2d12+2, AP 2 / Buckshot: 1-3d8+2, AP 0, +2 to hit / BigBore "Shotgun" Shells: 3d6+2 Mega Damage, BigBore Knockdown, AP 0
• • BigBore Knockdown: If hit, whether damaged or not, the target of the attack rolls Strength at -2 versus the shooting roll of the attacker. If the target fails, they are pushed 1" and knocked prone, or pushed 2" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
• Payload: Expanded internal tubular magazine, 50 round capacity (5 rows of ten). Switching between rows is an action equivalent to drawing a weapon; Quick Draw applies.
• Features:
• • A golden age recoil suppression system negates 2 points of penalties to hit from auto-fire.
• • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is reduced, but knockdown effect added)
• Min Strength d6; (15 lbs.)

Vibro-Blade Vambraces
Damage: Str+d8
Weight: 8 lbs
Cost: 11,000
Notes: AP 4, Parry +1. Requires Agility d8, worn as a pair.

NG-LG6 Laser Rifle
Range: 25/50/100
Damage: 3d6+2, AP 2
RoF: 1
Shots: 20
Weight: 19 lbs
Notes: Min Str d6, Semi Auto. Integrated grenade launcher (Range 18/36/72, Damage grenade 8 shots).


Armor Piercing Grenade (10x)
Range: 5/10/20
Damage: 3d8
RoF: 1
AP: 8
Shots: —
Weight: 0.25
Cost: 700
Notes: Mega Damage, SBT


High Explosive Grenade (1x)
Range: 5/10/20
Damage: 3d8
RoF: 1
AP: —
Shots: —
Weight: 0.25
Cost: 750
Notes: Mega Damage, MBT

Adventure Cards:

User avatar
Lucious Numonis
Diamond Patron
Diamond Patron
Posts: 13
Joined: Fri May 25, 2018 7:19 am

Re: X Marks the Spot

Post by Lucious Numonis » Sat Jun 02, 2018 9:39 pm

Gaspard Gillead wrote:Gaspard enters, followed by a large figure wearing a hooded cloak.

The looming figure behind him...assumes a spot behind the chair the D'norr sits in. Gaspard nods to the other two. "Mornin'. I'm Gaspard. This is Proditione; think of him as hired muscle." 'Proditione' says nothing, but does tilt his head up far enough that the demon's features can be seen in the recessed hood.
When Gaspard walks in with Proditione shadowing him, Raijū instantly smells evil. He takes a deep breath in through his nose and identifies Gaspard as magically active but not inherently evil. Lucious growls at the monster but otherwise remains in control. He reminds himself that these individuals are to be his new pack according to Rika.

"Lucious Numonis, but pack mates may call me Raijū," he tells the demon leasher.
Alex wrote:The floor panel beneath the illusion pops open and a human kid with dirty hair, simple trousers and a belt full of tools comes scrounging out. Arround his wrist is an orange glowing bracelet, not glowing enough to be a flashlight or anything, but clearly magical. He also has a talisman hanging from his neck. It looks pretty unassuming and bronze. He has a light ion pistol hanging from his belt next to his candre of tools. He probably is arround 12 years of age, but who knows with humans their looks can be so deceiving. He brushes off his metalic leg and twirls his hammer slipping it into his belt. He seems to have a bit of a warriors gate like someone trained professionally in fighting. He also clearly seems pretty enthusiastic about the illusion, ” Wow! Magic is just so ice!”

The kid gazes up at the folks in the room with a grin. So what do we got here... A deck head and just look at that eye. If I move this way it follows me if I move that way it follows me... What! A devil man that might even be shifter wizard, oh oh magic is a brewing! A wolf looking fellow who is just intense, I can tell he is a thinker. No top dog but I should send Max a photo and see if he knows him.
As soon as the floor panel pops open and a human scuttles out of it, Raijū adopts a battle stance and resumes growling. His eyes glow blue, and the hair all over his body stands on end as if the result of touching a source of electricity. His clawed hands - coated in water strangely enough - crackle with energy.

When Lucious notices that the threat is just an excitable human child, he stops growling and rolls his eyes. He settles back against the wall once more thinking, "What an annoyance. Am I to babysit this pup? Someone needs too; he has a metal leg. His pack is a disgrace."

Upon noticing the metal leg, Raijū's growl returns momentarily, deeper and louder, before he discards the emotions and calms himself.
Jack_Decker wrote:Jack gets up, walking over to the others. He extends a hand and anyone who cares to notice can see that the flesh is threaded with some sort of high tech metal. He shakes hands firmly, but not as if he's trying to assert dominance by crushing the other person's hand. "Jack Decker. Nice to meet you."
Luscious eyes the metal man, and after a deliberate pause takes Jack's hand in his own. As their hands clasp, the water enveloping Raijū's hand begins to crawl up Jack's hand. Raijū introduces himself, "As I told the demon leasher, I am Lucious Numonis. Pack may call me Raijū."

Lucious releases his grip with the metal man, and as he does, the water creeping up Jack's hand falls to the floor. Lucious returns to his position against the wall once more and does his best to ignore everyone in the room.
Alex wrote:With a tiny bit of practice he slides a pink, small sony x-1 digital camera into his hands and tries to awkwardly snap a photo without actually appearing to snap a photo (Of the wolfen).
Notice
Notice 1d6+2 = 5: 3
Wild 1d6+2 = 3: 1
Raijū catches the metal-legged pup Alex pointing some sort of strange Earth device at him, and sighs.

"If I'm to babysit this pup, so be it. Today, however, he is not my responsibility," Raijū decides and promptly disappears from sight. As his body transitions into its elemental state, a barely perceptible breeze wafts through the room carrying a slight canine musk with it.
Lucious "Raijū" Numonis, Wolfen-Lightning Elemental Hybrid (A.R.E.S.)
Raijū, Wolfen Lightning Elemental
Pace: 8(d8 Running); Parry: 9(-4 to be hit when Invis); Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arrogant: Toy with opponent if superiority in question; Go straight for boss
    Monologuer: Action Card of Clubs = Smarts -2 or bicker with Raijen whole turn. Free actions only.
    Ambidextrous; Two-Fisted (Enchanted Item)
    Command: 5" Radius, all within Command radius get +1 to recover from Shaken.
    Dirty Fighter: +2 to Trick maneuvers
    Extraction: Agility -2 to avoid disengagement attack from 1 opponent
    Natural Weaponry: Str+d6 Claws/Teeth
    Quick: Redraw Initiative lower than 6 until 6 or higher.
    Shadow: Invisibility at will (No PPE/Free). -4 to detect and attack unless presence made obvious.
    Size +1: 8'5" 550 lbs; +1 Toughness
    Superior Senses: +2 Notice (Hear/Smell)
    Thief: +2 Climbing/Lockpick; +2 Stealth (Urban); +2 Notice/Repair related to traps & similar devices.
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20; PPE: 10/10
Bennies: 3/3
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Jack_Decker
Posts: 13
Joined: Tue May 29, 2018 6:13 pm

Re: X Marks the Spot

Post by Jack_Decker » Sat Jun 02, 2018 10:04 pm

As the water rolls up his arm Jack sighs to himself. who did I piss off to end up with this unit? He forces a smile, one as mechanical as his left eye. "A pleasure." He says flatly. He sits back down.
Signature
Jack Decker Momano Head Hunter
Parry: 10
Toughness: 18 (9)
Notable Edges/Hindrances: Arcane Resistance, Improved Arcane Resistance Nerves of Steel, Dirty Fighter, Tricky Fighter (Agility)/Heroic, Loyal, Cautious
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d12+2 Shooting d12+3 (+5 calibrated) Survival d6 Tracking d6 Notice d6+2 Driving d6
Repair d6 Streetwise d6 Persuasion d6
Charisma: 0

Equipment of Note:
GAW Throwback shotgun
Range: 12/24/48
• RoF: 3, 3RB
• Damage: Slug: 2d12+2, AP 2 / Buckshot: 1-3d8+2, AP 0, +2 to hit / BigBore "Shotgun" Shells: 3d6+2 Mega Damage, BigBore Knockdown, AP 0
• • BigBore Knockdown: If hit, whether damaged or not, the target of the attack rolls Strength at -2 versus the shooting roll of the attacker. If the target fails, they are pushed 1" and knocked prone, or pushed 2" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
• Payload: Expanded internal tubular magazine, 50 round capacity (5 rows of ten). Switching between rows is an action equivalent to drawing a weapon; Quick Draw applies.
• Features:
• • A golden age recoil suppression system negates 2 points of penalties to hit from auto-fire.
• • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is reduced, but knockdown effect added)
• Min Strength d6; (15 lbs.)

Vibro-Blade Vambraces
Damage: Str+d8
Weight: 8 lbs
Cost: 11,000
Notes: AP 4, Parry +1. Requires Agility d8, worn as a pair.

NG-LG6 Laser Rifle
Range: 25/50/100
Damage: 3d6+2, AP 2
RoF: 1
Shots: 20
Weight: 19 lbs
Notes: Min Str d6, Semi Auto. Integrated grenade launcher (Range 18/36/72, Damage grenade 8 shots).


Armor Piercing Grenade (10x)
Range: 5/10/20
Damage: 3d8
RoF: 1
AP: 8
Shots: —
Weight: 0.25
Cost: 700
Notes: Mega Damage, SBT


High Explosive Grenade (1x)
Range: 5/10/20
Damage: 3d8
RoF: 1
AP: —
Shots: —
Weight: 0.25
Cost: 750
Notes: Mega Damage, MBT

Adventure Cards:

User avatar
Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Sun Jun 03, 2018 12:52 am

Gaspard returns the offered handshakes, greeting the others in turn. He does raise a brow at Alex. "Forgive me for saying so, but... Alex, you said? Aren't you a bit young for this line of work? As for Proditione, he is precisely as he appears--a demon, bound by art and will into a useful servant."

When Raiju pulls his disappearing act, he just shakes his head. We're off to a wonderful start here, I can see.
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

User avatar
Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Sun Jun 03, 2018 6:31 am

Gaspard Gillead wrote:Gaspard returns the offered handshakes, greeting the others in turn. He does raise a brow at Alex. "Forgive me for saying so, but... Alex, you said? Aren't you a bit young for this line of work? As for Proditione, he is precisely as he appears--a demon, bound by art and will into a useful servant."
Going
When Raiju pulls his disappearing act, he just shakes his head. We're off to a wonderful start here, I can see.
Alex just looks at Proditione amazed at such a being... He nods at Gaspard’s comment and explanation. He seems to be struggling between poking the bound demon and not. He finally clamps down on his hand and excitedly breathes his response... A high pitch excited response, ” I know right! This is going to be so ice! I got a million questions Mr. Gaspard, but really they all boil down to one... I mean you gots to tell me from which demon plane is he from.” Alex in his excitement starts just randomly trying to answer his own question. ” Lets see, is he straight from Hades, or maybe he is of the older veriety more related to the yama kimgs or maybe the demons plaguing Russia... You said demon so we can rule out Dyval... Wow, he is just so Ice!”

When Numonis disapears Alex just about looses it, ” Woa, that... is... so... ice!!” He scribbles down some notes into a pad of his and abscently scratches his metal leg. He mutters, ” Need to make something for little Nadine... Is it even possible...”

When it comes to Jack Deckard Alex manages to refrain from wippimg out his tools and examining the M hunter. But his curiosity is extreme to say the least. ” Wow, you have some sweet cyber systems! I mean just look at the eye, it is so Ice! I mean I got my leg here, its nothing special just lets me walk and doesn’t interfere with my science. But you... Wow! Mr. Deckard what is your favorite system?”
OOC Comments
Kn arcana 1d8+2 = 10: 8 wild 1d6+2 = 4: 2
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
Jack_Decker
Posts: 13
Joined: Tue May 29, 2018 6:13 pm

Re: X Marks the Spot

Post by Jack_Decker » Sun Jun 03, 2018 11:32 am

"Well kid, they kind of all work together so I can't really say that any one part in particular is any better than the others. Are you here with your folks or somethin'?"
Signature
Jack Decker Momano Head Hunter
Parry: 10
Toughness: 18 (9)
Notable Edges/Hindrances: Arcane Resistance, Improved Arcane Resistance Nerves of Steel, Dirty Fighter, Tricky Fighter (Agility)/Heroic, Loyal, Cautious
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d12+2 Shooting d12+3 (+5 calibrated) Survival d6 Tracking d6 Notice d6+2 Driving d6
Repair d6 Streetwise d6 Persuasion d6
Charisma: 0

Equipment of Note:
GAW Throwback shotgun
Range: 12/24/48
• RoF: 3, 3RB
• Damage: Slug: 2d12+2, AP 2 / Buckshot: 1-3d8+2, AP 0, +2 to hit / BigBore "Shotgun" Shells: 3d6+2 Mega Damage, BigBore Knockdown, AP 0
• • BigBore Knockdown: If hit, whether damaged or not, the target of the attack rolls Strength at -2 versus the shooting roll of the attacker. If the target fails, they are pushed 1" and knocked prone, or pushed 2" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
• Payload: Expanded internal tubular magazine, 50 round capacity (5 rows of ten). Switching between rows is an action equivalent to drawing a weapon; Quick Draw applies.
• Features:
• • A golden age recoil suppression system negates 2 points of penalties to hit from auto-fire.
• • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is reduced, but knockdown effect added)
• Min Strength d6; (15 lbs.)

Vibro-Blade Vambraces
Damage: Str+d8
Weight: 8 lbs
Cost: 11,000
Notes: AP 4, Parry +1. Requires Agility d8, worn as a pair.

NG-LG6 Laser Rifle
Range: 25/50/100
Damage: 3d6+2, AP 2
RoF: 1
Shots: 20
Weight: 19 lbs
Notes: Min Str d6, Semi Auto. Integrated grenade launcher (Range 18/36/72, Damage grenade 8 shots).


Armor Piercing Grenade (10x)
Range: 5/10/20
Damage: 3d8
RoF: 1
AP: 8
Shots: —
Weight: 0.25
Cost: 700
Notes: Mega Damage, SBT


High Explosive Grenade (1x)
Range: 5/10/20
Damage: 3d8
RoF: 1
AP: —
Shots: —
Weight: 0.25
Cost: 750
Notes: Mega Damage, MBT

Adventure Cards:

User avatar
Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Sun Jun 03, 2018 6:18 pm

Gaspard chuckles at the boy's enthusiasm. "Proditione is Assyrian, actually. Back in ancient times, demons weren't bound to another plane; they lived in the dark wild spaces of this world, and others like it. They were only driven off of this world as man expanded, by wizards on one hand, and priests on the other."
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

User avatar
Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Sun Jun 03, 2018 10:31 pm

Freemage wrote:Gaspard chuckles at the boy's enthusiasm. "Proditione is Assyrian, actually. Back in ancient times, demons weren't bound to another plane; they lived in the dark wild spaces of this world, and others like it. They were only driven off of this world as man expanded, by wizards on one hand, and priests on the other."
Alex shakes his fluffy hair in amazement and jots something down in his note book. He looks up really appriciative, ” Wow, Assyrian! Proditione looks like he could pick up a truck. I am really glad to have him as part of the team! Say, Mr. Gaspard do you suppose it will just be us five or will there be more coming?”
Jack_Decker wrote:"Well kid, they kind of all work together so I can't really say that any one part in particular is any better than the others. Are you here with your folks or somethin'?"
Jack_Decker wrote:"Well kid, they kind of all work together so I can't really say that any one part in particular is any better than the others. Are you here with your folks or somethin'?"
Alex nods smiling, ” Yeah that makes sense Mr. Decker, thank you.” The quip about him being her with his folks makes him miss a beat. But he just shakes his head enthusiasticall slightly rambling, ” No, No they are not part of the team... I mean they would if they could but they are dead. Ms. Dee, she works with Captain Lumkiss who handles the 13th SET, um she got me assigned to this investigative team. She said I could learn a ton from you guys—“ He flips his note book over for Decker to see all the scribles and notes he has jotted down ( looks like a bunch). ” So far this is very ice!”
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
Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Sun Jun 03, 2018 10:39 pm

Gaspard raises a brow. "I suppose they figure an investigative team is less likely to see combat than a typical SET...." He shakes his head. "Still, being in the field at your age... You must be exceptional. I mean, it wasn't uncommon for it to happen back in... back home. But I thought the Legion operated on a different standard."
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

User avatar
Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Mon Jun 04, 2018 1:10 pm

Gaspard Gillead wrote:Gaspard raises a brow. "I suppose they figure an investigative team is less likely to see combat than a typical SET...." He shakes his head. "Still, being in the field at your age... You must be exceptional. I mean, it wasn't uncommon for it to happen back in... back home. But I thought the Legion operated on a different standard."
Alex nods enthusistically in agreement, ” Oh yeah, the Legion is super different. Heroes walk arround here so often that it feels like I got a lot to live up too and to some extent owe. I mean take the legendary TW Libertas in the 13th someone told me that when I got mind hiked by this nasty melter named Charlie he gave a passionate speech about coming to get me and not abandoning one of their own.” Alex shakes his head clearly awe struck and wide eyed, ” How can I pay back that kind of heroism? Best I figure is get onto a team like this and learn all I can from heroes like yourself, Mr. Decker and Mr. Numonis... Did you see how that big ole wolf just disapeared, super ice!”
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
Jack_Decker
Posts: 13
Joined: Tue May 29, 2018 6:13 pm

Re: X Marks the Spot

Post by Jack_Decker » Mon Jun 04, 2018 2:16 pm

Jack grins. "I used to work with this Merc group for a while, Demon Busters? Well they had this elf fella, Lightdancer. he was just obsessed with these old pre cataclysm movies. This one he showed me was called Scooby-Doo, had this big ole dog that would disappear when things got rough." He smiles darkly. "Just reminded me of that is all..."
Signature
Jack Decker Momano Head Hunter
Parry: 10
Toughness: 18 (9)
Notable Edges/Hindrances: Arcane Resistance, Improved Arcane Resistance Nerves of Steel, Dirty Fighter, Tricky Fighter (Agility)/Heroic, Loyal, Cautious
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d12+2 Shooting d12+3 (+5 calibrated) Survival d6 Tracking d6 Notice d6+2 Driving d6
Repair d6 Streetwise d6 Persuasion d6
Charisma: 0

Equipment of Note:
GAW Throwback shotgun
Range: 12/24/48
• RoF: 3, 3RB
• Damage: Slug: 2d12+2, AP 2 / Buckshot: 1-3d8+2, AP 0, +2 to hit / BigBore "Shotgun" Shells: 3d6+2 Mega Damage, BigBore Knockdown, AP 0
• • BigBore Knockdown: If hit, whether damaged or not, the target of the attack rolls Strength at -2 versus the shooting roll of the attacker. If the target fails, they are pushed 1" and knocked prone, or pushed 2" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
• Payload: Expanded internal tubular magazine, 50 round capacity (5 rows of ten). Switching between rows is an action equivalent to drawing a weapon; Quick Draw applies.
• Features:
• • A golden age recoil suppression system negates 2 points of penalties to hit from auto-fire.
• • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is reduced, but knockdown effect added)
• Min Strength d6; (15 lbs.)

Vibro-Blade Vambraces
Damage: Str+d8
Weight: 8 lbs
Cost: 11,000
Notes: AP 4, Parry +1. Requires Agility d8, worn as a pair.

NG-LG6 Laser Rifle
Range: 25/50/100
Damage: 3d6+2, AP 2
RoF: 1
Shots: 20
Weight: 19 lbs
Notes: Min Str d6, Semi Auto. Integrated grenade launcher (Range 18/36/72, Damage grenade 8 shots).


Armor Piercing Grenade (10x)
Range: 5/10/20
Damage: 3d8
RoF: 1
AP: 8
Shots: —
Weight: 0.25
Cost: 700
Notes: Mega Damage, SBT


High Explosive Grenade (1x)
Range: 5/10/20
Damage: 3d8
RoF: 1
AP: —
Shots: —
Weight: 0.25
Cost: 750
Notes: Mega Damage, MBT

Adventure Cards:

User avatar
Lucious Numonis
Diamond Patron
Diamond Patron
Posts: 13
Joined: Fri May 25, 2018 7:19 am

Re: X Marks the Spot

Post by Lucious Numonis » Thu Jun 07, 2018 9:22 pm

Jack_Decker wrote:Jack grins. "I used to work with this Merc group for a while, Demon Busters? Well they had this elf fella, Lightdancer. he was just obsessed with these old pre cataclysm movies. This one he showed me was called Scooby-Doo, had this big ole dog that would disappear when things got rough." He smiles darkly. "Just reminded me of that is all..."
Stealth 9, -4 to Notice
Stealth: 1d8+2 = 9: 7 (Thief [Urban]; -4 to notice unless you have some thing)
Wild: 1d6+2 = 4: 2
Lucious' rage flares at the slightest hint of cowardice, but he maintains control. He stalks towards the human-to-be-pack considering his options, "This human must be put in his place...but their customs are different. Rika has told me this...I would rip his bowels out and rend his arms from his body for this slight were it not so."

As Raijū moves through the room, the slight breeze shifts nearly imperceptibly. Not enough to determine his whereabouts, but an astute person might realize something has changed. When he is behind Jack, Lucious quickly rakes a single wet claw ever so gently across the metal man's neck and growls, "Human customs are different from wolfen, and on this world we are not bitter enemies. By the good graces and forethought of a tiny human woman more worthy of my respect than you, I stay my hand. If you were not to be pack, I would not. I am no coward, metal man."
OOC Comments
Im not trying to start a fight or anything - the wolf would not have responded kindly to that in general, but he would have been much more calm. Right now, he's stir crazy as hell and extremely irritable. He hasn't had any action recently, and he lives to fight! This is to be his pack, though (whether or not he'll be alpha is to be seen), so he is trying to avoid conflict. Yes, in his current mental state that's him trying to avoid conflict.

Lucious would return to his corner if nothing extreme happens......
Lucious "Raijū" Numonis, Wolfen-Lightning Elemental Hybrid (A.R.E.S.)
Raijū, Wolfen Lightning Elemental
Pace: 8(d8 Running); Parry: 9(-4 to be hit when Invis); Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arrogant: Toy with opponent if superiority in question; Go straight for boss
    Monologuer: Action Card of Clubs = Smarts -2 or bicker with Raijen whole turn. Free actions only.
    Ambidextrous; Two-Fisted (Enchanted Item)
    Command: 5" Radius, all within Command radius get +1 to recover from Shaken.
    Dirty Fighter: +2 to Trick maneuvers
    Extraction: Agility -2 to avoid disengagement attack from 1 opponent
    Natural Weaponry: Str+d6 Claws/Teeth
    Quick: Redraw Initiative lower than 6 until 6 or higher.
    Shadow: Invisibility at will (No PPE/Free). -4 to detect and attack unless presence made obvious.
    Size +1: 8'5" 550 lbs; +1 Toughness
    Superior Senses: +2 Notice (Hear/Smell)
    Thief: +2 Climbing/Lockpick; +2 Stealth (Urban); +2 Notice/Repair related to traps & similar devices.
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20; PPE: 10/10
Bennies: 3/3
Adventure Cards
  • Adventure Card: Description.
Edit Signature

User avatar
Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Fri Jun 08, 2018 1:55 pm

Alex just shakes his head looking at Jack Decker in amazement, ” Wow man, scooby do, how interesting. Not only do you have all that ice hardware you, have so many neat stories to share. Mr. Decker some day I want to be just like you...”
His voice trails off and his whispers excitedly like sharing a cool secret, ” Oh man, it feels like something wet just scratched something... Ice guys, so Ice... Did you guys here a voice? So... Creepers.”. His eyes go around back and forth looking for who said what.
He whispers hi pitched and just so happy to be part of the excitement, ” Was that you Mr. Numonis?”
OOC Comments
Alex is not trying to start trouble and is just really enthusiastic. He means no one any harm.
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage

User avatar
Heather Todd
Posts: 95
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot

Post by Heather Todd » Thu Jun 14, 2018 1:05 am

Notice 3
Notice 1d6 = 3: 3
Wild 1d6 = 2: 2
***

The last member of the team to walk into the room was a young woman of about twenty. She had long brown hair and bright blue eyes. A few freckles dotted the pale skin of her cute nose. Her figure was definitely feminine, but modest, in the blue sundress she wore over simple, functional flat sandals.

She was reading a book as she entered, a pair of reading glasses settled on her pert nose. The cover said, “Strange Worlds: Arcane Dimensional Geometry and the Mesilo Hypothesis”. She had a backpack full of other books over her shoulder. As the illusion began to speak, the girl gave a huff of annoyance, blowing a lock of her hair from her face, and waved a hand through the illusion, disrupting it.

The young woman took a seat at the table, dropping her bag beside her, and pulled her feet up under her, nose still in her book. With a gesture, a can of Mountain Dew slid across the table and popped open, floating up into her hand. She took a sip and then left it floating in the air as she turned a page in her book.

As Alex jabbered on, the young woman frowned and looked over her book and glasses at the boy. She raised an eyebrow and seemed to study him closely.

His mind was compromised once. She probed a bit and scowled. “Charlie Mansfield…” she whispered. She relived again that moment a decade ago when the Federation of Magic had razed her small mountain town of Elkins, and the bald mind melter had murdered half her family and locked her in her own mind for two years. She had met him again in Tolkeen less than a year ago, but this time forced to fight alongside him in defense of the city. The can of Mountain Dew crushed in the air, spilling its contents, causing her to jump as it splashed on her arm. “Darn it!”

The girl sighed and put down her book. She pulled some napkins out of her bag to clean up a bit and looked around the room at the others. Her eyes settled on seemingly empty air, but she was actually looking right at the invisibile Lucious. His agitation clawed at her brain.

::calm::

A wave of soothing calmness flowed over the room as she soothed the emotions in the room, including her own.

“Good morning,” she greeted the others with a pretty smile. Her voice had a slight Appalachian drawl to it. “Have we done introductions? I’m Heather Todd.”
OOC Comments
Heather is actively using powers via the Casual Powers Use rule (obviously telekinesis, exalted detect arcana, telepathy/mind reading). Normally you don’t have to roll, but in case you want to resist her calming effect (extrapolated use of telepathy, as there is no real calm emotions power in SW). Note she isn’t advertising “Mind Melter” here. She knows better than to do that.

Telepathy 36 Damn! You're calm AF! It's like mellow yellow up in here!
Mentalist +2
Psionics 1d12+2 = 14: 12
Ace 1d12+14 = 26: 12
Ace 1d12+26 = 36: 10
Wild 1d6+2 = 4: 2
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
Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Fri Jun 15, 2018 8:21 pm

The D'norr tilts his glasses at the young woman. "Hello, there. I'm Cons--I am Gaspard Gillead." He examines the book she's holding, and nods. "Mesilo is excellent for the technical aspects of interdimensionality. But he fails to account for the fashion in which other planes can be influenced by the nature of their inhabitants. I recommend Frelick's Social Structures and Planar Orientation as a follow-up to the Mesilo Hypothesis."
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

User avatar
Lucious Numonis
Diamond Patron
Diamond Patron
Posts: 13
Joined: Fri May 25, 2018 7:19 am

Re: X Marks the Spot

Post by Lucious Numonis » Mon Jun 18, 2018 2:47 pm

Lucious is so focused upon Jack that he did not notice Heather walk in and sit down. Immediately after his confrontation with the metal man, Raijū feels something touch his mind, and all of his anger, restlessness and indignation fade away. In fact, he is affected so severely by this influence that all of his negative emotions are replaced by an extreme euphoria.

Lucious is left standing behind Jack when this happens, and his elemental form fades away, ending the slight breeze. He stares off into space until he focuses on Alex's endless chatter.

"Heh," Lucious laughs as he picks up Alex and says to him, "Let's mess with the late arrivals, pup!"

Raijū throws Alex up onto his shoulders and holds onto the boy's legs so that he is standing stable on top of Raijū's shoulders as the wolfen waits for the next person to open the door. He shifts back into his elemental form once in place, and the gentle breeze once more carries his faint scent around the room.
OOC Comments
Fighting: 1d12+2 = 9: 7
Wild: 1d6+2 = 7: 5

Lucious grapples Alex if he resists, but he is gentle with the boy and ensures he doesn't hurt him. If someone approaches the door, Lucious begins swaying and squatting so that alex is seemingly flying through the air randomly.
Lucious "Raijū" Numonis, Wolfen-Lightning Elemental Hybrid (A.R.E.S.)
Raijū, Wolfen Lightning Elemental
Pace: 8(d8 Running); Parry: 9(-4 to be hit when Invis); Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arrogant: Toy with opponent if superiority in question; Go straight for boss
    Monologuer: Action Card of Clubs = Smarts -2 or bicker with Raijen whole turn. Free actions only.
    Ambidextrous; Two-Fisted (Enchanted Item)
    Command: 5" Radius, all within Command radius get +1 to recover from Shaken.
    Dirty Fighter: +2 to Trick maneuvers
    Extraction: Agility -2 to avoid disengagement attack from 1 opponent
    Natural Weaponry: Str+d6 Claws/Teeth
    Quick: Redraw Initiative lower than 6 until 6 or higher.
    Shadow: Invisibility at will (No PPE/Free). -4 to detect and attack unless presence made obvious.
    Size +1: 8'5" 550 lbs; +1 Toughness
    Superior Senses: +2 Notice (Hear/Smell)
    Thief: +2 Climbing/Lockpick; +2 Stealth (Urban); +2 Notice/Repair related to traps & similar devices.
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20; PPE: 10/10
Bennies: 3/3
Adventure Cards
  • Adventure Card: Description.
Edit Signature

User avatar
Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Mon Jun 18, 2018 6:48 pm

How do you know?
Alex and Charlie
Location: The cloud studded grey depressed city of Gloom. Alex is taking it easy, a watchful easy near Silverado the 13ths Zone ranger and Max’s Titan Robot Armor affectionately called by those who love her Nadine.
Sirens wail from the financial district and Alex’s attention breifly wanders towards it trying to catch sight of the famed Arcane company being burglarized by his friends, his family.

A bald man in singed robes runs across the street gasping for breath. Alex might not be a hero but he has learned enough to know what one should do. He grabs a RMSS kit and slaps it on the bald man who looks at the kid with horrid blue eyes. The bald man gasps unsure if he is going to live but the kit injects its nano probes and they save his life. Alex’s quick thinking saved his life.
The man gasps again reaching out for Alex, ” Thank you, my name is Charles Mansfield. Do you know how to pilot that big robot armor.”
Before Alex can even talk to the woman whom entered. Alex is flying through the room laughing, ” Ah man Ice cold!” He laughs again and tries to clumsily do a cartwheel mid air. He grins at Heather Todd, ” The name is Alex! Isn’t this Ice?”
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage

User avatar
Heather Todd
Posts: 95
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot

Post by Heather Todd » Tue Jun 19, 2018 1:03 am

Heather nodded to Gaspard and smiled. “Frelick is in the bag,” she said, nodding to her backpack. “Mostly I am just reviewing, for whatever we may come up against.”

“Hello, Alex,” Heather greeted the white-haired boy. “Yes, this is very ice, as my little brothers would say. You are a bit young,” she noted. But then Heather was only twenty. She tilted her head. “And you’ve met someone. Charlie Mansfield. Saved his life. Why?” Her voice grew a bit cooler, but she kept it even, unemotional.
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

User avatar
Gill
Posts: 80
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot

Post by Gill » Wed Jun 20, 2018 8:11 am

Walking through the castle with a little help from some friends he met on the way Gill finally finds the location of the briefing. The large stern looking guard at the door addresses Gill directly. His voice is stern but not hostile. "Lord Setnaja has left instructions that your helpers are to remain outside during the briefing. You and the construct may enter."
Smiling up at him and patting the soldier on the shoulder Gill says. "Hey that's okay. This is Rebecca and Jerrod. they work here in the castle and where just helping me find the way." then turning his head a bit and thinking Gill adds. "Your name is Markus isn't it? I recall you came to a meditation meeting a short while back. How have you been, did you ever find a good way to celebrate your girlfriends birthday? Tanya wasn't it?"
The stern guard looks a little surprised to be remembered. He did not even stay for the weirdo's meditation meeting. "What, how did you remember me or Tanya even? That was like two months ago. Tonya and i are not even together anymore."
Gill nods and his face looks a little sad, but seeing no sadness or resentment in Markus' face he knows it was not an exceptionally painful separation. "Of course I would remember you Markus, you are such an honest man, who could forget you? Sorry to hear about the situation with Tanya. I hope things were resolved amicably, from the way you spoke of her she seemed like such a good woman."
Markus nods and lets the two pass him. "Yes, things went okay. I think maybe I let a great woman go." Then snapping out of it he straightens up and says. "But I am on duty."
Gill nods and walks into the room. Looking around he tries to find a good place to sit next to someone he knows, but then realizes most of the people here are new brothers and sisters he has not yet had a chance to meet.

Looking around the room full of warriors not of them looked on edge right now so Curatrix moved to the wall where it could stand without looming or intimidating people, while still being close enough to help if Ganadril was endangered.

After paying attention to the conversations a while Gill feels he is catching up enough to understand some of it and some of the people, so he relaxes waiting and listening to the others until someone addressees him or he finds an appropriate place to contribute. Scanning the room and learning of the magic used by and being used by the people in the room and learning many interesting things.
OOC Comments
Ex Detect arcana as a free at will action.
Mysticism 1d8 = 5: 5
Wild 1d6 = 4: 4
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck
    +2 Review of other Character

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

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

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000

User avatar
Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Sat Jun 23, 2018 10:11 pm

Heather Todd wrote:Heather nodded to Gaspard and smiled. “Frelick is in the bag,” she said, nodding to her backpack. “Mostly I am just reviewing, for whatever we may come up against.”

“Hello, Alex,” Heather greeted the white-haired boy. “Yes, this is very ice, as my little brothers would say. You are a bit young,” she noted. But then Heather was only twenty. She tilted her head. “And you’ve met someone. Charlie Mansfield. Saved his life. Why?” Her voice grew a bit cooler, but she kept it even, unemotional.
How does she know? Alex laughs still being carried by the friendly wolfen specter. ” I wish I had not helped him, but at the same time, if I had not I would not have been able to help the 13th set. I mean how was I supposed to know?”
He pauses remembering...
OOC Comments
” Thats right boy, fire those missiles into the Gloomy Grease spot, and then into the barber shop. Kill death dystroy boy!” No matter what I did, what I wanted to do... I had to do what that bald headed psychpath told me to do.”
Alex pats his cyber leg, ” I ended up getting this shiney at the end of the ordeal and a sweet power armor too! Some might say I am a bit too trusting, but I got to be me when it is all said and done. So far being me pays nice too.”
Alex laughs again noticing Gill in the corner. He smiles a boyish grin at him.
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage

User avatar
Heather Todd
Posts: 95
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot

Post by Heather Todd » Tue Jun 26, 2018 4:44 am

Heather took a breath, forcing her own emotions to calm. She gave Alex a gentle smile. “It seems you came out on top, then. Just be careful if you meet Charlie in the future,” she advised. “And try not to get between me and him.”

Heather turned her attention to the handsome newcomer that entered the room. She felt her heart flutter a bit and scolded herself. She was acting like a teenager! Granted, she was only a year out of her teens.

“Welcome,” Heather greeted the young man. “I’m Heather.” She got up to offer him her hand.
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

User avatar
Snake Eyes
Game Master
Posts: 371
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot

Post by Snake Eyes » Tue Jun 26, 2018 11:19 pm

The guard you passed in the hall opens the door and enters the briefing room. He scans the room quickly, locking eyes with Jack Decker. He makes note of the floating Alex, but seems unfazed. Instead, he looks directly at where the wolfen's eyes might be, if they were visible. "On the orders of Elle of Owls, Jack Decker and Lucious Numonis, you have been been given a new assignment. Collect what belongings you have and come with me." He waits as Decker exits, then makes sure Alex is deposited safely to the ground. He follows Raiju as the wolfen gradually returns to view. The guard pours himself a cup of tea, then follows them out and shuts the door behind him.
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

User avatar
Gill
Posts: 80
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot

Post by Gill » Wed Jun 27, 2018 8:15 am

Heather Todd wrote:Heather took a breath, forcing her own emotions to calm. She gave Alex a gentle smile. “It seems you came out on top, then. Just be careful if you meet Charlie in the future,” she advised. “And try not to get between me and him.”

Heather turned her attention to the handsome newcomer that entered the room. She felt her heart flutter a bit and scolded herself. She was acting like a teenager! Granted, she was only a year out of her teens.

“Welcome,” Heather greeted the young man. “I’m Heather.” She got up to offer him her hand.
Smiling and walking over to her Gill says. "What beauty when a river finds a blossom." offering out his hand he says. "I like to be called Gill..." Trailing off as the guard interrupts Gill seems okay with the abrupt change in direction.
Markus wrote: "On the orders of Elle of Owls, Jack Decker and Lucious Numonis, you have been been given a new assignment. Collect what belongings you have and come with me."
"Thank you Markus let me grab my cloak." Looking back at heather Gill shrugs. "A river must flow." Gathering his stuff he and Curatrix prepare to leave and he says to Heather. "I hope to be able to enjoy conversation with you some time. I feel a missed opportunity."
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck
    +2 Review of other Character

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

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

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000

User avatar
Snake Eyes
Game Master
Posts: 371
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot

Post by Snake Eyes » Wed Jun 27, 2018 10:43 am

The guard shakes his head. "Not you, Gill. Just Decker and the wolf. You can continue your conversation." He smiles, sips his tea, and exits.
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

User avatar
Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Wed Jun 27, 2018 12:35 pm

The cowled figure chuffs audibly at the exchange between Heather and Gill. "Excellent! You will have time to form a true bond, perhaps even love, before he goes off and betrays you with some slat--" The demon is cut off with a sharp rebuke from Gaspard.

"Quiet, Perdi! If we want your opinions on mortal relationships, we can always read them from your spilled entrails!" As the demon, chastened, falls silent and still, the D'norr turns to Gill and Heather, and dips his head. "My abject apologies. He obeys my orders, but he is still a demon, and sees the world only through the perspective of one who has never witnessed anything but evil as the norm."
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

User avatar
Gill
Posts: 80
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot

Post by Gill » Wed Jun 27, 2018 12:54 pm

Snake Eyes wrote:The guard shakes his head. "Not you, Gill. Just Decker and the wolf. You can continue your conversation." He smiles, sips his tea, and exits.
Gill is at ease with his misunderstanding obviously not embarrassed in the least. "Looks like we will have more time for visiting after all Heather." As he says her name it gives the impression that the name some how has special meaning to him.
Gaspard Gillead wrote:The cowled figure chuffs audibly at the exchange between Heather and Gill. "Excellent! You will have time to form a true bond, perhaps even love, before he goes off and betrays you with some slat--" The demon is cut off with a sharp rebuke from Gaspard.

"Quiet, Perdi! If we want your opinions on mortal relationships, we can always read them from your spilled entrails!" As the demon, chastened, falls silent and still, the D'norr turns to Gill and Heather, and dips his head. "My abject apologies. He obeys my orders, but he is still a demon, and sees the world only through the perspective of one who has never witnessed anything but evil as the norm."
The giant metal statue in the corner suddenly starts moving to get between the demon and Gill, but stops when it realizes the D'nor is in control of the thing. This time Gill does react, as his eyes grow sad he looks over towards the demon examining its. "It is unfortunate when a child rebels against its mother."

then turning back to Heather as if the room where empty Gill says. "Welcome to Castle refuge. I have only been here a few months so I do not know everyone yet. Are you newly arrived or from Refuge?"
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck
    +2 Review of other Character

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

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

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000

User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 81
Joined: Wed Jun 27, 2018 9:12 am

Re: X Marks the Spot

Post by Everett Jackson » Wed Jun 27, 2018 1:21 pm

Snake Eyes wrote: As Everett ambles towards the door, the guard steps in his way. "You must be Everett. For the safety of you and your fellows, some of whom are magic users, Lord Setnaja requests Balitrox be left at the door with me." He gestures to a rack on the wall behind him, with space enough to rest the axe. "On my honor, I won't touch it, and you'll get it back when your briefing is done. Lord Setnaja says you'll need it." He nods his head at the door to the briefing room. "But not in there." The guard is blocking your way, but has not drawn his weapons. It's obvious he expects you to comply without much ado. Balitrox exhibits no signs of his signature glow.
Everett stares blankly at the guard and gives him a military salute before dropping the axe off at the rack. He unslings the pair of railguns on his back with two pairs of arms and also drops them on the rack, whispering to them, "I know you babies are shy, but Bali will keep you company. I'll be back."

"Oh, I almost forgot about you. I wouldn't want to give the wrong impression," He mumbles as he places his chain greatsword on top of the railguns.

Everett pats the light ion pistol clipped to his harness and says whispers softly, "I know you're intimidated by the others. Don't worry I got you. The team probably won't even notice you!"

Nearly disarmed, Everett nods at the guard, turns to the door and walks inside the room. Surveying the room, his cybereyes record each face.
Cybereyes Readout
Alex - Sex: Male. Race: Caucasion. Age: 10-14. Threat Level: Caution - Cybernetic leg replacement.
Gaspard - Sex: Error. Race: Error. Age: Error. Threat Level: Danger - Unidentifiable entity. Proceed with caution.
Proditone - Sex: Error. Race: Error. Age: Error. Threat Level: Danger - Unidentifiable entity. Armed and armored. Secure the area.
Gill - Sex: Male. Race: Asian. Age: 20-30. Threat Level: Safe - Individual is unarmed and poses no threat.
Curatrix - Sex: Error. Race: Error. Age: Error. Threat Level: Danger - Unidentifiable entity. Armed and armored. Secure the area.
Heather - Sex: Female. Race: Caucasian. Age: 20-25. Threat Level: Caution - Unidentified phenomenon, possibly innocuous.
Reille - Sex: Male. Race: Caucasian. Age: 20-30. Threat Level: Safe - Individual is unarmed and poses no threat.
Between seeing so many Danger and Caution warnings flash simultaneously and noticing what appears to be a demonic duo and some other...thing in the room, Everett's hand drops to his light ion pistol. He remembers that these are supposed to be the good guys, though, and composes himself.

"Uh. Everett," is all Everett says as he takes a seat as far away from Perdi, Gaspard and Curatrix as possible. His gaze shifts between the three unknown entities as he waits for further orders.
Last edited by Everett Jackson on Mon Jul 02, 2018 1:35 am, edited 2 times in total.
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.

User avatar
Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Wed Jun 27, 2018 2:10 pm

Alex nods agreeing with Heather, ” Oh yeah, next time Charlie is arround I got something special to shove into his face.” Alex gives her a side eye glance laughing then begins his whrilwind tour of the folks in the meeting room.

Alex scampers over to Gill and slaps him some skin, ” You got some good moves man, Ice for sure, maybe not like the Top Dogs in the 13th, but for sure respectable.” Alex seems super enthusiastic to be in the company of such a wide array of heroes and such.

He bounds over to the newest commer Everrett, ” Ice Uh Everette. I am Alex of Silver Bluff. I used to hang with the 13th, found myself a big bro to a little girl and now I am here greeting you awaiting our fantastic assignment. So whats your deal?”

He glances towards Perdi clearly restraining himself from heading over to the demon possibly to poke and prod it.
Wow man, what secrets do you hold demon man... I gots to know!
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
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 81
Joined: Wed Jun 27, 2018 9:12 am

Re: X Marks the Spot

Post by Everett Jackson » Wed Jun 27, 2018 5:35 pm

Alex wrote:He bounds over to the newest commer Everrett, ” Ice Uh Everette. I am Alex of Silver Bluff. I used to hang with the 13th, found myself a big bro to a little girl and now I am here greeting you awaiting our fantastic assignment. So whats your deal?”
Cybereyes Readout
Alex - Sex: Male. Race: Caucasion. Age: 10-14. Notes: Overly excitable. Threat Level: Caution - Cybernetic leg replacement.
Everett regards Alex and adds a note to the child's image file before responding, "Name plate on my cryo-pod said Everett Jackson. Unless I wound up in the deep freeze by accident, that's my name. Emergency response units don't come with bio-implanted memory prefabs, so this is my deal."

"I woke up, grabbed a talking axe and read the note attached to it. The note told me to come here. I popped the bio-lock on Everett Jackson's locker - mine, I assume - and headed out. I saw some crazy things coming down that mountain and through the wilds on the way here. I still don't understand what happened or why the world is so crazy, but someone freed me from that pod and saved m life. I figure I owe it to them to at least sign up with this gig," Everet finishes speaking, shrugs and then asks, "What about you, little guy? What's your deal."
Last edited by Everett Jackson on Mon Jul 02, 2018 1:33 am, edited 1 time in total.
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.

User avatar
Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Wed Jun 27, 2018 7:37 pm

Gaspard raises a brow at Everett's backstory, but given the man's obvious discomfit with non-humans, opts to not try to press him right now. Let the boy extract the information. He makes a good cats--no, don't think like that. That's how they got their start, I'm sure. The boy, Alex, makes a good ally.
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

User avatar
Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot

Post by Xero X Kelvin » Wed Jun 27, 2018 10:08 pm

30 hours ago ...

A Stuffy Room. High above the spraling city below. Xero X Kelvin also known as Xero Cool, crouched in and among the shadows of an open window. The air was still and very little moved.

A figure lay in a bed draped with silks to ward off the heat and other unpleasantries. The heat signatures matched the information in the dispatch he had received a day before. All very well.

Xero kept his cool and was a light blue color and endured the humidity and waited. All he needed was a breeze, a light gentle breeze. A shame the target had no powers, cuz Xero was hungry. Xero preferred to drink arcane and psionic "juice" as he called it. But one of his ice daggers or lances could just as easily kill a target.

At the mere thought of his ice daggers, nature seemed to answer. A breeze did blow and Xero knew it before it arrived at the window. His skin had changed from light blue to a deep azure blue. The dagger formed in his open palm and as the wind blew through the window and the figure stirred behind the curtians, the icy lade left Xero's hand.

As if the entire thing was planned. The man stirred with the breeze. Sat up. And the dagger pierced his chest and ruptured his heart. The man was dead and Xero's job was done. As if it were planned, a rift opened in the room and Xero left the hot humid high tower.
20 hours ago ...

Another dispatch arrived just as Xero was waking up.
Greetings.

You have been assigned a position with the 12th Arcane Anomaly Team. You have been hand selected for your unique talents and abilities, as well as your experience with things arcane. While the rest of the Legion mourns the loss of the 12th, their work is important, and must continue. This is your charge.
Upon the morrow, you are to convene at the Special Units HQ, 8 AM precisely. There will be a guard to direct you to the correct room. You should expect to depart within scant hours of receiving your orders.
I look forward to our meeting in person tomorrow, and to working together to carry the vision of the Tomorrow Legion to a fallen world.
et omni imperio magicae

Setnaja
Reading the message, Xero sat quzically on his bed. As if in response a disembodied voice spoke, "You have done well. While I have need of you, it is time to let the heat cool. The Legion will be a good cover for you. Let me know when you are ready to leave."

Xero looks at his room and the trinkets he has collected. Just trinkets. Strapping on his harness, the survival pack, and the pistol he so rarely ever uses, "If you think it is for the best, then lets go."

The disembodied voice chuckles, "Rest yourself, young Xero. You will not need to leave for another 12 hours. But your enthusiasm shall be rewarded."
10 hours ago ...

While it was dark outside, Xero was awakened by the voice of ... To be honest, he really didn't have a name for the 'Voice'. The 'Voice' was just there and provided work, a place to stay, and reliable transport.

"Xero, it is time for you to go. I can put you close to Castle Refuge, but you will need to walk your way in. Oh and take the invite. It should clear the way for you. I will be in touch from time to time."

Xero aroused himself from bed. Organized his meager belongings. Picking up the discarded harness and survival pack. "Ready when you are."

A rift appeared at the end of the room in a blank space between a bookshelf and a window. Xero stared at the image on the other side. A very large castle sat a ways off in the distance and the rift opened in the nexus of at least two ley lines.

"Great. I can top off before I walk into Refuge."

With that, Xero took a full on run and jumped through the rift.
Xero hung for a time in the space between space. Somewhere he had read that pocket dimensions connect major dimensions together. Not all dimensions have names and this one like many others, had no signs identfying it. Space collapsed on space and the temporary pocket folded in on his destination. The other aspect of pocket dimensions collapsing is the slingshot effect of things caught in collapse. You either get thrown backwards from where you came or thrust forward into the dimension you were travelling to.

Xero was hurled through to his destination with the pocket dimension collapsing with an audible pop.

Finding himself deposited on a grassy field with Refuge in the western distance, Xero began walking in the early hours of the morning. When he would pass by a newly budding plant he would carefully frost it enough to make it glisten in the coming sunrise.

The three or four hours it took to get to Refuge found Xero with the sun at his back as he approached one of the entrance gates.

The guards at the gate and on the mounted heavy weapons all had their weapons trained on the Chiller was a light blue skin color at the moment due to the morning warmth.

Xero waved to everyone that he saw. Thinking on his greeting and how no one flinched or moved, Xero produced the invitation for a meeting that was less than an hour away. Handing it to the guard at the gate, Xero couldn't help incasing his hand, the invitation, and the guard's hand all in a big tube of ice.

Xero looked up shocked, "What is this all about?"

The guard shakes his head then his hand and the ice falls off and he is left holding Xero's invitation. The guard abruptly turns and re-enters the guard post. A moment later he returns to Xero with the invitation as the gates begin to open. "Directions to the meeting room are here." Showing the flipped over invitation. "Try not to be late."

With that the guard points up the tunnel that leads under and through the hillside. Xero was not sure what to expect. Somehow he had expected some sort of mobile escort to this meeting.

Xero follows the directions. He finds himself lost and wandering over the course of the next hour and eventually arrives at his destination nearly 30 minutes late.

Not even pausing to knock he just opens the door and strolls on in. The cool breeze that follows him inside and proceeds through the room is the only introduction.
Last edited by Xero X Kelvin on Sat Jun 30, 2018 12:01 pm, edited 1 time in total.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..

User avatar
Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Thu Jun 28, 2018 8:06 pm

Everett Jackson wrote:
Alex wrote:He bounds over to the newest commer Everrett, ” Ice Uh Everette. I am Alex of Silver Bluff. I used to hang with the 13th, found myself a big bro to a little girl and now I am here greeting you awaiting our fantastic assignment. So whats your deal?”
Cybereyes Readout
Alex - Sex: Male. Race: Caucasion. Age: 10-14. Hair: White. Notes: Overly excitable. Threat Level: Caution - Cybernetic leg replacement.
Everett regards Alex and adds a note to the child's image file before responding, "Name plate on my cryo-pod said Everett Jackson. Unless I wound up in the deep freeze by accident, that's my name. Emergency response units don't come with bio-implanted memory prefabs, so this is my deal."

"I woke up, grabbed a talking axe and read the note attached to it. The note told me to come here. I popped the bio-lock on Everett Jackson's locker - mine, I assume - and headed out. I saw some crazy things coming down that mountain and through the wilds on the way here. I still don't understand what happened or why the world is so crazy, but someone freed me from that pod and saved m life. I figure I owe it to them to at least sign up with this gig," Everet finishes speaking, shrugs and then asks, "What about you, little guy? What's your deal."
Alex nods super enthusiastically while Everett tells his fantastical story. Can a human’s head pop off through sheer excitement? You just might find out. ” Ice man, just pure frosted Ice. A cryo pod and everything. So you are not even sure of your name? Is that some kind of amnesia or something I wonder. I hope I am there when it all comes flooding back, wow that would be something to see.”

The kid figets with a small braclet arround his wrist, the bracelet is made out of some orange gems and has the seal of the Tomorrow Legion etched into a metal clasp. He also has a talisman of marduk arround his neck. He taps it once thinking of a response to Everett about his deal (both radiates health and vitality magic).
My deal? What is my deal? Got to be like Top Dog and find my place in helping folks.

Alex sighs letting out an easy breath, ” Ok, my deal... I did my part in clearing the name of a group mercenaries framed for wrongful deeds. Lost my leg, but gained much more. I get that I was too young to head out with the 13th SET. Those guys are serious legends. The first of the Legion’s Exemplar Extraordinair as far as I understand. Well I got some help from folks I trust and those I did not at first. Most folks seem to think this is a good first outing. My friend, a Crazy named Jitters gave me 1.3 million credits and I purchased myself a supertrooper power armor. Its ready to go with a few exciting enhancments specially designed by yours truely.” Alex sucks in some air and stands up straight still speaking to Everrett but clearly trying to address the other’s doubts, ” I might be small, and a kid... But when the shit hits the fan like 5 sharkman time wizards trying to kill you and your friends. Even if I loose my other leg I’ll always have the backs of my team and make sure we save the day. I got the gear, I got the brains... I know Frelick and Meliso... I am going...” The kids emotions seem to get the better of him and he wipes some tears from his eyes, ” I got to go.”

Alex laughs bouncing resiliantly to another topic and nods excitedly to the hulking demon recently chastised by Gaspard, ” Besides that big guy Perdi has some interesting thoughts on love that I just got to know about.”
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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Joseph Cook
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Re: X Marks the Spot

Post by Joseph Cook » Fri Jun 29, 2018 5:26 am

Joseph walks in. He's a tall man in his early twenties with black hair and dark blue eyes. He smiles, brimming with confidence. "Hello, I'm Joseph. Sorry I'm late, there was some mix up with the assignments." He grabs a glass of water and finds a seat.

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Heather Todd
Posts: 95
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot

Post by Heather Todd » Sat Jun 30, 2018 5:52 am

“Gill,” Heather repeated, shaking his hand, scanning him lightly. “I would say welcome to the team, but we’re all new, so…” She blushed a little at his words.

Heather looked sharply toward the cloaked figure as it spoke and frowned. “A demon. How...wonderful,” she said. “If he knows what is good for him, he won’t make me mind slap him,” she warned Gaspard.

Heather turned back to Gill. “My family settled in Refuge a few months ago,” she said. “I have an older sister who is a burster, but she needs to stay home and care for my younger siblings, so it was decided I should sign up.” Heather paused. “Well, I wanted to sign up, to further my studies. Tamar wasn’t too happy with it, but she understood. It’s a way to pay back everything the Castle has done for us in giving us a home.”

Heather turned as another entered the room, noting a man with quite a bit of cybernetics baked into him. Heather cringed at the thought of violating her body that way, but perhaps he had been in an accident.

“Hello. Welcome. I’m Heather,” she introduced herself.

Heather grinned at Alex. “Let me know. I owe Charlie some of that to,” she told the boy.

Heather listened to Everett’s story. Ah, that made some sense, then.

Heather put a hand on Alex’s shoulder when he wipes at tears, giving it a squeeze of reassurance. She did think him a little young, but then she was only twenty. “We’ll watch each other’s backs,” she promised. He reminded her a little bit of her little brother Kenny’s enthusiasm. “And I’m not sure you want to take advice on love from a demon, Alex.”

Another man walked in and introduced himself as Joseph.

“Hello, Joseph. I’m Heather,” the young woman replied.
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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Joseph Cook
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Re: X Marks the Spot

Post by Joseph Cook » Sat Jun 30, 2018 8:09 am

Joseph nods politely "A pleasure to meet you Heather. He looks around the room, dark eyes showing nothing. Hmm looks like an eclectic group, a good thing to have when out in the field...

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Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot

Post by Xero X Kelvin » Sat Jun 30, 2018 1:38 pm

Xero starts noticing the others in the room. The illusion doesn't phase him and the others he takes in stride. One would notice that Xero keeps his cool. He lacks any real experience within a group.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..

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Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Sat Jun 30, 2018 9:24 pm

Gaspard nods at Heather's response. "If you feel the need, go right ahead--but I suggest you do it properly if it comes to that. A warning smack, even a telepathic one, is more likely to just make him frisky." He gives a nod to the newest arrivals. "Gaspard Gillead. The demon on time-out is Proditione." The D'norr looks around. "Anyone know how many of us there's supposed to be?"
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

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Everett Jackson
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Re: X Marks the Spot

Post by Everett Jackson » Sun Jul 01, 2018 12:29 am

Xero X Kelvin wrote:Xero follows the directions. He finds himself lost and wandering over the course of the next hour and eventually arrives at his destination nearly 30 minutes late.

Not even pausing to knock he just opens the door and strolls on in. The cool breeze that follows him inside and proceeds through the room is the only introduction.
Everett takes in the strange newcomer as he enters the room. He looks human, but his features - especially skin tone - are too far off to be human. He's also armed with a pistol; the combination, of course, causes his cybereyes to flash another annoying warning.
Cybereyes readout
Xero - Sex: Error. Race: Error. Age: Error. Threat Level: Danger - Unidentifiable entity. Armed. Secure the area.
Everett ignores the newcomer as he listens to Alex tell his story.
Alex wrote:The kid figets with a small braclet arround his wrist, the bracelet is made out of some orange gems and has the seal of the Tomorrow Legion etched into a metal clasp. He also has a talisman of marduk arround his neck. He taps it once thinking of a response to Everett about his deal (both radiates health and vitality magic).
My deal? What is my deal? Got to be like Top Dog and find my place in helping folks.

Alex sighs letting out an easy breath, ” Ok, my deal... I did my part in clearing the name of a group mercenaries framed for wrongful deeds. Lost my leg, but gained much more. I get that I was too young to head out with the 13th SET. Those guys are serious legends. The first of the Legion’s Exemplar Extraordinair as far as I understand. Well I got some help from folks I trust and those I did not at first. Most folks seem to think this is a good first outing. My friend, a Crazy named Jitters gave me 1.3 million credits and I purchased myself a supertrooper power armor. Its ready to go with a few exciting enhancments specially designed by yours truely.” Alex sucks in some air and stands up straight still speaking to Everrett but clearly trying to address the other’s doubts, ” I might be small, and a kid... But when the shit hits the fan like 5 sharkman time wizards trying to kill you and your friends. Even if I loose my other leg I’ll always have the backs of my team and make sure we save the day. I got the gear, I got the brains... I know Frelick and Meliso... I am going...” The kids emotions seem to get the better of him and he wipes some tears from his eyes, ” I got to go.”

Alex laughs bouncing resiliantly to another topic and nods excitedly to the hulking demon recently chastised by Gaspard, ” Besides that big guy Perdi has some interesting thoughts on love that I just got to know about.”
Everett lets the boy calm down and change topics after telling his harrowing story. His cybereyes flick over to the door as another man walks into the room, and he sighs as it causes his cybereyes to flash another warning.
Cybereyes readout
Joseph - Sex: Male Race: Caucasian. Age: 20-30. Threat Level: Safe - Individual is unarmed and poses no threat.
Fed up with his cybereyes, Everett leans in towards Alex and whispers, "Look, kid. I'm sorry you had to remember all that bad stuff. I'm at a loss here though. Can you help me? I know you can't tell, but my damn cybereyes keep pinging off of nearly everyone in this room. I'm this close..." Everett balls up his hand while talking, leaving his thumb and forefinger extended and nearly touching one another. He finishes, "...to clawing my cybereyes out."

Everett nods his head towards the demonic duo and continues, "We have the demonic duo over there. Demons? Seriously, when I come from - demons are the bad guys. Oh, and not real. Humans and demons work together now? And I don't even know what this thing is..." Everett nods, nearly imperceptibly, towards Curatrix before adding, "Some kind of robot? And that girl's drink is just floating around like gravity doesn't matter. The blue dude looks human, but he's not. I swear to God the room got colder when he walked in, too. Give me the low down, Alex, so I can update my 'ware before I go insane. The damn things are supposed to automatically update regularly, but I haven't been able to get any signal since I stepped out of the deep freeze; apparently WiFi is a thing of the past too, huh?"
Last edited by Everett Jackson on Mon Jul 02, 2018 1:36 am, edited 2 times in total.
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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Snake Eyes
Game Master
Posts: 371
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot

Post by Snake Eyes » Sun Jul 01, 2018 1:42 am

Just before 9:00 AM, the wall at the front of the room begins to spin in a vortex, and a portal opens. A humanoid cobra with white scales steps through. He bows deeply. In just the kind of voice you'd expect a snake man to have, slow, methodical, with extra emphasis on his "s"es, he greets you. "I am Setnaja. My apologies for the delay. I had other pressing matters which arose suddenly, demanding my attention. I trust you have made good use of your time, though. Knowing your fellows will serve you well in the coming labors. Please. Follow me." He points a finger at Gaspard's associate, then at Curatrix, naming them both in turn. "Proditione and Curatrix, you both will remain here." With that, he steps back through the portal. Neither Proditione nor Curatrix move from where they stand.
Those who follow are treated to a wondrous sight. This is NOT the room on the other side of the wall.
Setnaja lair.jpg
He walks to a pedestal set before the staircase. A pixie lands on it, and bows to the snake man. Setnaja addresses you. "I have, with the help of my new friend here, Statheros, located an artifact of immense power. It resides in a wizard's hall, several hundred miles east / southeast of the castle, deep in Federation lands. As of now, it is unguarded, but I do not believe that will remain the case for long. Others, with less savory intentions, search for the sanctum. You are to make your way to the wizard's hall by whatever means you have at your disposal. While there are ley lines in the area, there is something obstructing our direct travel via ley line. We believe it to be the artifact itself."
Statheros.jpg
The pixie addresses you directly. "I am Statheros. I have tracked the skull of Mondain across many worlds. It has come to rest here, where the abundance of magical energy creates perfect conditions for its use. As an artifact of power alone, it is capable of incredible destruction. But I believe its primary purpose is to summon the evil wizard Mondain from his resting place in the abyss. All life depends upon your destruction of -"
Setnaja stops him short and interrupts, "-or retrieval of the skull. If it is returned here, we may be able to study its purpose and power. If it is truly uncontrollably evil, we shall see to its destruction. However, if knowledge can be gained from it, it may be of great import and impact upon our future endeavors."
The pixie seems agitated at the suggestion, but makes no other protest.
Setnaja continues. "Little time can be wasted."

Setnaja turns to Gaspard. "Gaspard, your unique and potent talents will be of use, here. While you may not travel directly to the lab, we have plotted a course along known ley lines whereby your travel time is minimized. Statheros will accompany you to act as your guide. I have arranged with the Legion forces to supply a vehicle and trailer, as well as a driver, to carry you and your equipment...and your associates, Ganadril, to your destination. Such spare rations and sundries as you may need have been loaded, and your driver awaits your arrival. Our calculations suggest a total of 4 days' journey, with two ley line gates a day apart." He glances at the other members of the unit. "I am placing Heather at the head of this team for the purposes and duration of this task. While her knowledge is significant, her detachment from things arcane may impart clarity of thought when certain decisions are made. Until this labor is complete, she speaks with my full authority." He winks at the psychic. "There, my dear. You need not even make use of your talents to be heard and heeded."

Setnaja pauses, and looks over each of your faces. "It is of vital importance that you obtain control of the skull, whether to destroy or retrieve it. I leave that choice to your discretion, but the choice of when to depart is mine to declare. And you shall depart within the hour. I, or Statheros, will answer what questions you may have. Statheros will be traveling with you. If destruction is the decision, he knows where to deposit the skull."

He gestures around the grand sanctum where you stand. "As you can see, I have amassed a significant collection of arcane tomes, artifacts, and curiosities in my years of travel and study." This is an understatement. The books and scrolls lining the walls, and objects placed upon the dais, comprise one of the most significant collections of magical items most of you have ever seen. It is easily the largest personal collection you know of not held by a head of state. "Mere baubles do not interest me. But if, in your quests on behalf of the Legion, you come upon items of magical significance...those which you cannot use yourselves...I will purchase them at a greater price than the Legion will pay. This is part of my agreement with Serena Stargazer. She knows of my hunger for knowledge, and knows that I am exceedingly able to put such knowledge to use to aid the Legion. Only in wisdom and knowledge can we hope to triumph over the dark forces arrayed against us."

Once all questions are answered, Setnaja gestures towards the middle of the room where you emerged. The portal opens; the meeting room, including Proditione and Curatrix (who have not moved since your departure), are visible through the portal. "Go now. Make all haste. Bring back the artifact if possible. Destroy it if you must. Return safely once it is done." Setnaja bows again. Statheros wastes no time in flying through the portal.
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot

Post by Xero X Kelvin » Sun Jul 01, 2018 7:07 am

One thing Xero had not noticed upon arrival was how much PPE/ISP was contained in the room. Mentally it did not register, but physically his skin went from a deep blue to a dark purple and then his nose began to smell the energies wafting through both rooms. Good to know I won't go hungry.

It may take me a day or so but I should be able to sort the energies all out and figure out which sources will be easiest to feed from.

Xero does not wait for anyone else to speak as he approaches the stairs. Taking a recently discovered sealed envelope from his pocket, he approaches Setnaja. Taking a knee at the last step, he offers the sealed missive to Setnaja. "Master, word from a mutual acquaintance."

With the letter in Setnaja's hands, he descends the stairs and will be found searching the works collected along the walls.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..

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Joseph Cook
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Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot

Post by Joseph Cook » Sun Jul 01, 2018 7:39 am

Upon receiving instructions Joseph goes back to his quarters. He puts on his armor, straps his scabbarb around his waist and slides the sword into it. He grabs the staff on the way out and makes his way to the meeting point.

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Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Sun Jul 01, 2018 9:06 am

No way! Look at all this magic! So burner! Thin scragly look stick that just looks like a twig... Wand of Deception!!! Oh oh oh, Long perfectly straight stick with two protrusions. Wand of Seeing. No, that cannot be... Burn me!! Set of five shurukins... Earth, Wind, Fire, Water, and Love. The fracking elemental Shurikens of Kamatoa!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Alex’s head explodes. As a kid he hung in there pretty well until he saw the 5 tiny glints of the very rare enchanted Shurikens. He starts having some kind of fit that is almost reminicent of a kid on a sugar high.

”Burn me, Burn me, Burn me... Mr. Naja are those really the elemental Shurikens? I mean I have never seen a set? Do they really work? where did you get them from? Which one is Fire? How does the Love one work? Why are they so shiny?Can I barrow them? Can I trade for them? Can I have them?” The questions just keep coming out one mroe rapid than the next then the kid just clams up half drooling and oogling the shurikens from about one foot away. His hand seems to be slowly reaching for them as if controlled by some unseen force that he is struggling against. He breathes lacking any sense of professionalism, ” I just love them...”
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: 371
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot

Post by Snake Eyes » Sun Jul 01, 2018 10:42 am

Setnaja accepts the letter. "Very good." The letter is deposited on the pedestal next to an open tome. He turns his attention towards Alex. "I appreciate your enthusiasm. Unfortunately, those shuriken must remain where they are for the time being. To learn their proper use would take years of study; this is time we do not have. I will be happy to give you a tour another day, but now, I am afraid you must make haste. Even moments with the skull in the wrong hands could have disastrous and lasting effects." With a gesture, a shimmering barrier springs up in front of the display cases, barring the eager boy from grasping the enchanted throwing stars.

The pixie begins to become agitated. "Setnaja, are you really sending a child to deal with the skull? This will impact many worlds, not just yours! Do not trifle -"

Again, Setnaja interrupts. "Peace, Statheros. Alex has great talent beyond his years. I considered placing him in charge of this excursion, such is my trust in him. Even in his young life, he has accomplished magnificent deeds. You must forgive youthful exuberance. He will not disappoint." He smiles at Alex as warmly as a snake can.
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Sun Jul 01, 2018 11:11 am

Trifle? Now I am really hungry. I need to swing by chef Derrick Grubs in the mess hall to have him pack me a nice trifle tower strawberry vanilla cake. Alex manages to rip his eye balls from the display case and honestly its a pick e’m if he is facinated by the items or the barrier protecting them.
He just whispers full of joy, ” Burner.”

He blinks twice at the pixie. A skull huh? Now that sounds hot. He flashes his braclet at the pixie and nods to Mr. Naja. ” We will get the skull back for you no problem. I just have a few questions for you in no particular order or significance.” Alex grimaces and breathes looking arround uneasy. Get it together, you think Max and Cantrell want to hear you are a head case.

After a moment he steadies himself, ” Look I am sorry, but you got to warn me about candy shops. First, what brought this skull to your attention? Second, who is likely to be after it, and third how will we know it?”
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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Joseph Cook
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Bronze Patron
Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot

Post by Joseph Cook » Sun Jul 01, 2018 11:18 am

Joseph comes back just in time to hear Alex's questions. He is wearing matte black armor minus the helmet, his cloak on top of that. He waits patiently to hear the responses, seeing if he will have any questions of his own.

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Snake Eyes
Game Master
Posts: 371
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot

Post by Snake Eyes » Sun Jul 01, 2018 11:40 am

Setnaja listens as Alex composes himself, and eventually asks his questions. "Statheros brought it to my attention. We have mutual interdimensional acquaintances, and he was directed to me for assistance in dealing with it. As far as who would be looking for it, it resides in the borders of the Federation of Magic. If Dunscon himself left the City of Brass to retrieve it, I would not be surprised in the least. I hope it does not come to that." With that, he looks to Statheros.

The pixie responds. "The skull is that of a humanoid. A human, to be precise, though not native to this world or dimension. It has been embellished with stones of power and runes of corruption. What effect these might have on the already potent necromantic fetish...I shudder to imagine. You will know it as soon as you see it. It is quite unmistakable."
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Sun Jul 01, 2018 2:28 pm

Gaspard raises a brow at Setnaja's apparent ability to command his bondslave, but does not comment, simply going along with the rest of the group to the wondrous chamber. He listens intently to the discussion of Ley Line travel options, nodding his understanding of the situation.

He is tempted to ask a few questions in his own manner, but their sponsor is most likely maintaining his ability to sense the use of magic; best not to get off on the wrong foot in that fashion. He notes the fact that the Guide and the Sponsor are not fully on the same page; an interesting development, there.

When Heather is appointed field commander, he gives a soft smile. I do not envy her in that role; she seems to have been placed in charge of a herd of cats.
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

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Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot

Post by Xero X Kelvin » Sun Jul 01, 2018 9:51 pm

Moving along the wall from the right, Xero scans over the items and tomes. He suddenly stops in front of one shelf.

On a shelf about 4 feet from the ground, is an odd burning crystal. Xero extends his left hand and wills a casing of ice surround the crystal. The thin layer of ice evaporates before it can touch the crystal.

Xero is unconcerned. Willing a thicker encasement of ice, he focuses on the crystal. This time it takes a minute or two for the ice to melt. Xero nods.

"Master, I wondered where the Crimson Demon Heart," noding behind himself to the shelf dripping with water and holding the non descript crystal, "had been relocated to. It took a lot of focus to retrieve it from its previous owner."

"Our mutual acquaintance said nothing of who had paid the bounty on its retrieval."

Looking around, "I guess, it is likely that you have a few more of the items I have retrieved in the past for my benefactor."
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..

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Everett Jackson
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Posts: 81
Joined: Wed Jun 27, 2018 9:12 am

Re: X Marks the Spot

Post by Everett Jackson » Mon Jul 02, 2018 1:55 am

Annoyed by the interruption, but still a soldier, Everett breaks off his conversation with Alex. Everett quickly stands at attention and gives Setnaja a salute. His cybereyes ping once more off of Setnaja and then Statheros, and he sighs when Setnaja turns and walks towards the pedastal.
Cybereyes readout
Setnaja - Sex: Error. Race: Error. Age: Error. Threat Level: Danger - Unidentifiable entity. Unidentified Phenomenon. Secure the area.
Statheros - Sex: Error. Race: Error. Age: Error. Threat Level: Danger - Unidentifiable entity. Proceed with caution.
Everett stares blankly at the snake-like man and the pixie as they tell their story and thinks, "Man, what in the hell is going on with the world? Monsters..Aliens? Are everywhere, and everyone talks about magic like its no big deal."

When the boss and his mininion wrap it up and the others have asked their questions, Everet speaks with Setnaja, "Sir. I am unfamiliar with the new species of Earth such as yourself and some of my new allies. I am also unfamiliar with the technological advancements that lead to the discovery of magic and its uses."

Everett sighs and begs Setnaja, "It would be immensely beneficial to the mission if a cybernetics expert could update my cybereyes with modern information. The auto-targeting function has not been able to get any signal or connect to WiFi since I stepped out of the deep freeze, and I only have human and technological threat data currently installed. I'm constantly barraged by strings of error messages and potentially erroneous threat descriptions, sir."

"Besides that, I can deal with whatever comes my way. Get the magical nuke, don't let it create a magical portal to the location of the magical guy who can throw even more magical nukes everywhere. Got it, Sir," Everett finishes and salutes Setnaja.
Last edited by Everett Jackson on Mon Jul 02, 2018 10:25 am, edited 1 time in total.
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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Heather Todd
Posts: 95
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot

Post by Heather Todd » Mon Jul 02, 2018 3:48 am

Notice 2
Notice 1d6 = 2: 2
Wild 1d6 = 1: 1
***

Heather sensed the confluence of mystic energies before it coalesced and the serpentoid stepped out. She stood, bringing her drink to hand with a gesture. She set it safely on the table. At the creature’s direction, Heather looked at the others and then grabbed her backpack, stepping through the portal into an amazing room. There was so much magic that Heather was forced to shut down her expanded awareness lest she get a migraine.

Heather listened to the explanation of the artifact, a skull of great power that could summon an evil wizard. The pixie who had found it wanted it destroyed, but Setnaja wanted it to study. A conundrum indeed.

Heather was a bit surprised to be put in charge of the expedition. “Thank you for your trust in me, sir,” she said.

Four days of travel via ley line. Heather started to mentally tally what she would need to pack. Her basic pack was ready to go.

Heather put a gentle hand on Alex’s shoulder to restrain his enthusiasm, giving him a smile. “I am sure there will be plenty of interesting things to look at where this skull is being kept,”

The group broke up to gather their gear. Heather grabbed her pack and tossed in a couple changes of clothes. She looked through her backpack of books. She really needed to get herself a field computer to load them on. None of them looked like they would be particularly helpful to their quest, so instead she slipped in her Bible, a copy of Shakespeare’s sonnets, and a well-work copy of Dostoyevsky’s The Brothers Karamazov. Four days of travel was a bit of time. She tossed in a music player as well.

Then she changed. She pulled on a simple tight black leggings and top that was form fitting and hugged her curves. It wouldn’t bunch up uncomfortably under her armor. The armor itself was matte black and almost seemed to absorb light. She strapped an NG-33 laser pistol onto the belt, as well as a light blade. She slipped into a long black duster and settled it over the armor. She pulled three grenades out of her pack and slipped them into pockets in her duster, as well as two short e-clips. Finally she slung her bag over her shoulder and headed outside.

The vehicle and trailer were out in the yard waiting when Heather emerged. “Hello,” she greeted the driver. “Specialist Heather Todd.” She offered her hand. “I’m leading this expedition. Do you need a co-pilot?” she asked. “I am not particularly adept at driving, but I could provide some help. I can see who on my team might have the skills.”

***
Conditions
Parry: 4; Toughness: 14 (6)
Mental Resistance/Mentalist: +4 vs Psionic effects, +4 Armor vs Psionic damage
Rapid Recharge: 1 ISP/30m
ISP: 30/30
Bennies: 4/3
Adventure Card
  • Joker’s Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
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
Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Mon Jul 02, 2018 8:57 am

Gaspard blinks as he hears Everett's comments about himself and his 'waking'. "You come from a time before the rise of magic, and they assigned you to an Ay-Ay-Tee straight off, without any training or education about the world you find yourself in?" He chuckles. "In that case, you're doing well, considering you've been shoved, not so much into the deep end of the pool, but into the rapids. Congrats on handling yourself so well."

"Hopefully, our sponsor here will see the wisdom in not leaving you to flounder about. Once he's helped you how he can, feel free to ask me any questions, or, I suspect, our commander. Her reading list indicates she's quite knowledgeable about these matters, as well."
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

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Everett Jackson
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Diamond Patron
Posts: 81
Joined: Wed Jun 27, 2018 9:12 am

Re: X Marks the Spot

Post by Everett Jackson » Mon Jul 02, 2018 10:33 am

Gaspard Gillead wrote:Gaspard blinks as he hears Everett's comments about himself and his 'waking'. "You come from a time before the rise of magic, and they assigned you to an Ay-Ay-Tee straight off, without any training or education about the world you find yourself in?" He chuckles. "In that case, you're doing well, considering you've been shoved, not so much into the deep end of the pool, but into the rapids. Congrats on handling yourself so well."

"Hopefully, our sponsor here will see the wisdom in not leaving you to flounder about. Once he's helped you how he can, feel free to ask me any questions, or, I suspect, our commander. Her reading list indicates she's quite knowledgeable about these matters, as well."
Everett shrugs at Gaspard's comments and responds, "I'm a Soldier. Well, more like a genetically enhanced human created with soldier programming and engineering. You have to be prepared for dealing with situations going sideways in my line of work."

"And, uh, you also haven't seen my loadout or my partner. Some kind of grouchy magic axe - I dont really understand how it works, but it packs a hell of a punch. I made it through roughly a hundred miles of wild territory solo between the ozarks and Castle Refuge. I've only been here a couple of days, but they were eager to send me out," Everett pauses and rubs the back of his neck, "But part of them shipping me out so quickly might involve Bali - my partner. Lots of folks around here who know what Bali is seem to be nervous around him for some reason."
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.

User avatar
Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Mon Jul 02, 2018 12:25 pm

Thanks Heather, you seem nice and gentle like how I imagine my mom. Wow look at those eyes Everrett has. Those must be some burning hot eye balls. I wonder if Evertte would let me look at them? Oh man, super old robo eyes and a cryo pod soldier... When I was trying to figure out my place Ms. Dee said this group would be amaze balls but I think she totally under sold it. Are all groups like this?
Alex’s leg springs forth a modest set of electronic tools perfect for feild work on someone’s eye balls.
”Mr. Jackson, I got my tools here. I could take a look and see if I could realign those eyes so they pick up on modern day threats, I will not even do anything fancy like plasma ejector when you squint.” Alex laughs at his own joke. His tools seem to say Do you feel lucky?

Just incase some retooling needs to be done: Kn Electronics 1d10+3 = 12: 9 wild 1d6+3 = 6: 3

Alex smiles happy with his work. ”Looks good, I put in a failsafe of sorts just in case you need to go out in a blaze of glory. Blink left twice, Blink right thrice, and then go crosseyed. You’ll take out anyone standing within 12 feet from you, you yourself included.” Alex smiles winking and puts his tools back into his leg.
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
Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Mon Jul 02, 2018 1:20 pm

Gaspard nods at Everett. "Sounds like you're covered, then. Tell me more about this... partner of yours."
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

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Everett Jackson
Diamond Patron
Diamond Patron
Posts: 81
Joined: Wed Jun 27, 2018 9:12 am

Re: X Marks the Spot

Post by Everett Jackson » Mon Jul 02, 2018 8:16 pm

When Alex suggests that he can fix Everett's cybereyes, Everett cocks and eyebrow but shrugs and says, "Sure, kid. If you think you can do it. Just don't blind me; you wouldn't like me when I'm blind."

It was highly uncomfortable watching an adolescent run diagnostics on his 'ware, but Alex was true to his word. After the update, Everett's cybereyes' auto-targeting functionality seemed to be up-to-date.
Cybereyes Readout
Alex - Sex: Male. Race: Human. Age: Adolescent. Notes: Overly excitable. Threat Level: Ally - Technomagical Scientist. Armored Operator.
Gaspard - Sex: Male. Race: D'Norr. Age: Adult. Threat Level: Ally - Shifter. Strong Magical, Ley Line and Summoning abilities.
Proditone - Sex: Male. Race: Demon. Age: Undetermined. Threat Level: Caution - Demon. Supernatural Evil. Bound: Proceed with Caution.
Gill - Sex: Male. Race: Human. Age: Adult. Threat Level: Ally - Mystic. Divine powers and Psionic potential.
Curatrix - Sex: NA. Race: Golem. Age: NA. Threat Level: Ally - Psionic Magical Construct. Armed and Armored.
Heather - Sex: Female. Race: Human. Age: Adult. Threat Level: Ally - Mind Melter. Powerful Psionic.
Xero - Sex: Male. Race: Psi-Stalker. Age: Adult. Threat Level: Ally - Freezer. Psionic with thermodynamic abilities.
Joseph - Sex: Male Race: Human. Age: Adult. Threat Level: Ally - Battle Magus. Potent battle magic. Armed and Armored.
Setnaja - Sex: Male. Race: Undetermined. Age: Undetermined. Threat Level: Ally - Powerful Magic User of Undetermined Type.
Statheros - Sex: Male. Race: Pixie. Age: Undetermined. Threat Level: Ally - Abilities Undetermined.
Alex wrote: Alex smiles happy with his work. ”Looks good, I put in a failsafe of sorts just in case you need to go out in a blaze of glory. Blink left twice, Blink right thrice, and then go crosseyed. You’ll take out anyone standing within 12 feet from you, you yourself included.” Alex smiles winking and puts his tools back into his leg.
Everett laughs nervously at Alex's "joke," and responds, "Haha, good one, kid...But seriously, good job Alex. My eyes are properly identifying everyone and their abilities, now. Except for you, Setnaja, sir," Everett nods to his commanding officer and continues, "Humans are only identifying as human now, too. I guess it only took an alien invasion to make everyone play nice together, huh?"

Everett gives Alex a pat on the head and responds to Gaspard's question, "My partner calls himself Balitrox, the Reaver of Essence. Hes a gigantic talking axe, and he chops things up like a hot knife through butter. He made me swear something about spilling the blood of evil magic users when I grabbed him. It all sounded bogus, so I agreed - I mean even if the axe really was talking to me, and magic was real, if it only wanted to kill evil then that wasn't so bad, was it?"

"The thing is, Bali seems a little...off. It says it wants to slay evil magic users, but the way he talks makes me feel like he hates all magic. How could a magic axe hate magic? Anyhow, I'm not too worried about it. Talking or not, magic or no magic, an axe is an axe, right?" Everett asks nervously.

Everett takes Alex to the side and whispers, "Mindmelter..Psionic Magical Construct, Freezer...Psionics? Its not just magic that exists now, but science has advanced to the point of unlocking psionic potential? They're not, uh, going to mess with my head are they?"

Satisfied with the mission parameters and his cybereyes functioning correctly in this new age, Everett walks back to the meeting room, opens the door, and collects his loadout and Balitrox, the Reaver of Essence.

Immediately upon being grabbed, Balitrox shouts within Everett's mind, "WHAT TOOK SO LONG, MEATBAG? Also, I sensed magic in that room. If I find out that you have acted outside the boundaries of our pact, I will have my retribution. Do not cross me, meatbag."

"Chill out, Bali. I have no intentions of double crossing you, man. Also the girls don't like it when you shout, ok?" Everett patts his railguns and continues, "It's ok girls, I won't let mean old Bali hurt you. Anyhow, Balitrox, If you don't play nice with the team I'll put you in time out, dude. There are a lot of magic users on our team, but they all seem on the up and up."

With all of his belongings in hand, Everett meets Heather outside the Castle at our ride. He approaches her and gives her a millitary salute and says, "Ma'am! Everett Jackson reporting for duty. I am a capable combatant in close quarters, I am able to lay down suppressing fire or eradicate larger groups of enemies with my mini railgun, and with my electromagnetic railgun I am capable of fragging high priority armored targets." he waves Balitrox around and contnues, "I am also supposedly capable of dismissing and destroying arcane effects with Bali here."

"MEATBAG! Tell her everything that I am capable of! I will not be used inefficiently due to ignorance or hesitation!" balitrox screams inside Everett's mind.

"Uh, Bali also says that if I allow him limited control over my body, he can assist me in killing even the most capable wielders of arcane power. I have no idea what any of that means. But basically, I'm a versatile combatant. Use me however you see fit, ma'am," Everet concludes.

He turns to get in the vehicle then changes his mind and adds, "Oh, I've also been given the skills for effective communication. It's not my specialty, but it could help in a pinch. I met a group of shady types on the way to Castle Refuge, too. They said if I had the credits they can get whatever I might need. They said they were with the 'Black Market,' but did not give me a location. Kind of silly, not telling me which city their specific black market operates out of, but maybe we can find it on the way. Anyhow, if you need help with supplies I can probably scrounge something up anywhere with civiliization - the bigger the better."

Everett gives Heather another salute and hops into their ride, ready to roll out!
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.

User avatar
Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Mon Jul 02, 2018 9:57 pm

Gaspard raises a brow. "You made a pact with an artifact? I... see. Can you recall the precise words? It can matter a great deal in these sorts of affairs. Pacts are a major part of my particular focus of magic--those of my school who fail to get the wording just right often wind up on the wrong end of the leash, if you follow me. So I would be glad to help you avoid any pitfalls that might arise."
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

User avatar
Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot

Post by Xero X Kelvin » Tue Jul 03, 2018 7:41 am

Xero continues to search through the relics, artifacts, trinkets, knick-knacks, and whatnots on the shelves. Easily taking up the entire hour, Xero does find a few other unique items that might keep his interest, but finds himself just as equally ready to get going. Glaciers may be slow moving but I might thaw before we get to our destination.

He brings up the rear as everyone returns to the gathering room and then heads out to the transport. Lots of pomp in this group. Good thing I don't care much for how I look. I just get the job done.

Xero wonders if he needs to advertise his skills or if he should just keep those details to himself.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..

User avatar
Gill
Posts: 80
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot

Post by Gill » Tue Jul 03, 2018 11:35 am

Gill looks around. With so much happening and so many conversation he thinks it is better to relax and learn than t jump forward with assumptions. His arcane sight confirms so many of the items in the palace was supernatural in nature it surprised him. A benefactor of the legion should hoard so much when it could have been distributed to help the other SETs. Whatever the case it is not his to worry over.

Walking over to Curatrix Gill examines him with his arcane sight and asks. "Did he suppress your free will, or did you chose to stay behind?"
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck
    +2 Review of other Character

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

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

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000

User avatar
Snake Eyes
Game Master
Posts: 371
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot

Post by Snake Eyes » Tue Jul 03, 2018 2:27 pm

Setnaja nods and smiles at Xero. "Yes, it is possible. If all goes well, then perhaps you can acquire more. No doubt you were more than fairly compensated for your efforts prior." Turning back to Everett, he lets out a hissing chuckle. "Your grasp of the situation is remarkable, especially considering your recent arrival. Perhaps, as complicated as we'd like to think this all is, it can be boiled down to its simple parts, as you've done. You have the right of it. As for your technological hardware...yes, Alex should be able to attend to you. Very good."

He waits patiently as the rest of the team sorts out their basic inquiries. Before your move back out of the portal, Setnaja speaks up. "Due to the size of the vehicle, I have assigned one of your team members as a co-pilot. He has been briefed on your mission, and is assisting with preparing the vehicle for your journey." He bows once more. "Safe travels and good fortune to you. I shall see you upon your return."

Upon reaching the motor bay, you find a Mountaineer Mk 2 hooked up to a covered trailer. There is a row of benches along each side of the trailer, with plenty of tie-downs and other cargo hauling equipment hooked up. The trailer is not climate controlled, but does offer some protection from the sun or rain, as well as external violence. Extra rations have been laid in beyond what you carry in your packs; roughly an extra week per person is stowed. A dwarf emerges from under the hood and waves at you. "Ye must be m' passengers. Name of Fundin MacRaighnall. I am yer driver." He accepts Heather's hand, which is now covered in engine grease. "Yer partner in crime here, Missouri, he'll be ridin' shotgun." He gestures to a D'norr in the co-pilot's seat. "Don't ye worry none, lass. Just sit back an' enjoy the smoothest ride in the Legion! She's all buttoned up and ready to roll! I hope ye've made yer bodily deposits. Strongest bladder chooses the stops, not the weakest. That'll harden ye up!" He guffaws, and throws his small pack into the mountaineer. He offers a grease-covered hand to help load anything into the cargo hold or into the passenger compartment. Statheros flies directly into the crew compartment, carrying only his staff, which for you would be slightly larger than a toothpick.

The first leg of your trip is a short jaunt southwest. While this is heading more or less away from your final destination, it is the closest point to meet the ley line that will be taking you to your first major waypoint. Several hours traveling on whatever roads you can find, as well as some back country running, bring you to a large line. It is strong enough to be barely visible to those not sensitive to the lines. The magically inclined can feel the surge as they approach, and those psionically awakened feel their focus sharpen. Upon reaching a close proximity, Statheros addresses Gaspard. "Here is our first portal. This line travels east, then bends sharply to the southwest after many leagues." Statheros waves his hand, and an image of the described location appears before you. After a few moments, it disappears. "That bend is where you will deposit us. I trust, despite your infernal accompaniment, that you are focused enough to place us correctly? Setnaja speaks highly of your talents. Let us hope he is not wrong." The tone in his voice indicates determination and a bit of urgency, not disdain. Still, you get the feeling he doesn't like Proditione.
Gaspard
Gaspard should make his attempts to transport the Mountaineer, trailer (count as separate vehicles for your passenger tally) to the point displayed.
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

User avatar
Missouri
Diamond Patron
Diamond Patron
Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot

Post by Missouri » Tue Jul 03, 2018 2:32 pm

Notice 8
Notice die 1d8 = 6: 6, Wild 1d6 = 6: 6, Ace 1d6 = 2: 2.
Lounging in the co-pilot seat, feet up on the dashboard, the D'Norr looked up from the book he was reading. He glanced at the main driver and grinned. Then he turned his head to look at Heather. "Welcome, Specialist Heather Todd, to your home away from home. Bout time you lot showed up. The rest behind you? We should get going soon." The grin widened and he pushed the fedora back on his head a bit, giving more of a view of his face.

His skin was a light red tinged with brown and black, an almost mottled pattern or perhaps they were tattoos, and the horns and spines on his head and chin were a darker red. His clothes were of the sort for travel and adventure in unknown situations, and the armor stowed beside him was techno-wizardry and enhancement at its best, with the MageFire logo stamped on it. A shard pistol sat on his hip, next to what looked like some sort of handle broken off from a weapon or tool.

He looked her up and down, then smiled again. "I'm Missouri Smith, by the way. Pleased to meet you. Setnaja sent me down ahead." He tipped his hat to her, then settled back to wait for the rest.

He introduced himself to everyone else once they were all loaded up. On the journey, he helped drive the Mountaineer, but did keep an eye (and ear) out towards his companions. he was curious to know what his teammates were like.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

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

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

Wounds:

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

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

Charisma: +3 (-4 w/Coalition)

Bennies: 4

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

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen

User avatar
Joseph Cook
Bronze Patron
Bronze Patron
Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot

Post by Joseph Cook » Tue Jul 03, 2018 3:05 pm

"Pleased to meet you" he tells Missouri, and then heads toward the wagon. He sits on one of the benches, leaning his staff against it next to him.He does another quick check to make sure his equipment is good to go and then pulls a large single action revolver from his cloak, setting it on his lap. He waits patiently for the journey to begin.

User avatar
Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Tue Jul 03, 2018 3:47 pm

OOC Comments
Outbound 1:
Vigor 1d6-2 = 2: 4
Wild Vigor 1d6-2 = 0: 2
1 Fatigue!

Return Trip:
Vigor 1d6-3 = -2: 1
Wild Vigor 1d6-3 = -2: 1

Mother Trucker... NAPTIME!
1d4 = 3: 3 3 hours of separation, but hey, bennie!

Gaspard isn't bothered by the Faerie's attitude; really, he doesn't like Proditione, either. I don't have to like the hammer to use it to drive a nail.

He nods as he gets his directions. "Will do. It's two trips, I'm afraid--we'd have to cut out both the Golem and Proditione, as well as the trailer, to get into a single batch." He confers with Heather for a bit, until they come up with a travel agenda.

"Okay, Fundin, Missouri and Statheros, stay on the truck. I'll come back for you three after I take everyone else through. Everyone else, gather round; I'll drop you all there and then come back for our ride. Proditione will stay with me on all the trips, that way he stays out of trouble, and not get an axe to the head or his brain fried by opening his mouth again."

Once everyone is in position, he makes some quick calculations, and, with a pass of his hand, the bulk of the AAT find themselves in a scintillating rainbow-walled tunnel; a heartbeat later, they are in the wilderness, right at the juncture. Wordlessly, Gaspard and Proditione disappear, showing back up at the vehicle, and... immediately passes out. Proditione snorts and sighs, picking up the D'norr, looking at the trio in the truck. "This doesn't happen often, but when it does, it sticks. He'll be out for at least an hour, probably more like 2 or 3. During that time, my standing orders are to protect him with my existence. The chances that the other group will panic and blame each other, leading to a frenzy of backstabbing violence are, sadly, quite low."
Gaspard Gillead
Seasoned D'Norr Shifter
OOC Comments
Agility d6, Smarts d12, Spirit d10, Strength d4 (d8 in armor), Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 17 (8); Strain: 0; Corruption: 0
Skills:
Spellcasting d12; Fighting d4; Athletics d4
Academics d8; Research d10; Common Knowledge d6; Occult d8
Persuasion d6 (Free Re-roll, -1 outside Occult circles); Notice d6; Stealth d4
Edges: Charismatic, Horns, Bind the Summoned, Spell Mastery (Interrogation); Ley Line Magic Mastery; Ley Line Phasing; Ley Line Gate; Sense Rifts; Shift Reality; Linguist; Diabolist; Strong-Willed; Psychotically Brave
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 81
Joined: Wed Jun 27, 2018 9:12 am

Re: X Marks the Spot

Post by Everett Jackson » Tue Jul 03, 2018 3:59 pm

Flashback with Gaspard
Gaspard Gillead wrote:Gaspard raises a brow. "You made a pact with an artifact? I... see. Can you recall the precise words? It can matter a great deal in these sorts of affairs. Pacts are a major part of my particular focus of magic--those of my school who fail to get the wording just right often wind up on the wrong end of the leash if you follow me. So I would be glad to help you avoid any pitfalls that might arise."
Everett stops and thinks about it for a second, "What exactly was it? Hmm..I'm sure he said 'Meatbag,' he usually does...agree to serve me?"

"Uh, I think Bali's exact words were..'Meatbag. I will have the blood of those who would use arcane forces. Serve me or cast me away. What is your answer?' and I was a little freaked out. I mean the note attached to Bali said that magic was real. Then an axe talked to me. It looked pretty sharp, though, so I figured why not? Then it gave me a whole list of crap I can and can't do after I agreed to his pact. I can't side with evil dudes using magic, but why would I? I have to try to kill anyone using arcane power for evil, but I would like to think that I'd try to stop someone truly evil anyhow," Everett says as he recalls his meeting with Balitrox.
OOC Comments
Vow (Major): Balitrox hungers for the blood of the wielders of arcane forces. Any who wield the Reaver of Essence must swear to Balitrox to pursue and slay all arcane users of evil intent.
  • Minor Transgression: Allowing an evil arcane wielder to escape with his life results in Fighting suffering a -1 penalty to use until atoned, as Balitrox is constantly reminding the wielder of his vow.
  • Major Transgression: Failing to engage in combat with an evil arcane wielder results in Balitrox's Damage bonuses no longer applying, -2 to activate Dispel, PPE pool cannot be tapped (so the bearer must provide the PPE, or not use Dispel at all), and Danger Sense not working. The hectoring of Balitrox grows louder, now, and if the character is not on a quest to atone, he must make fatigue rolls to deal with not being able to sleep because of the constant haranguing.
  • Mortal Transgression: Willingly entreating with an evil arcane user will break the Vow between the wielder and Balitrox. Balitrox will first try to take control, plunging the user - willingly or unwillingly - into an arcane bloodbath not seen since the Sorcerer's Revenge. Barring that the Axe falls silent and will not work as anything other than a mundane medieval Battle Axe (per SWD) until a major quest is performed to atone. Burying it in the heart of one of Dunscon's inner circle, for instance.
    • Loose control: Make a Spirit roll at -2 or Balitrox takes control for a time, leaving a trail of arcane bodies possibly good or evil in its wake.
[/list][/list]
Notice 5
Notice: 1d6+2 = 5: 3
Wild: 1d6+2 = 3: 1
Everett waved to Missouri and introduced himself while climbing into the trailer, "Everett Jackson. I'm the muscle. Ill be back here if you need me. The weather doesn't bother me much."

Joseph climbs in and sits down across from Everett. As he does, Everett feels an intense anger in the back of his mind. A raging bloodlust not unlike the feeling of being wounded on the battlefield while still fighting to protect your brothers in arms. Balitrox doesn't say anything, but Everett comes to realize that this hatred and murderous intent is coming from the Axe.

Everett grabs Balitrox, rears back, smashes it against a sturdy part of the trailer a few times and then shouts, "BALITROX! CALM. YOUR. SHIT! Jesus, Bali, what the hell was that?!"Everett looks at Joseph and grins sheepishly, "Sorry. Marital problems."

Joseph Cook wrote:Joseph looks at Everett blankly. He calmly regards the axe, then looks back to Everett. He speaks in a matter of fact tone. No threat, no menace, just telling it how it is. He says "If you can't control it, I will."
When Gaspard shares the travel plan with everybody, Everett points a finger at Balitrox and whispers harshly, "Play. Nice," shrugs at Joseph and says, "Whelp, here we go."
Gaspard Gillead wrote:"Okay, Fundin, Missouri and Statheros, stay on the truck. I'll come back for you three after I take everyone else through. Everyone else, gather round; I'll drop you all there and then come back for our ride. Proditione will stay with me on all the trips, that way he stays out of trouble, and not get an axe to the head or his brain fried by opening his mouth again."

Once everyone is in position, he makes some quick calculations, and, with a pass of his hand, the bulk of the AAT find themselves in a scintillating rainbow-walled tunnel; a heartbeat later, they are in the wilderness, right at the juncture.
Everett repositions to be the first one through the portal, just in case, and looks back at Gaspard, "I don't, uh, need to worry about anything, right? First-time gater, here."

Everett readies his mini railgun and Balitrox, takes a deep breath, and prepares to be translocated or whatever its called. Once on the other side, he sweeps for enemies.
Last edited by Everett Jackson on Tue Jul 03, 2018 4:25 pm, edited 9 times in total.
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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Joseph Cook
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Re: X Marks the Spot

Post by Joseph Cook » Tue Jul 03, 2018 4:09 pm

Everett grabs Balitrox, rears back, smashes it against a sturdy part of the trailer a few times and then shouts, "BALITROX! CALM. YOUR. SHIT! Jesus, Bali, what the hell was that?! Everett looks at Joseph and grins sheepishly, "Sorry. Marital problems."
Joseph looks at Everett blankly. He calmly regards the axe, then looks back to Everett. He speaks in a matter of fact tone. No threat, no menace, just telling it how it is. He says "If you can't control it, I will."

He hops out of the vehicle per Gaspard's instructions and gets into the circle. He's clearly done this before as he knows just where to stand and how to grasp the arm of the person on each side. After the shifter gates them and disappears again, he waits patiently. After a few minutes more pass he shrugs. "This can take a while sometimes... He turns in the opposite direction, looking for any potential threats. After muttering a few guttural words, a thin line of energy arcs from the ley line, briefly connecting with him
Notice 7, Draw 11 p.p.e.
1d8 = 7: 7
1d6 = 5: 5
Draw energy 1d10 = 9: 9 +2
Wild 1d6 = 3: 3 +2
Last edited by Joseph Cook on Tue Jul 03, 2018 6:06 pm, edited 3 times in total.

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Snake Eyes
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Re: X Marks the Spot

Post by Snake Eyes » Tue Jul 03, 2018 4:11 pm

Statheros' hidden talents
Exalted Succor
1d12+3 = 9: 6

WD ES
1d6+3 = 6: 3
Statheros mutters something under his breath about "petty magicians" and "do it myself." Gaspard wakes, roughly 10 minutes later, looking up into the disapproving eyes of an angry pixie. "Perhaps if you weren't busy meddling with demons and playing puppet master, you could focus on such a simple task enough not to incapacitate yourself. Would you like to resume, or do you intend to give up and leave your friends stranded on the other side?"
First Party
If you didn't already, please give me Notice / Danger Sense rolls while you sit for a good 10 minutes in the middle of the wilderness.
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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Missouri
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Re: X Marks the Spot

Post by Missouri » Tue Jul 03, 2018 5:58 pm

Missouri noted each of his teammates names when they were given, and noted those who didn't give them. He discreetly watched them each in turn for quirks, habits, and in just general curiosity. When the team's other D'Norr began to open a rift, he watched in fascination and wide eyes. He'd seen rifts before, but not really one forming, especially not for travel purposes!

He nodded to himself after they all disappeared and whispered, "cool."

While he waited he began to draw on the ley line again. Then a few moments later, Gaspard came back and promptly collapsed. The demon tried to inform them that all would be well - but oddly, it just wasn't all the comforting coming from a freaking demon for some reason! The little Pixie went over to try and help the situation out, casting magic. He looked around slowly, making sure nothing was sneaking up on them - but the group on other side likely had more to worry about.

OOC Comments
Since we're on a leyline, his TW Armor is powered up.

Ley Line Draw
Spellcasting die 1d10 = 3: 3, Wild die 1d6 = 2: 2.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

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

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

Wounds:

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

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

Charisma: +3 (-4 w/Coalition)

Bennies: 4

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

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen

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Alex
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Re: X Marks the Spot

Post by Alex » Tue Jul 03, 2018 6:09 pm

Alex Meets Mr Smith
” Wow, Mr. Smith so great to meet you.” The kid Alex with white hair and a youthful 12 year old grin climbs on board slapping Mr. smith some skin. ” Burner man, burner. Your skin is sweet. Is it black, red, or brown? Is it it molting or are those some tatoos? Whats up with the tiny spins...” Alex seems lost in the preponderance which is Mr. Smith... He breathes, ” They are sooo burner!”
I love the road... Got to keep professional, probably best to keep in my armor while we are traveling. Probably going to be easy to modify the trailor or Mk to hook into my rig to keep it powered. Sargent Mike was allllwayyys reminding me that I had 96 hour of constant use before it was just dead weight. Alex sat crouched on the top of the Mk vehicle softly piping in some sweet tunes from his old world Zune. He had a impressive loadout on his unique super trooper. A couple of glistening fusion rockets mark his shoulders as well as a hydro cannon, a pair missile tubes adorn the legs, on his back strapped securely are a great chain sword and mini railgun. At his side is a vibro sword, and 3 glowing Maysais charges. In his hands he rubs softly a grenade launcher of his own construction.
Max, Cantrell, Jude, Jitters, and even you old man Flint I will not let you down.

A layline! Burn me now! No way we are going through, good thing I packed an extra pair of pants!
Alex just jumps in ready to blow some stuff up as soon as Gaspard’s swirling rainbow forms. ”Burn me baby!” He laughs and boom goes in his sensors at max! Nightvision, 360 degree sensors, thermal vision, 50x magnification, and my own personal made my arcane radar. Sgt. Mike was soooooo right, adventure, thrill, being surrounded by badassery...
Notice 11
Notice with sensors +2 1d6+2 = 8: 6 ace 1d6 = 3: 3 wild 1d6+2 = 8: 6 ace 1d6 = 1: 1
Attachments
86E756C5-EB62-45B6-B7A9-BC647120DDBB.jpeg
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage

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Gill
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Re: X Marks the Spot

Post by Gill » Wed Jul 04, 2018 6:27 am

Notice 7, Danger Sense working, Can Sense Supernatural
Notice 1d8+2 = 3: 1
Wild 1d6+2 = 7: 5
After Curatrix confirmed he was not mind controlled Gill nodded. "Well lets get our stuff ready. I do not want the others waiting on me." Then he headed out to get ready.

As the d'norr prepared the gate for traveling Gill thinks this is pretty cool. He always understood the possibility as it was a fundamental of magic. But this is his first experience actually using a gate. Arriving on the other side he looks around. "That was interesting, I expected more dramatics and maybe some cool lights.

"Everyone here safe?"
Gill takes a quick head count confirming who arrived that should and should not have.

Notice 6, Danger Sense + Bodyguard
Notice 1d8+2 = 6: 4
Wild 1d6+2 = 5: 3
Curatrix looks around curious about this new place. While their travels have taken them many places Curatrix, very rarely got to use a Teleportation gate like that. Gill did not have any powers like that and it was interesting.




Mysticism to draw PPE
Mysticism 1d8 = 3: 3
Wild 1d6 = 2: 2
Status
Gill Status
Wounds: 0/3
Fatigue: 0/2
PPE: 18/15
ISP: 10/10

Curatrix
Wounds: 0/3
Fatigue: 0/2
ISP: 20/20
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck
    +2 Review of other Character

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

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

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000

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Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot

Post by Xero X Kelvin » Wed Jul 04, 2018 7:44 am

Notice 9
  • Notice 1d8 = 5: 5
  • Wild 1d6 = 6: 6
  • Aced Notice 1d6 = 3: 3
Since the wheeled transport was on the otherside of the rift Gespard had created, Xero decided to explore his surroundings.
Stealth 18
  • Stealth 1d8 = 8: 8
  • Aced Stealth 1d8 = 8: 8
  • Aced Aced 1d8 = 2: 2
  • Wild 1d6 = 1: 1
Stepping into the foliage and such, Xero disappears and live behind a bone chilling silence.

Xero begins scouting and smelling each of his "companions". Best learn them by their scent. It will make it easier in the future to deal with.
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..

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Missouri
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Re: X Marks the Spot

Post by Missouri » Wed Jul 04, 2018 9:34 am

Alex 'interview'

Missouri looked like a deer caught in headlights for a couple of heartbeats at the flow of words and questions from the little kid. Then a smile tugged at the corners of his mouth. He looked down and replied, "Thank you. They are mostly tattoos, though some parts of my skin do have a natural mottling coloration to them. My skin is mostly red in coloration by itself, with some brown patches - the black coloration is from the tattoo ink." He nodded over to Gaspard. "The spines and horns are part of my race. He and I are D'Norr."

A thought formed. "Say...have you ever seen old vids of an adventurer archaeologist named Indiana Jones? I've got some if you want to watch them. He's kind of my inspiration. And...well...he had a little kid that traveled with him sometimes too so...I feel like you and I could be friends."

Could this be? Could I have found 'Short Round'?? My sister didn't want to do it, but maybe Alex would (and he's so much more the appropriate age anyway)! Let's not scare him off. Play it cool.

NOW

Missouri frowned as he looked around. He hadn't been with the team long, didn't really them that much, but still - they were his team! And more than half of them were gone! He couldn't help them, and what if they were being attacked by something while the rest of them were stranded on this side of the ley line? He had an itch that he couldn't scratch, having teammates missing that he couldn't help or even know if they were in danger. "Is there anything we can do to wake him up faster?"
OOC Comments
Like, you know, having the Loyal Hindrance, lol.

Does the succor mean no fatigue and/or waking up for Gaspard?
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

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

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

Wounds:

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

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

Charisma: +3 (-4 w/Coalition)

Bennies: 4

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

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen

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

Re: X Marks the Spot

Post by Heather Todd » Wed Jul 04, 2018 10:35 am

Notice 9
Notice 1d6 = 6: 6
Ace 1d6+6 = 9: 3
Wild 1d6 = 5: 5
Common Knowledge 11
Smarts 1d12 = 11: 11
Wild 1d6 = 1: 1
***

Heather smiled at Everett, listening to his presentation of his abilities.

“Thank you, Everett,” she said in her slight West Virginia accent. “But it’s just Heather. No need to be too formal within the team. I am happy to have such a capable combatant to watch our backs. And the Black Market isn’t a specific city. It’s everywhere. They can be useful, but...please be careful dealing with them,” she warned him. “And be careful about allowing things to take over your body.” She eyed his axe warily.

Heather calmly wipes the grease from her hand after shaking hands with the dwarf and smiles at the D’Norr. “Welcome to the team, Missouri.”

After loading up, Heather settled in for the short drive to the ley line and sat back to observe as Statheros and Gaspard worked out the details of the travel down the line. Once they were through, Heather looked around as they waited for the rest of the party to join them with the vehicles.

Heather can feel the ley line powering her awareness. Although she can’t draw on its energies, it amplifies her powers. She rubbed her temples. Everyone’s thoughts were so strong. For a moment she felt herself slipping away, into her happy place, the place she went when her powers first awoke that violent night her family was killed.

No! I can’t! I’m the team leader. I can’t space out!

She fought her way back. “What’s taking them so long?” she asked. She activated her expanded awareness, making sure to be looking away from the ley line when trying to detect magic so she wouldn’t blind herself.

Her team seemed to know what to do without her instructions, Xero going out to scout the area.
Detect Arcana 6
Psionics 1d12 = 6: 6
Wild 1d6 = 5: 5
***
Conditions
Parry: 4; Toughness: 14 (6)
Mental Resistance/Mentalist: +4 vs Psionic effects, +4 Armor vs Psionic damage
Rapid Recharge: 1 ISP/30m
ISP: 30/30
Bennies: 4/3
Adventure Card
  • Joker’s Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
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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Snake Eyes
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Re: X Marks the Spot

Post by Snake Eyes » Sat Jul 07, 2018 12:30 am

The Group That Ported

For most of you, your first experience being taken by ley line gate to another location is...underwhelming. No pretty lights. No passage of time. Mostly just...a blink, and you're there. As such, it seems routine. Strange, though, that Gaspard has not yet returned, as easy as it seemed.
Your point of arrival is a region of rolling land. You could barely call them hills. There is some forested area nearby, and obviously, you're resting on a ley line. Those who have landed take an opportunity to bolster their reserves from the line. As is wise, though, in these dangerous lands, no one lets their guard down. Your vigilance bears fruit. You are not alone.
Half a dozen invisible brodkil are walking quietly towards you, almost in sword's reach. Your eyes catch the sun off the glint of cyberware behind several trees. The cybernetically enhanced brodkil are obviously waiting for their more nefarious brethren to make their initial strikes before showering you with additional violence from a distance. Because of your vigilance, you are not caught by surprise. You are, however, caught by superior numbers of demons bent on violence, a task at which they excel.
Quick Combat!
Props to Freemage for this QC adaptation, which I have tweaked because I can't leave well enough alone.
Quick Combat rules: You are fighting some very angry (hungry?) and very crafty Brodkil, and they outnumber you. Quick Combat scene modifier is a total of -4; -2 for sheer numbers, -2 for a variety of cover and invisibility. Pick your favorite combat skill, add in the modifier. The modifier can be mitigated by your own skills, equipment, and edges. (HJ staff bonus, cybernetics bonuses, marksmanship, etc.) The group needs a total of 8 successes in a round to escape unscathed. For every success you come up short, I will roll and assign a wound to a random character. Soaking is permitted as normal once wounds are assigned. Coming up short in the combat also means you get to go another round.
Damage is not being tracked here for the enemy. It's a straight number of successes task, so don't bother with damage rolls. Resources, however, will be tracked.
  • A critical failure means you were not able to help the group succeed. In fact, your bungling cost them one success!
  • On a failure, you use up 3d6 power points spent or charges from your weapon, as appropriate.
  • Success, you did a good job, maybe not a legendary victory, but you did what was required to save the day. You spent 2d6 ammo or power points.
  • Success with raise, your contribution is legendary. You spent 1d6 ammo or power points. Take a benny and narrate your awesomeness!
  • No matter what you roll, please leave something for everyone else to do.
tl;dr: Choose your preferred combat skill. Calculate all modifiers; -4 for scene, add your bonuses if applicable. Refer to the above success/fail list for your resource usage. Don't crit fail. Post at will. Narrate your incredible prowess.


The Group That Stayed


Statheros' ritual, though time consuming, does manage to jar Gaspard from his unplanned, mid-day nap. As he begins coming to, Fundin makes an announcement. "Ach, it looks like we've made new friends!"
Sure enough, a dozen men, most human, with a psi-stalker and a dog boy, step into view of the mountaineer's windshield. The one in the middle waves you down. They are all armed, some better than others, though they are not pointing anything in your direction. No emblems or other identifying colors are noted.
"'ello there! Say, it looks like you're lost...or stranded...or maybe you're just in need of a helping hand. We call ourselves the Good Samaritans. Is there anything we can help you with? We've got a mechanic if you need a tweak." They are walking at a leisurely pace towards the mountaineer, coming to a stop about 30 feet off.
Gaspard
You're awake, but the fatigue from your ley line trip still applies. Apply penalties as appropriate.
Successful notice at -2
There are at least another three or four people on each side of the mountaineer, but they are most definitely trying not to be seen.
Raise Notice at no negative
Someone or something is in the trailer.
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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Joseph Cook
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Re: X Marks the Spot

Post by Joseph Cook » Sat Jul 07, 2018 8:32 am

Quick Combat
1 qc success
Spellcastimg 1d10 = 3: 3 -1 (+2 for enchanted chain, +1 for enchanted staff, -4 for QC penalty)
Wild Die 1d6 = 1: 1 -1 (+2 for enchanted chain, +1 for enchanted staff, -4 for QC penalty)
Benny
1d10 = 4: 4 -1
1d6 = 3: 3 -1
Another Benny, because why not waste them all immediately?
1d10 = 7: 7 -1
1d6 = 4: 4 -1
PP Spent 2d6 = 8: 3, 5
As the Brodkil approach, Joseph clutches his staff in his hand and moves in front of the rest of the party. Suddenly a sickly green inferno erupts from from his mouth, setting anything in it's path ablaze. Joseph vanishes, then reappears behind a few of them, smashing them in the back of their heads with his staff which is now glowing with a dark light. He is merciless, kicking downed opponents, teleporting after one that is retreating only to cut him down with his Battle fury blade. He can be heard laughing gleefully as he does this, shouting words of encouragement to his new team mates as the blood bath ensues.
Last edited by Joseph Cook on Sat Jul 07, 2018 10:27 pm, edited 2 times in total.

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Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Sat Jul 07, 2018 8:56 am

The Group That ported
Notice 6
notice 1d6+2 = 6: 4 wild 1d6+2 = 4: 2
Yeah! What a wild ride that was! ” Burning guys, I realize that was a standard leyline gate trip, but...” Alex’s voice grows quiet in hushed excitment, ” That was so burn!”
Inside the Super Trooper PA
After a few moments of tinkering and recalibrating his sesnors Alex notes the surrounding area. ” Ok, what do we got here. Obviously we are at a leyline, some squat hills that go on for a bit. Oh man those hills remind me of unleven bread just before Bronze used to bake it. Looks like a forest is a bit away too. Archie can you activate the arcane radar and make a spectral anlaysis of the surrounding area?”
”Of course I can Alex... Processing, Processing. There is a leyline approximately five feet away. It is your standard leyline making it a good canidate for a leyline gate. I am not detecting anymore gates forming which is indicitive of a problem with the originator of the gates. Perhaps some kind of performance issue. The leyline has interestingly enfused several quartz gemstones in the immidiate area giving them a soft blue hue, but otherwise lacking any significant arcane properties and generally worthless on the open market. Several of your companions are registering as Arcane as well. I have cataloged their individual unique signatures in file Dirty Dozen for your review at your leasure. Beyond that the only other arcane signatures of significance is the large group of invisible Brodkill approaching from the south west. My reading indicate they may be quite hungry and they currently outnumber you 2 to 1.”
” What the brimstone Archie! Lead with the badguys!” The excitement for action wells up in the kid. Ok, ok... Breath Alex, breath. Just like Sgt. Seely said, aim small miss small and when in doubt use grenades because they hit if you get it close.
” Archie, calibrate targeting sensors for friendlies and warm up the electro charges on the plasma grenade launcher. Lets burn it!”
Alex levels his grenade launcher which sparks with electricity and opens fire towards the South West. Thump, Thump, Thump. Over the radio the kids excited voice hits the ears of nearby allies, ” Heads up 12th, looks like a large group of Angry and hungry Brodkill are approaching from the southwest. So burn!”
Shooting 18, +4 QC
Shooting 1d10-2 = 2: 4 wild 1d6-2 = 4: 6 Ace 1d6 = 2: 2 Benny for EF 1d6+2 = 8: 6 Ace 1d6 = 4: 4
Resources used 1d6 = 4: 4, 4 grenades used, 1 benny spend 1 benny gained
Grenades just go out of his laucher at a rapid pace carpet bombing an area to the southwest. Brilliant explosions of electified plasma along with Brodkill guts go everywhere.
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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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Missouri
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Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot

Post by Missouri » Sat Jul 07, 2018 9:55 am

Missouri tried to be patient as he waited for the little winged creature to complete his magic on Gaspard. But his worries about the other half of the team were suddenly washed away as the group of beings showed up. He raised an eyebrow and smiled widely. Under his breath over the coms he said, "There are several more trying to remain hidden from us. I do believe we are about to be attacked."

He stepped forward only slightly. "Oh, hello! No, no, we're fine, really. Our...driver...is just taking a bit of a rest for a moment, then we'll be on our way. No need to trouble yourselves." He tried to sound nice and friendly, but he pulled more energy from the nearby ley line while he spoke.

Notice 7, Draw on Ley Line 8
Notice:
Notice die 1d8 = 7: 7, Wild die 1d6 = 3: 3.

Draw Ley Line:
Spellcasting die 1d10 = 8: 8, Wild die 1d6 = 6: 6
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

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

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

Wounds:

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

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

Charisma: +3 (-4 w/Coalition)

Bennies: 4

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

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen

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Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Sat Jul 07, 2018 11:57 am

OOC Comments
Fatigue -2 for Gaspard
Notice 1d4 = 1: 1
Wild Notice 1d6 = 3: 3

Proditione Notice 1d4 = 2: 2
Wild P. Notice 1d6 = 2: 2


.
Gaspard blinks himself alert-ish, though still drained from the multiple trips on the Ley Line. As the Good Samaritans start approaching, he waves at them with one hand. "No need, no need, just a bit tired, is all. We do not need any help."

However, as he waves his hand and looks at the man, a question forms in his mind. What, precisely, is your intention with regard to us?
OOC Comments
Mind Reading 1d12-2 = 6: 8
Wild Spellcasting 1d6-2 = 0: 2

Target rolls Spirit to resist; if successful, he doesn't even know it happened.
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
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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Snake Eyes
Game Master
Posts: 371
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot

Post by Snake Eyes » Sat Jul 07, 2018 4:46 pm

Gaspard's warrant check resist - failed
Spirit to resist mind reading
1d6 = 5: 5
Gaspard's question is answered with little hesitation: Me? I'm just stalling until my boys in back can clean out whatever's in the trailer. Boss probably wants the ride, though. This fellow is wanted for a variety of crimes related to theft; grand theft (vehicles), possession / transfer of stolen goods, possession / transfer of illegal weaponry, and some assault charges in CS Missouri, Chi-Town, and CS El Dorado. (Minor Wanted Hindrance: CS)

The talker just smiles. "You sure we can't help out? I think we got a few doses of Wayk if you need a boost, know what I'm sayin'? Can't really give those away, though. Maybe we work out a fair trade? Got some spare e-clips, maybe some guns you don't need? You don't carry grenades, do you? Dangerous world we got here. Even us Good Samaritans gotta run heeled. Heck, a week or so back, we were offerin' aid to a nice group..." He continues to ramble on as if you are the best of friends. The group in front of you seems quite relaxed, actually. If you were expecting a tense showdown, you're not getting it. The talker ends his diatribe with a question. "Say, got a charging port mounted in there somewhere? We could use a recharge on some of our rifles, you know. After that last thing. We can pay. Mind cracking the hatch?"

One of the hidden goons on the side of the mountaineer begins moving towards the side door of the vehicle, still attempting to remain unseen. He has something in his hands you can't quite make out.
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Sat Jul 07, 2018 8:26 pm

Gaspard smiles at the man, and without turning away, speaks. "Proditione, these men, including the ones on the far side of the trailer, are bandits seeking to rob us, and wanted by the Coalition. Hurt them, would you?"

And the looming figure pulls back his cloak, revealing the brass armor and leathery green-gray skin, drawing the ink-black sword from its sheathe, and gives a smile with his serrated teeth. "Gladly."
OOC Comments
I'm assuming we're going to have some sort of Quick Combat situation here, too, now. But note that the bandits that see Proditione now get to make Fear checks first to try to not just run away.
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
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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Snake Eyes
Game Master
Posts: 371
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot

Post by Snake Eyes » Sat Jul 07, 2018 8:38 pm

Resisting Fear
Spirit to resist fear - 9 goons at front of mountaineer
9d6 = 31: 6, 1, 4, 1, 6, 2, 3, 2, 6

Spirit - Talker
1d6 = 6: 6

Spirit - psi-stalker
1d6 = 2: 2

Spirit - dog boy
1d6 = 3: 3

Spirit - 4 goons on one side of mountaineer
4d6 = 17: 6, 3, 5, 3
As Proditione makes his true infernal self known, the reality of their situation becomes clear. They have picked the wrong mark. Most of the front crew, including both the psi stalker and the dog boy, blanches immediately, makes an about face, and runs screaming in whatever they can determine is the 180 degree opposite direction of the demon with the black sword. Two of the crew on one side abandon their hopes at stealth and run off into the woods, making the poor tactical decision of announcing their position with frightened screams about demons feasting on their souls. While the Talker manages to retain his composure, along with a small handful of the others, he has little desire to bring his measly NG-L5 to bear against what is, by all appearances, a superior (and demonic) foe. He yells into the comms at his shoulder. "They got a fackin' demon! Go! Run! RUN!" With little pretense of putting up a fight, he joins his comrades in beating a rapid retreat, following his more cowardly companions.
The fellow with the explosive charges in his hand, however, didn't get the memo. Stealth no longer a consideration, he lunges towards the door of the mountaineer. His associate, freaked out but still maintaining control, raises his rifle, preparing to fire.
Noises and shouts are heard at the rear of the trailer and on the other side of the mountaineer. Whether they don't want to face a demon, or they got what they came for, it seems they are not interested in sticking around.
Combat!
The group at the mountaineer is engaged in combat. We'll be using theater of the mind, due to their meager numbers. All enemies are at close range for purposes of ranged attacks or closing in combat. There are 3 remaining goons at the front of the mountaineer who didn't follow Talker in retreat, and two at the side. One of those at the side is armed with explosive charges that he's trying to plant on the mountaineer. These are all humans with run of the mill gear.
Card draws:
Gaspard: 1d54 = 20: 20 - 8H
Missouri: 1d54 = 20: 20
Missouri re-draw: 1d54 = 46: 46 - 8D
Goons: 1d54 = 36: 36 - JC
The goons go first, and are targeting the object of their greatest fear.
Goon 1 at Proditione: 1d6 = 3: 3

Goon 2 at Proditione: 1d6 = 5: 5
Goon 2 damage: 2d6 = 6: 2, 4

Goon 3 at Proditione: 1d6 = 6: 6
Goon 3 ace: 1d6+6 = 12: 6
Goon 3 2nd ace: 1d6+12 = 18: 6
Goon 3 3rd ace: 1d6+18 = 24: 6
Goon 3 4th ace(?!): 1d6+24 = 30: 6
Goon 3 5th ace: 1d6+30 = 35: 5
Goon 3 damage with raise (all that for one raise): 4d6 = 14: 5, 5, 1, 3 - half damage = 7, no effect

Goon 4 Throwing Maysies at Mountaineer: 1d6 = 5: 5
Goon 4 damage: 3d8 = 15: 6, 7, 2 - doesn't penetrate

Goon 5 at Proditione: 1d6 = 5: 5
Goon 5 damage: 3d6 = 12: 4, 6, 2
Goon 5 one ace: 1d6+12 = 15: 3 - half damage = 7, no effect

All 5 goons are still in close range, but have turned to run. If you can't end them this round, they'll move to medium range.
Four of the five remaining goons squeeze frantically at the triggers on their weapons, striking Proditione repeatedly, and some with frightening accuracy. In their deepest, darkest nightmares, they might have imagined their weapons failing to slay the creature that bedeviled them. That's just a nightmare, right? That can't happen in the real world. The one is pretty sure that was a direct headshot.
Proditione shrugs off every laser blast with barely a notice.
The explosives goon makes his best throw at the mountaineer, trying at least to hamper the 12th's prospective pursuit before the remaining bandits flee for their lives. The maysies don't have enough punch to make it through the armor of the mountaineer. The blast's only real effect is to elicit a growl from Fundin. "Ach, ye bloody runt! Ye'll scratch the paint! I'll have yer hide, coward!"
The bandits have tipped their hand and fired first, to absolutely no effect. They turn and begin their retreat.
Your turn.
Goon stats
Toughness: 11 (5) (Huntsman Light Personal Armor)
3 carrying Wilk's 447 rifles, 2 carrying Wilk's 320 laser pistols (demo guy has a 320 in his left hand
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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Everett Jackson
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Re: X Marks the Spot

Post by Everett Jackson » Sat Jul 07, 2018 8:57 pm

Shooting -2, Ammo Spent 14, QC Success 0
1d12-4 = -2: 2 (-4 QC penalty, -2 Full Auto, +2 Shooting)
Wild: 1d6-4 = -2: 2
Benny to Reroll
Shooting: 1d12-4 = -3: 1
Wild: 1d12-4 = -3: 1
Benny to Reroll
Shooting 1d12-4 = 7: 11
Wild: 1d6-4 = 1: 5
Ammo Expended: 2d6 = 11: 5, 6
1d6+11 = 14: 3
Everett's vigilance pays off as his cybereyes alert him to the presence of humanoids within the trees.
Cybereyes Readout
Brodkil - Sex: Male. Race: Demon Age: Undetermined. Notes: Ability to become invisible. Often modified with cybernetics. Threat Level: Danger - Large armed force. Secure the area.
Everett's cybereye's zoom function lets him get a good look at their numbers amongst the trees, and scanning the warning that pops up shows him that they have the ability to become invisible. He notices distortions in the field approaching the group, but he can't quite track any of the brodkil. Everet swings his mini railgun over to the invisible brodkil and unloads a round of bursts towards them.

"Enemies coming in hot!" Everett shouts to his allies. He smiles at the mini railgun and says, "Good job, baby. Hold them off."

He strafes the woods next. As the first brodkil come close, Everett begins swinging Balitrox to fend them off. One slices him with some sort of weapon, but the blow glances off his armored skin.

Balitrox speaks into Everett's mind "Release my shackles, meatbag. I will end these demons for you. I know you cannot see them. Let me help you."

Everett heeds Gaspard's earlier warning to be wary of pacts made with magical items, however, and does not give the axe control. He trusts Alex's upgrade to his cybereyes, and their readout did not mention anything about these brodkil demons being able to use magic. Everett warns Balitrox, "Not today, Bali. Play nice, and we'll get through this."

Everett swings his axe towards where the brodkil which struck him should be and it hits something. When Balitrox makes contact with the brodkill, the axe flares with a bright red light. The invisibility drops, and Everett does a combat roll backward. He unloads a railgun burst into the demon, killing it, and Everett sweeps the muzzle across the battlefield, showering the approaching brodkill with three more bursts into their midst.

Sure that he's gotten their attention, Everett uses his cybereye's magnification to focus on the brodkil laying in wait, trusting his armored skin and Balitrox to weather the nearby brodkil.
Last edited by Everett Jackson on Sat Jul 07, 2018 9:41 pm, edited 2 times in total.
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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Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot

Post by Xero X Kelvin » Sat Jul 07, 2018 9:38 pm

Xero laughs. In a tongue close to demonic, well at least as close as Xero knows, Xero taunts the Brodkil. His ridicule begins in icy and chilling tones. As his mockery continues, the air over head of the Brodkil, hangs with large broad shards of ice.

"You picked a ley line to lay an ambush? Which one of you hot heads came up with that idea? Anything likely to come to or from a ley line is going to be so jazzed that you Brodkil, might as well smoke yourselves. Well at least one thing is for sure, demons aren't very bright."
Psionics 11, Full ISP Burned 20
  • -2 for numbers
  • -2 for cover/invisibility
  • +2 Psionics at 4 ISP
  • Range (12/24/48) x 20 [240/480/960] at 2 ISP on Ley Line
  • +8 AP for 2 ISP on Ley Line (x7)
  • Psionics 1d8 = 2: 2
  • Wild 1d6 = 6: 6
  • Ace Wild 1d6 = 5: 5
    Benny for Extra Effort (3/4)
  • Extra Effort 1d6 = 2: 2
Almost on command the shards of ice descend one right after the other. Brodkil are impaled right into place. And as quickly as the chill winds arise and the winds die down, the ice impaling the Brodkil melts and saturates the ground around their feet.
Disregard the Damage Rolls
    • First 20 MDC 8 AP
    • 6d6 = 19: 6, 4, 3, 3, 1, 2
    • Ace 1d6 = 1: 1
    • Second 35 MDC 8 AP
    • 6d6 = 27: 4, 6, 2, 6, 3, 6
    • Ace 3d6 = 8: 5, 1, 2
    • Third 23 MDC 8 AP
    • 6d6 = 20: 2, 1, 3, 3, 6, 5
    • Ace 1d6 = 3: 3
    • Fourth 32 MDC 8 AP
    • 6d6 = 27: 3, 6, 5, 6, 2, 5
    • Ace 2d6 = 5: 4, 1
    • Fifth 18 MDC 4 AP
    • 6d6 = 18: 5, 2, 1, 4, 2, 4
    • Sixth 31 MDC 8 AP
    • 6d6 = 27: 5, 6, 4, 2, 4, 6
    • Ace 2d6 = 4: 2, 2
    • Seventh 29 MDC 8 AP
    • 6d6 = 26: 4, 5, 2, 6, 5, 4
    • Ace 1d6 = 3: 3
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..

User avatar
Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Sun Jul 08, 2018 1:16 am

OOC Comments
Gaspard: Sweltering Bolts (Onslaught, three-bolt heat/fatigue version at the men with Rifles)

Spellcasting 1d12-2 = 7: 9 Hit
Spellcasting 1d12-2 = 8: 10 Raise
Spellcasting 1d12-2 = 5: 7 Hit
Wild Spellcasting 1d6-2 = 0: 2
Damage Rifle Goon 1: 3d6 = 12: 5, 1, 6 ACE Running total 1d6+12 = 18: 6 Dead
Damage Rifle Goon 2: 4d6 = 9: 1, 6, 1, 1 ACE Running total 1d6+9 = 14: 5 Shaken
Damage Rifle Goon 1: 3d6 = 9: 5, 3, 1 No damage
All goons would, in theory, have to make Vigor Rolls to resist Fatigue, as well.

Proditione:
Move to the laser pistol men, Frenzy one attack on each:
Fighting 1d8-2 = 3: 5
Fighting 1d8-2 = 0: 2
.
As Proditione begins to move towards the two on the far side of the trailer, Gaspard makes an arcane gesture, and the three riflemen are suddenly struck with hellishly hot winds, threatening to sap their strength. One is staggered by the heat, and a second falls over, completely overcome by heatstroke, though the third manages to endure without consequence.

Proditione, finding two separate targets still available, greedily attempting to claim both men--his haste, however, leaves him with neither.
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

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Missouri
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Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot

Post by Missouri » Sun Jul 08, 2018 7:50 am

Missouri frowned first as things went sideways, and then strange and even slightly humorous which made him grin widely. THIS! This was SO much like his icon-hero's adventures! Things seemed hopeless and then something quickly turned it all around! The odds looked insane and overwhelming, but then he cut the rope on the bridge and dumped three-quarters of the minions in to the drink! He...okay, well, to be fair, he never had a demon with him to scare people away but...beggars couldn't be choosers, he supposed.

Almost idly, he frowned a bit and pulled out his shard pistol. He turned and aimed it at the one who tried to breach the Mountaineer. "Hey, get your own ride!" No! Indy would have said something cooler than that - or better yet he would have just silently shot the bad guy and rolled his eyes at the audacious stupidity. Missouri let out a sigh as he squeezed the trigger and fired a burst from his gun. He had so much to learn still yet.

Shooting the one who tried to use explosives for 16 damage, AP 1
Shard Pistol, 3RB (+2), Helmet targeting systems (+2).
Shooting die 1d8 = 8: 8, Ace 1d8 = 8: 8, Wild die 1d6 = 2: 2.
Gonna stop rolling, already WAY got the raise.

Damage 2d8 = 10: 5, 5, 1d6 = 3: 3 + 3 = 16, AP 1
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

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

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

Wounds:

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

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

Charisma: +3 (-4 w/Coalition)

Bennies: 4

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

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen

User avatar
Heather Todd
Posts: 95
Joined: Mon May 28, 2018 4:12 am

Re: X Marks the Spot

Post by Heather Todd » Mon Jul 09, 2018 4:08 am

Notice 7
Notice 1d6 = 6: 6
Ace 1d6+6 = 7: 1
Wild 1d6 = 4: 4
Common Knowledge 4
Smarts 1d12 = 4: 4
Wild 1d6 = 2: 2
***
Psionics 6; 1 Success
-4 scene modifier, +2 Mentalist, +4 Ley Line
Psionics 1d12+2 = 6: 4
Wild 1d6+2 = 5: 3
Heather stopped as something flickered across her magical vision. Something invisible!

“Be alert! Brodkil!” Heather shouted to the others, even as the demons shimmered into view and attacked.

Heather’s form shimmered as a telekinetic field wrapped around her. She rose into the air and threw her hands out. Blasts of force slammed into the brodkil. With her enhanced awareness, even the invisible ones were not safe.

Heather latched onto the mind of one of the demons. He spun around and opened up with his rifle on his advancing demonic kin, killing several in a spray of laser fire. A brodkil got close to Heather and she moved her hand, grabbing the demon with her mind and telekinetically throwing him into a group of brodkil.

Telepathically, Heather broadcast out, Who is your leader? You do not have to die. Bring him to me.

***
Conditions
Parry: 4; Toughness: 14 (6)
Mental Resistance/Mentalist: +4 vs Psionic effects, +4 Armor vs Psionic damage
Rapid Recharge: 1 ISP/30m
ISP: 30/30
Bennies: 4/3
Adventure Card
Joker’s Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Last edited by Heather Todd on Mon Jul 09, 2018 12:21 pm, edited 1 time in total.
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

User avatar
Gill
Posts: 80
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot

Post by Gill » Mon Jul 09, 2018 11:09 am

OOC Comments
Mysticism 1d8-4 = -3: 1
Wild 1d6-4 = -1: 3
Feeling the wrongness of the demons as soon as they step through Gill warns the others. "Demons!"
Then he steps back getting out of the way so the warriors can do their work without him in the way.

Springing into action as fast as he can Curatrix draws his sword from his back and prepares for battle, looking for threats coming at Gill the golomn sees most of the threat is focused on those fighting. But his sword being drawn is enough he is inclined among those considered fighting.

The two are quickly locked in place by the demons, unable to break free and aid the others.
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck
    +2 Review of other Character

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

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

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000

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Snake Eyes
Game Master
Posts: 371
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot

Post by Snake Eyes » Mon Jul 09, 2018 5:03 pm

Assorted Rolls for the Group That Stayed
Fundin - shooting with medium ion cannon
1d8 = 5: 5

Damage
4d8 = 16: 3, 4, 2, 7

1d6 = 4: 4 x 1000 credits
The final three goons, in addition to sticking around to shoot at a hungry, angry demon, made one final tactical error at the end of their lives by not fanning out. All three are riddled with charged ions from the roof mounted ion cannon. Fundin shouts. "I tol' ye I'd have yer hide! If ye scratched the paint on me beauty, I'll chase yer sorry carcasses all the way ta hell!" Their bodies fall lifeless to the dirt. A cursory search of the deceased raiders yields minimal loot. Statheros shouts impatiently from the cabin of the mountaineer. "I cannot emphasize enough that the delay could mean terror and destruction for thousands. Are we quite able to make the next leg, or are you going to make me fly there myself?"
Group That Stayed Loot drop
Three Wilks 447 rifles and 2 Wilks 320 pistols with half-empty e-clips and no spares, three vibro-knives, two Maysies charges, 4000 credits.
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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Gaspard Gillead
Posts: 110
Joined: Tue May 29, 2018 11:36 pm

Re: X Marks the Spot

Post by Gaspard Gillead » Mon Jul 09, 2018 6:40 pm

OOC Comments
Fatigue -2, -2 for taking passengers:
Vigor 1d6-4 = 0: 4
Wild Vigor 1d6-4 = -3: 1
Gaspard dusts himself off after the brief combat ends. He looks to the faerie. "And that is why I 'mess around' with demons. They're useful. Or did you fail to notice that simply the sight of his mug caused half of the bandits to take off? Also, they're useful in other ways." To emphasize the point, he turns to Proditione and calls out. "Get the gear of the fallen, put it on the trailer. Leave the bodies."

He looks back to Statheros. "See? If I had bound some Spirit of Light or some other noble entity, I would feel guilty about assigning him to menial labor." Once the demon is done with the task of retrieving the gear, Gaspard nods. "Right. Just to warn you, this will probably knock me out for an hour or three. Just stick me in the trailer in a comfortable position and drive until we get to our next destination. Proditione, if I pass out, you sit where they tell you to. No need to prod me awake again."

Once the vehicle is ready, he nods, and gestures again, and the tunnel of light reappears, taking them to join the others. As he predicted, a third journey was sufficient to knock him out completely. Without a word, Proditione just hefts the D'norr's fallen body, and then sets him into the trailer, laid out on top of the softest-looking bundle of supplies. Then the demon turns back to the others. "Where do I ride?" He seems utterly unphased by the strewn Brodkil bodies.
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
Hindrances: Quirk (Sweet Tooth); Minor Enemy (Toben Heiros); Code of Honor; Sensitive; Alien Physiology; Disconnected
Powers (Personal): Return From Whence You Came; Mystic Armory; Mana Chill; Authority; Wings of the Demon; Mystic Interrogation; From Darkness Born; Rapid Transit; Expanded Awareness
Powers (Gear, no Modifiers): Nightmode, Magnification, Wall of Flame (May Use Damage Modifier), Universal Translator, Fortify Will (may use Greater Boost Modifier)
Special: Communication Rift; Dimension Sense
Gear
Soulguard (+2 Resistance to Corruption/mind control; Fortify Will Power)
Combat Mage Heavy EBA (+6A/+3T, +2 Strength Die-types)
Vibro-Knife (Str + d4 MD, AP 6)
Rift Staff (Str + d6, Parry +1, Manipulate Rifts +2, 2-handed, +2 PPE/rd to do MD)
Branaghan Arms Special Overcoat (+2A/+1T; It Has Pockets!)
Bag of Holding

User avatar
Snake Eyes
Game Master
Posts: 371
Joined: Wed Feb 07, 2018 2:16 pm

Re: X Marks the Spot

Post by Snake Eyes » Mon Jul 09, 2018 10:45 pm

Statheros rolls his eyes at Gaspard's reasoned justification for binding a demon to his service. He remains quiet for the remainder of the loot gathering, and the porting to the far side of the line. Proditione is obedient as ever, and loads Gaspard's sleeping form into the trailer next to the unconscious human.

The Group That Ported had an eventful time in the meanwhile. The brodkil, superior in numbers and gifted with invisibility, (or cybernetics as is their choice) failed to account for the deadly potency of their prey. Before they can land even one invisible strike, the 12th AAT reaches out with extreme violence. Joseph makes maximum use of his magical talent, spitting sticky fire and hewing left and right with his battle fury blade. Everett, a skilled fighter in his own right, serves mostly to draw the attention of the enemy from the more fragile team members. Heather uses her potent psionic abilities to devastating effect, throwing brodkil bodies around the battlefield and turning their guns on each other. Unfortunately, they are not inclined to give up their leader, mostly because he didn't live very much longer than that.
Xero's talent as a cold killer shows; their leader finds himself impaled with a baker's dozen deadly icicles, as well as any of the demons who accompanied him. Gill and Curatrix set up the final blow, corraling a number of the demons to be knocked down by the brutal accuracy of Alex's grenade launcher. THUMP THUMP THUMP goes the tweaked grenade launcher, raining down death upon the hapless sub-demons. As the smoke clears, surprisingly, the members of the 12th stand completely unscathed, having just taught a lesson in counter-ambush tactics that, sadly, no one else was there to witness.
Having some time to spend, they invariably conduct a search of the bodies and the surrounding area. As they finish their reconnoiter, a mountaineer and attached trailer blink into the empty space where they had previously arrived. Proditione faithfully deposits the limp form of Gaspard in the trailer, then moves to ask about the seating chart.
Statheros surveys the wreckage of their arrival point and the lifeless bodies of 20 brodkil in various states of cybernetic implantation and the universal state of being no longer alive. "Very good of you to clear the way for the novice traveler to bring us all along. I trust we are ready to keep moving?"
Fundin peeks his head out of the window of the mountaineer. "Ach, looks like ye had more fun than we did. Can someone tell me if they've scratched the paint on me beauty?" A stern look from Statheros is flatly ignored. "I'll wager yer wings can'na carry ye as fast as me wheels can. Pipe down, little one. We'll be movin' post haste!"
Brodkil loot drop
16 NG-L5 laser rifles - 2 total e-clips each
12 vibroswords
6 chainswords
2 L-20 Pulse rifles - 2 total e-clips each
1 NG-LG6 laser rifle loaded with fragmentation grenades; 3 total e-clips
4 extra fragmentation grenades
1 extra plasma grenade
1 chain greatsword, slightly modded (AP 4, Str+2d10+1 MD, 2 hands, -1 Parry)
1 impact hammer
1 portable rocket launcher with 2 rockets total
1 TX-50 Light Rail Gun - full magazine, one full reload
4d6 = 11: 1, 3, 5, 2 x 2000 credits
1 salvageable Subject Matter Expert Port with a 2 die type Survival chip
As the first bit of loot is carried back to the trailer, you find more than Proditione mentioned (he didn't mention anything). Gaspard is most definitely unconscious and having a delightful nap, for sure. However, none of you remember loading up an unconscious human female with your cargo when you departed from Castle Refuge. Yet, there she is.
A closer examination shows a very nasty and fresh lump on the side of her forehead. She appears to have a few choice cybernetic implants, most notably the one cybernetic arm. She has a holstered TX-26 particle beam pistol, and an NG-IP7 ion pulse rifle slung across her back. The two bodies, unfortunately, are the extent of the contents of the trailer. Your spare gear, rations, and ammo is no longer back there.
As the crowd gathers, Fundin shouts back from the driver's seat. "Oy! The little one is nigh on ta rippin' me ears out. What're ye doin' back there?!"
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

User avatar
Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Tue Jul 10, 2018 3:12 am

about 610k and 24k in creds
16 NG-L5 laser rifles - 2 total e-clips each, 16k each (256k)
12 vibro swords, 11k each (132k)
6 chainswords, 14k each (84k)
2 L-20 Pulse rifles - 2 total e-clips each, 25k each (50k)
1 NG-LG6 laser rifle loaded with fragmentation grenades; 3 total e-clips, 20k
4 extra fragmentation grenades, 550 each (2200)
1 extra plasma grenade, 1800 each
1 chain greatsword, slightly modded (AP 4, Str+2d10+1 MD, 2 hands, -1 Parry), priceless
1 impact hammer, 11k
1 portable rocket launcher with 2 rockets total, 18k plus 1k
1 TX-50 Light Rail Gun - full magazine, one full reload, 50k
4d6 (1, 3, 5, 2) [Make removable] x 2000 credits, 24k
1 salvageable Subject Matter Expert Port with a 2 die type Survival chip, 3k plus 5k (strain 1)
As soon as the loot pinata explodes Alex is on it. He has a ledger out whose cover reads little greed. He makes notes about everything and orignizes it by size of item. He looks at Heather excitedly, ” Burn it, look at all this stuff Heather! Slightly used, minor gore, pretty salvagble. Prabably about 610k in salvage, over course almost no one pays top dollar for ex Brodkill weaponry, but I might know a guy if we get to some place civilized that could give us a fair rate.” He pauses drawing a greedy little breath and holds up the great chain sword and cred chip. ” Looks like someone took some care with this great chainsword. It has some modifications to it, making it a bit more sharper than normal. Then there is this cred chip with 24k on it. Oh I am not sure if anyone wants demonic cyber systems but looks like a subject matter port appears mostly intact.” He eyes the well laid out loot with a twinkle. Almost as to himself he says, ” So top-dog, how do you want it handled?”
Alex is excited to see Missouri
When Alex catches sight of Missouri, he begins a bambardment of excited questions, statements of facts, and incouragble glee.
” Burn it Missouri, where have you been!? Why is Gaspard unconsious, where is all our food, what happened to the spare ammo? Why do you have a cyber lady in the trailer? Did you see the size of the loot pinata we busted? The questions just spill out rapid fire with no filter. But he pauses wanting to share what happened to team brodkill. ” Burn it burn it Missouri, we got tossed into a field of sub demons. Mr. Xero iced the leader. Litterally over there you can still see the ice lances. Mr. Evertte just stood there taking a beating like he was made for punishment. Do you get the feeling he is always talking to someone we cannot see? Mr. Gill yelled out Demons, super helpful style you know. Gave my computer just enough time to identify what kind for maximum load out. Then his buddy Curatrix throws down with his sword. Mano a mano they get locked into combat with the demons. “ Alex puts on a display over over emphatic wrestlimg moves ephasizing just how locked Gill and Cur got. He then continues his enthusistic recap, “ I am not sure what Miss Heather exactly did, but all of a sudden one of the brods went all ape turning on his own kind.” He whispers his eyes popping from recalling the scene with over excitement, ” I might have peed a little from that burn.”
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage

User avatar
Xero X Kelvin
Posts: 81
Joined: Wed Jun 27, 2018 9:11 am

Re: X Marks the Spot

Post by Xero X Kelvin » Tue Jul 10, 2018 5:35 am

Xero does not see much that interests him, except a vibrosword. But as Alex goes off about brodkil, Xero calmly says "So don't say anything about the brodkil. Let the buyer draw their own conclusions and we just remain firm on our prices."
Xero X Kalvin
Xero X Kalvin Novice Psi-Stalker Chiller
Parry: 4 || Toughness: 4
ISP: 20/20
Combat Edge: None
Bennies: 3/3
Adventure Card(s):
  • Cutting In Line: Draw 3 initiative cards and keep the highest..

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Joseph Cook
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Bronze Patron
Posts: 65
Joined: Tue Jun 26, 2018 9:14 pm

Re: X Marks the Spot

Post by Joseph Cook » Tue Jul 10, 2018 12:48 pm

After he is sure the skirmish is done, Joseph draws more p.p.e. from the ley line
Draw 9 p.p.e.
Spellcasting 1d10 = 1: 1 +3
Wild 1d6 = 6: 6
Ace 1d6 = 2: 2
He slides the staff back into it's holster, wipes the blood from the sword and sheaths it.

He hears the comments as the trailer reappears and heads that way. "A guest?"

He notices the young woman is armed and carefully tries to remove her weapons without disturbing her, holding the TK revolver in one hand as he disarms with the other.
Stealth 4
1d4 = 2: 2
Wild 1d6 = 4: 4
Last edited by Joseph Cook on Tue Jul 10, 2018 2:37 pm, edited 1 time in total.

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Missouri
Diamond Patron
Diamond Patron
Posts: 53
Joined: Mon Jul 02, 2018 9:39 am

Re: X Marks the Spot

Post by Missouri » Tue Jul 10, 2018 2:02 pm

Missouri smiled a bit at their driver's lethal annoyance, but then nodded his head at Statheros and the urgency. He stopped only briefly, to pick up one of the rifles for himself before the demon snatched it up. He grinned a bit as he listened to Gaspard talking about the demon and the menial work. "Sure, he's handy, but he's not handsome and horned like you and me."

When Gaspard passed out, Missouri motioned for the demon to 'cradle' the D'Norr (as odd as that seemed) in the trailer where there was plenty of room. He almost told the demon not to eat Gaspard but the demon would have no reason to listen to him regardless.

They finally caught up to the others, however, which was good - though their spare stuff being gone was bad. He shook his head. He didn't much aside from his 2 weapons (now 3) and his armor honestly. He was semi-assaulted by the young Alex quickly. Missouri's lips twitched slightly but he dutifully listened and tried to catch everything spewed out - especially the details about his new team members since he didn't get to see them in action. He then answered as best he could in order.

"Gaspard was knocked out when came back to get us - apparently, teleporting large groups of people and vehicles fatigues him - and we got accosted by some bandits. The bandits, unfortunately, stole our stuff before we drove them off. And I have no idea who the lady is."

Notice if needed
Notice die 1d8 = 3: 3, Wild die 1d6 = 2: 2.
Missouri Smith
Character Summary
D'Norr A.R.E.S. Archaeologist

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

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

Wounds:

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

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

Charisma: +3 (-4 w/Coalition)

Bennies: 4

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

Adventure Cards:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
Currently playing in: Tomorrow Legion: 12th AAT - The Dirty Dozen

User avatar
Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Tue Jul 10, 2018 8:29 pm

Xero X Kelvin wrote:Xero does not see much that interests him, except a vibrosword. But as Alex goes off about brodkil, Xero calmly says "So don't say anything about the brodkil. Let the buyer draw their own conclusions and we just remain firm on our prices."
Alex nodds taking in the icicles input. He scratches something into his ledger as he tosses a fine looking vibrosword to popsicle known as Xero. ”Burn me Zero, catch this one instead of just looking at it... I’ll mark it in the ledger. Good point on the merchandise, who knows this could have fellen off a NGR truck.”. Despite the kid’s desperate attempt at professionalism his slight eye twitches betray his dreams of a pile of creds.
Little Greed: The Ledger
Missouri wrote: They finally caught up to the others, however, which was good - though their spare stuff being gone was bad. He shook his head. He didn't much aside from his 2 weapons (now 3) and his armor honestly. He was semi-assaulted by the young Alex quickly. Missouri's lips twitched slightly but he dutifully listened and tried to catch everything spewed out - especially the details about his new team members since he didn't get to see them in action. He then answered as best he could in order.

"Gaspard was knocked out when came back to get us - apparently, teleporting large groups of people and vehicles fatigues him - and we got accosted by some bandits. The bandits, unfortunately, stole our stuff before we drove them off. And I have no idea who the lady is."
Alex nods rapidly, ”unhuh, unhuh... “ Alex frowns at the news of Gaspard’s condition. He blurts out fairly uncensored, ” But Perdi is ok right, I have a feeling he has a lot to teach me.”
Joseph Cook wrote:After he is sure the skirmish is done, Joseph draws more p.p.e. from the ley line
Draw 9 p.p.e.
Spellcasting Invalid dice code! +3
Wild Invalid dice code!
Ace Invalid dice code!
He slides the staff back into it's holster, wipes the blood from the sword and sheaths it.

He hears the comments as the trailer reappears and heads that way. "A guest?"

He notices the young woman is armed and carefully tries to remove her weapons without disturbing her, holding the TK revolver in one hand as he disarms with the other.
Stealth 4
Invalid dice code!
Wild Invalid dice code!
Alex gets back into his Supertrooper suit with his ledger complete... Over the suit’s PA he says watching Joseph Cook do his thing with the young woman, ”No time for love Mr. Cook.” Burn me! Hopefully I said it right Missouri!
Alex Stat Block
Attributes: Agility d8(2), Smarts d10(2Mars, 1), Spirit d6(1), Strength d4(0) {1d12+4}, Vigor d8+[2]( [d10](1, 1 advance)
Charisma: 2; Pace: 10; Parry: 6 ; Toughness: 20(10)[1] MDC; Strain: 0
Combat Edges: Elan, rock and roll, [fearless], [Battle hardened]
Powers Weird Science: Detect/conceal(25/25), Blast(25/25), Dispel(25/25), smite(25/25)
Bennies
6/3
+1 post rate
+1 interlude
+1 loot organization
Alex Weapon
WI-GL20 Automatic
Damage: By grenade type: plasma 3d10 SBT, 60/120/240, shots 40, rof: 3
Weight: 75
Snapfire, RoF uses one grenade per shot.
Smite Power Attached to it with an Electricity Trapping ( Mega Version is Available as well)
Alex Armor
  • Triax T-31 Super Trooper: Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
    Notes: Jet Boosters (Jump 12” horizontal, 6” vertical)
    • „
    • 2 × Rocket Launchers (shoulders). They only fire the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
    • „ „ 2×Mounted Rocket Launchers (legs)Left anti-vehicle(4d6 AP11), right normal(5d6 AP6) SBT. 100/200/400, RoF 1, shots 2
      „„
    • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
      • Fusion Missiles are $3K each. The MAE-3 cost $750.
    • „ „ Vibro-Sword (right arm)
      „„
    • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage

User avatar
Gill
Posts: 80
Joined: Tue Jun 19, 2018 1:13 pm

Re: X Marks the Spot

Post by Gill » Wed Jul 11, 2018 7:48 am

Patting the giant on the shoulders Gill says. "Thank you Curatrix." when the field is cleared of enemies Gill seems completely unconcerned with the efforts to sort through the spoils and weapons. Instead he begins looking around to see if anyone is injured or need help. "Is everyone okay? Does anyone need healing?" Once he has assured himself everyone is healed up and safe he draws in the soothing power from the Ley Line filling his reserves to a level he cannot normally tap on his own.

Curatrix begins helping sort things out dragging the brodkil body over in a pile so they can be buried. He continues looking around in case more trouble comes.
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck
    +2 Review of other Character

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

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

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000

User avatar
Alex
Posts: 103
Joined: Mon May 28, 2018 6:53 am

Re: X Marks the Spot

Post by Alex » Wed Jul 11, 2018 6:04 pm

Wow, even more loot back here in the trailer and I am not talking about your activites Mr. Cook. Alex gets right up behind Mr. Cook to get a good look at the other loot Gaspard and Missouri had collected.
Inside the Super Trooper
Alex was clearly over joyed at more items for possible salvage, ” Wow, Achie are you seeing what I am seeing? A couple of rifles, some vib daggers... Oh man look at that some back up maysie charges! Burning.”

The synthetic voice of the computer echoed words of caution into young Alex’s ears, ” I warn you Alex, life adventuring is not always this glamerous. You were fortunate that it did not go south. Might I add, the modified greatsword would look nice strapped to the back of our power armor unit.”
Alex had been waiting to see if one of the big guys might be looking to use it but Archie made some sense, and Alex’s greed could not be overcome.

”Yeah, yeah you are right Archie, good call look at the fine craftmanship. It would look nice on our rig. Well lets get everthing secure in the Trailor so we can be prepared to move out.”
Alex pockets the two Maysie charges and then straps the great big modified chain sword to his Power Armor. He then focuses on securing all the loot properly and saftely into the trailer. After he is done he notes a few things in his red loot ledger. Gaspard, a chain sword for Perdi, looks like Missirouri snagged a wilks rifle... Oh and Alex 2 maysies and a modified greatsword. Probably puts me out of contest for creds but it sure is a nice sword.

Alex slaps Gill some mettle skin, ” That was burn huh Mr. Gill, only person I saw take a beating was the dude commonly known as Evertte. Isn’t it weird to get your name off a cryopod and locker? Do you have a feeling Everette looks at you just a beat too long? Did you want any of the loot we got off the brodkill? Just let me know, I got it all stored in the trailer next to that unconscious woman. Is it weird that Mr. Cook is all over her?” His questions are an unbridled stream of excitable voiced thought conscious.
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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