It's the end of the world, as we know it...

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Stoic
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Posts: 740
Joined: Fri May 25, 2018 8:58 am

It's the end of the world, as we know it...

Post by Stoic »

After a pause that seems to take forever, the ley line begins to flicker. It’s subtle at first, but after a minute or two it’s full out agitated, like a big blue whip cracking. A dozen or two tendrils of electric light, with a pink tinge, curiously, shoot out from the ley line, and when the tendrils return, they leave a figure in their place. There are roughly twenty figures standing before you, a wide assortment of genders and races, the only thing in common is that they all appear to be physically fit, and are holding psi weapons in hand. You see a giant with four psi-blades, one for each hand, a frogman, holding a glowing pink psi-trident, his big bulbous eyes scanning the immediate area, A cyberhorseman, holding a massive two handed psi axe, and then, there is one that is clearly out of place. A short, plump African American woman with a shaved head. Something about her just radiates peace, and you instantly feel inclined to want to make her like you. She is wearing a simple gray robe, and what appear to be sandals. She looks to your party, and smiles warmly. She is just about to speak when all hell breaks loose. Psychics and Spellcasters feel it, but even those who are not adept in the arcane can hear it. It sounds like the world breaking in half, and as soon as the noise mercifully ends, the sky turns a dark red, and is marred by a strange alien assortment of celestial objects, including at least three moons that you can see. The gray robed woman starts to scream.
OOC Comments
Just kind of open roleplay here. How does your character react to these events?

Interlude Opportunity: Name a time your character faced a strange event, and how they got through it. After doing so, take a Benny.

Just going to let this post marinate for a bit, then we’ll get to the next part. Try to keep it to dialogue, no combat type actions just yet.
GM Bennies 9/9
Wild Card Bennies ?
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Alison
Posts: 56
Joined: Fri Sep 06, 2019 5:02 pm

Re: It's the end of the world, as we know it...

Post by Alison »

Alison’s heart rends along with the world.

”No...” she whispers as the alien moons invade the sky.
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Fort Detroit/Wilds/Ley line
Afternoon
Round 0

Sig tensed as a group of well-armed individuals emerged from the ley line, armed with psi-weapons. And that robed woman was awfully suspicious.

Then the world seemed to break, and an ear-splitting shriek rent the air. Sig cringed, flicking on his armor’s noise suppressants to save his hearing. He stared at the blood red sky, filled with three moons and alien celestial objects. What the hell was happening?

Sig hadn’t seen anything like this since Gloomtown, when that necromancer had nearly wiped the town out of existence with an annihilation wave.

“What is this?” Sig called out to the magic experts in the party. “And who are you?” he asked the new arrivals.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 5/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
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Carlos
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Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-loez screams and falls to the ground as the alien environments overwhelm his ecologically sensitivity.
OOC Comments
This is probably an open rift and we are seeing the other side, assuming we were not swept through. However, either way, the sudden change is going to be overwhelming to an Eco-wizard.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

Serival immediately starts to evaluate the new arrivals--in particular, the short woman with the gray robes, who is most likely the leader. However, his musings are cut short, hard, as the world shatters around them. The D'norr suddenly feels a massive wave of arcane energy being funneled at him through his link with Glass.

Nggh.... Like that time I fell in the selkie's pool in the Far Lands.... How'd I get out of that? Right, just accepted it, drew it in, even though it felt like dying.... Wound up breathing water for a week, but I lived.... Instead of trying to resist the crushing wave of magic, he opens himself to it, body and soul, and suddenly, the pressure sort of... pops. He finds himself attuned to the magic in a way he'd never been before. He looks around again, as the landscape without is as altered as his internal self.

"Well, this is... unexpected.

OOC Comments
4/3 Bennies, also a narrative explanation for taking One With Magic for my most recent Advance.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: It's the end of the world, as we know it...

Post by Xiang »

Before Xiang can call dibs on the big one (ya know, if they're hostile...), the world tears itself a new one. Despite being from a place stuck halfway between here and some hell dimension, Xiang is still quite put out by the shockwaves of mystic energy and sound. His ears flatten and his stance gets lowers and he glares about for the cause.

With his tail twitching in obvious irritation, he stops the low growling he'd unconsciously been doing to ask, Anyone have a clue what the <tone and context suggest vulgarities in Mayan> is going on?"
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

Edit Signature

Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Danny
Posts: 151
Joined: Sun Jun 10, 2018 2:51 pm

Re: It's the end of the world, as we know it...

Post by Danny »

Danny’s last mission
The war had gone... Well it had gone about as bad as anyone couLd have expected. The resolve of the CS forces were unexpected to say the least. In the last days, Danny came into the General’s war tent and found it empty exept for a note. Victoria had summoned him. It read: With secret power, now comes the hour... I’ll find a way. The grackle swore under his breath, “Frack...” This was worse than him getting chewed out for posing for some pics with Tawdry and Tale... Much worse. The light in the tent had been extinguished and he appeared to be alone. But the hairs on his neck told him otherwise.

He whispered, “Victoria? Are you there?” The command tent was in shambles. Tables knocked over and the usual furs and arcane lanterns strewn all over the place. Even the large battle map that normally hung on the wall was burnt, smoldering and curling as a fire slowly overcame its protective laquer. The grackle’s eyes narrowed as he surveyed the room, he felt someone near even though he could not see them in the truest sense. He whispered again, “Victoria?”

A hand touched his and his commanding officer appeared out of nowhere. An invisibility spell... What game is she playing? We need to get out of here before the CS raize this position... His thoughts were cut off as she feverishly spoke.

Her eyes were blood shot, and dried spittle caked her lips, “Daniel... I found it, I found him... He was alone in the dark, but I found our savior... We must get to her, this nexus.” She gestured to the most northern part of the map that had yet to burn. “Hurry Daniel, if we must save everyone we must be quick.”

His CO had issued an order and Danny snapped too hoisting his rifle and pack ready to follow her to the ends if need be. However, as the two departed the tent he could not help but wonder She had already unleashed the Deamonix... What more horrors will she unleash now?

North of Tolkien, the layline’s criscrossed forming a nexus. Danny had just finished picking off the last CS wilderness scout patrolling the area with his particle beam rifle. He growled softly as the last headless body hit the ground, “Ok. General, the path is clear. We should move.” Carefully he lead the two up a path to the rolling hill under the nexus.

General Victoria Geist’s eyes were jet black by this time. Her voice sounded strained as if two people were simultaneously talking. “Thank you Daniel. We thank you. Soon the legendary spells will be at our grasp and the Coalition will be turned at last...” The nexus erupted in a flash of fiery blue energy and Danny found himself flung back a few dozen feet away from Victoria. A portal opened and a dark hand, larger than a house drew forth grabbing Victoria Geist. She screamed as the shadowy finger like tendrils enveloped her.

Danny could see a strange moon in the portal accompanied by a landscape of tormented shadow and barren rock. ”Nyxla thanks you Grackle. Haha.” Danny pulled his rifle into firing position as the creature’s fingers tightened around Victoria Giest. “No, let her go you-“ He was too late. The hand pulled Victoria Geist through and then the portal closed leaving Danny looking up in abject horror.

Behind him an old centaur coughed. He had a psi pike gripped him hands. His hoof stomped the ground near Danny. The centaur seemed to take pity on Danny behind his gruff exterior. The centaur’s voice was like coarse gravel, “On your feet Grackle. Nyxla has claimed another soul. I suggest you find yourself another path. One... One without such horrors. Leave the fighting to those who protect Psyscape.” Still stunned Danny watched the centaur gallop away wondering what Nyxla was, and where psyscape was. The newest centerfold for Tawdry and Tail vowed under his breath, “I’ll get you back CO... I’ll find you.” Sadly it was a promise he could never keep.
Shocked by the memory of his last days in the war Danny leveled his spirit bow and particle beam rifle not at the people who arrived but at the portal itself. Whatever his mind might think of such a strange surrounding, his body reacted reflexively as it sensed a threat. He looked at Sig as he heard the scream. It sounds just like Victoria..., “Brother, whatever comes out we have to push it back! In the last days of the war I... There was a portal, something came through and took my commanding officer.”
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

Doc takes in his surroundings. When the world comes apart, his first reaction is to protect the boy.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
Edit Signature
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Fort Detroit/Wilds/Ley line
Afternoon
Round 0

Sig looked over at Danny, noting his fellow Grackle looked a little pale. He nodded reassuringly. “No one’s getting taken,” he promised. “Not today.” He adjusted his grip on Winter’s Heart, aiming his plasma ejector with his tail.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 5/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 740
Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

A tall slender mutant cat woman (she has the markings of a cheetah, for those familiar) nimbly bounds over to the woman in the gray robe. She puts her hands under the womans arms just a moment before she passes out, mercilessly quiet. (Those with arcana detection noticed the psionic energy coming from the cheetah woman just before the woman in the gray robe fainted)

She tenderly lays her down and then turns her attention to the group. The rest of the warriors are holding their positions as the cheetah woman narrows her eyes a bit, and takes a good sniff at the SET. She seems content, until she gets to Allison. You see her tail flicker back and forth a few moments, before she nods. The Warriors spread out, making a protective circle around everyone, as the Cheetah woman's psi-blade vanishes, and she walks forward a few steps.

"I am Zatanya, of Psy-Scape. We preserved ourselves in this ley line for 23 years, because we knew we would be needed at this point. Mary she nods toward the peacefully sleeping woman predicted that we would be needed at this moment. Please, tell me who you are, and, if you may know, what is the current situation? Do you know of any increase in arcane activities? Any recent rise of demonic figures?[/i]
GM Bennies 9/9
Wild Card Bennies ?
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

Doc does his best to shield the boy, then realizing that he is likely to be suffering under the psychic surge that often accomodates the nearness to the leylines, he opts to inject his subject with a sedative.

The sedative is derived from chemical formulas used in Juicers but is strictly refined to induce euphoria.

Once his patient is stable, Doc takes the young man to the mobile med unit in the vehicles and connects the young boy for observation.

He then rejoins the team in the circle of psyscape warriors.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
Edit Signature
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Carlos
Diamond Patron
Diamond Patron
Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Stoic wrote: Tue Oct 27, 2020 7:35 pm A tall slender mutant cat woman (she has the markings of a cheetah, for those familiar) nimbly bounds over to the woman in the gray robe. She puts her hands under the womans arms just a moment before she passes out, mercilessly quiet. (Those with arcana detection noticed the psionic energy coming from the cheetah woman just before the woman in the gray robe fainted)

She tenderly lays her down and then turns her attention to the group. The rest of the warriors are holding their positions as the cheetah woman narrows her eyes a bit, and takes a good sniff at the SET. She seems content, until she gets to Allison. You see her tail flicker back and forth a few moments, before she nods. The Warriors spread out, making a protective circle around everyone, as the Cheetah woman's psi-blade vanishes, and she walks forward a few steps.

"I am Zatanya, of Psy-Scape. We preserved ourselves in this ley line for 23 years, because we knew we would be needed at this point. Mary she nods toward the peacefully sleeping woman predicted that we would be needed at this moment. Please, tell me who you are, and, if you may know, what is the current situation? Do you know of any increase in arcane activities? Any recent rise of demonic figures?"
Khar-Loez activates his headband, so that everyone can understand what he says, and then replies, "We are members of the Tomorrow Legion, we are currently on a rescue mission involving this child, but we were sent to this area because there is a report of increased demonic activity nearby. If you will accompany us back to the area base, perhaps they can brief you more thoroughly."

Persuasion is not his forte, so hopefully what he is saying is persuasive enough without a pleasant personality behind it.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Persuasion 7
Persuasion 1d4!!: [7!!] = 7
Wild 1d6!!: [1] = 1
Fort Detroit/Wilds/Ley line
Afternoon
Round 0

The new arrivals didn’t seem hostile, and appeared to be from friendly-ish territory. Khaer-loez explained who they were.

Sig lowered his weapons and approached, a small halo of the ley line energy seeming to avoid sparking around him. “She gonna be okay?” The big grackle nodded to the unconscious woman. “You have wounded you need tending to? Food or anything you need? If you’ve really been in there that long, I know I’d be starvin’. We gotta get this boy back to base with his family and the docs. We’d be happy to give you a ride and talk about what’s next. The folks at the base are more knowledgeable about the demons and such around here. We just arrived yesterday.”

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 5/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Danny
Posts: 151
Joined: Sun Jun 10, 2018 2:51 pm

Re: It's the end of the world, as we know it...

Post by Danny »

Thankful that @Doc Olliday took the kid, he whispered to his friend, “Keep that kid alive Doc... I doubt we will be getting back to base soon.” He commed sig as he scanned the horizon for an incomming threat. He commed @Sig, ”Stay frosty Sig... This is just the Lull before the storm. Be ready for anything.”

Danny only lowers his weapons half an inch. Not so much pointing them at the psyscapers, but keeping a warry eye on the strange landscape. A dark red sky with a flotilla of moon was not normal.

Still the grackle cracked a grin at the leyline sleepers, “Demons are on the rise for sure. A few weeks back we killed a Necromancer who turned into a bunch of bugs, probably some major demon inside him. So... It seems you are not Humbas, or evil, what do you know about the sky and moons there... ” Danny’s voice trailed off as he remembered the final words of the necromancer. “Blood Red... It’s Wro'etth!“ The necromancer was just a vessel, and the kid... Is he now a vessel!?”
User avatar
Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

@Danny, "The kid and sister have great potential as psychics."

"They need formal training."

Doc thinks back to the Wild Psychics he had encountered in the past.
Little Secrets of the Past
Occult 1d10!!: [1] = 1 Wild 1d6!!: [1] = 1
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Carlos
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Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-loez starts disassembling the Resurrection Hut, he figures we will need it again sometime.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 740
Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

Zatanya waits patiently while the group says their piece. At one point she casually nods toward the four armed giant, who immediately cancels his psi-blades and goes over to the passed out woman, scooping her up like a child might pick up a doll. After the group is done with their questions, she replied.

"Tomorrow Legion?" she wrinkles her nose, thinking. "I'm afraid I've never heard of the Tomorrow Legion before...are you a new organization?"

Zatanya smiles at Sig, her tail drops a bit, relaxing.

"That's very kind of you to offer, sir. We are well prepared. We knew we would be undergoing a great ordeal, so have quite a well stocked larder. Not only that, but we are more than capable of living off of the land. Still, it speaks well of you to make such an offer, and we greatly appreciate it. We would be honored to accompany you back to your base, it's important to find the right kind of people as we know we are up against a great ordeal."

Zatanya turns her attention to Danny, and you swear she cocks her head for just a moment, as if she recognizes him. "Wro'etth? Is that who caused this? She looks toward the child, sniffing the air. She immediately relaxes but takes one more sniff, this time in Alison's direction and after another pause, she shakes her head. "The kid seems clean to me."

Seeing the SET get their things together, she nods again and the Psi-Warriors immediately start pitching in where they can, looking to get going.
Instructions

Does anyone have any further questions/instructions/actions they want to do before we move on? If not I will move this along on Sunday.
GM Bennies 9/9
Wild Card Bennies ?
User avatar
Danny
Posts: 151
Joined: Sun Jun 10, 2018 2:51 pm

Re: It's the end of the world, as we know it...

Post by Danny »

At the begging of the war for Tolkien
The man’s sweaty hand grasped Danny’s well oiled bicep and let go. Danny never really liked the touch of Sweaty Kelly, and yet still the man could never take a hint. Sweaty Kelly smiled big and wide like he was about to sell Danny on the worst oppertunity ever. Over jazzed he stepped back and said to the poised grackle, “ Look Daniel, we got some major mojo here. Its time to capitalize my man! T&T issue 13 is flying off the shelves, now is the time to move. Heck even Erin Tarin is writing about it.”

Danny shifted and brought his arms akimbo for the camera shoot. The flash bulb made his skin glisten. In between shots he shook his head at Sweaty Kelly mouthing no. But still the shameless promoter continued as Danny raise his tail into his signature double 8. ”Think about in man! You could be bigger than... Uh Nostro! Or Prosek! I know a guy who knows a guy that’ll blanket all of North America with those leyline observation spheres. They got this new arcane magics in them that will project your likeness all over man.”

Why couldn’t these people realize he was just in it for the money. He needed a new suit of armor, and the war was about to go nova. He was a soldier about to go kill people so they could maintain their sultry way of life. He was not in it for the fame or glory, he needed cred to go buy machinations of death. Danny snorted fed up and disgusted, “Whatever Kelly, just get out of here. I got ten days left on my contract and then I am out.”
Sensing that these psyscapers were not going to kill the team Danny eased up on his doom and gloom posture for a bit. He hoisted his rifle and bow onto his broad shoulders. Addressing the question he smiled one of his famous Daniel T. Striker 100k smiles and nodded, “Yeah, Wro'etth. I thought was about to rear his head. Again. A few of us about a month or two ago tracked his meatbag to a small town. They had something like a necromaster raising the dead. After killing him, the guy yelled something about being a vessel and that he would return when the moon was red.” Danny took a look at the red sky and many moons, “The kid was used in a ritual, and I guess I got carried away a bit.”
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Fort Detroit/Wilds/Ley line
Afternoon
Round 0

Confrontation avoided, Sig helped get the unconscious woman and boy comfortable in the truck. He did a mental head count, trying to see if they were all going to be able to fit. “We might need some to hang around on the outside,” he warned. There were plenty of external handholds, and hopefully it wouldn’t be too long before they were back at the base.

When everyone was ready, Sig levered in behind the wheel and they started off back to base.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 5/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

Doc knows the boy is stable even though he is unconscious. Gently he secures the unconscious form in one of the two traveling medsurge beds.

He motions for the four armed man to set the unconscious woman in the other.

Doc admires the new allies, realizing that study of them may not happen at all.

Turning back to the unconscious woman, he runs some tests and
Science 1d8!!: [1] = 1 Wild 1d6!!: [2] = 2
Benny to Reroll - Unless her state is psychic in nature and beyond Doc's capabilities. (2 of 3 Remaining)
Science 1d8!!: [6] = 6 Wild 1d6!!: [2] = 2
.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
Edit Signature
User avatar
Carlos
Diamond Patron
Diamond Patron
Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-Loez tries to explain, "The CS made war against Tolkeen and destroyed it, the survivors fled and have created a new force, which they call the Tomorrow Legion. Some of the founders were Cyber Knights and they seek to recruit those who are ethical and accepting of the different."

He will be riding his steed, not taking up room in the vehicle. He might carry someone else. The Ostrasaurus is strong enough to carry two.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

Serival is largely silent, simply observing the new arrivals and keeping Glass ready to act if needed.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: It's the end of the world, as we know it...

Post by Xiang »

Somewhat disappointed he'd not get to fight the giant with four arms, the diminutive lycanthrope shifts into his cat form. "So what do you know of this.." He nods up at the sky.. "..situation. Or did your wise woman no deign to share before you all took your nap?"
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Stoic
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Posts: 740
Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

The cheetah woman nods in response to Danny’s words. ”It’s easy to be carried away. Have you ever given meditation a shot?”

In reply to Sig the Psyscapers find a good spot to hold onto, but not before the four armed Giant helps the older woman and the boy into a secure safe place as per Doc’s instructions.

To Carlos: ”I think that must be after our time. However if the rest of this Tomorrow Legion is as kind as you all, we’re eager to meet them.”

Zatar looks to Xiang, studying him for a moment. ”Mary is a very talented Seer, her insights and advice have saved our column countless times. She described this situation as an overlap, she explained that it was an odd phenomenon where another dimension, well, overlaps with our own. She foresaw the moment this would happen, and convinced the elders to commit out team to waiting for it to occur. As you may or may not know, prognostication is tricky at best. She described an ancient evil, and four guardians, that need to be overcome. When she wakes up, you can ask her all you’d like, but I suggest we get a move on, as there’s no way to know what if anything else is coming down that ley line.”

The Psyscapers grab a hold of the Canyonero, and you head back toward Fort Detroit. On the way back you notice the rest of the landscape has changed. The light appears to be in a constant state of twilight. There is now a significant amount of foliage, some of which consists of gnarled twisted trees with branches that actively reach toward the Canyonero as it passes. You go by the river where you saw the mammoth being sucked in by the tentacles earlier, and you sense that you are not alone. Without warning a dozen large bird like creatures descend from the sky. They are a crimson color, and do not appear to have any eyes. They also have razor sharp talons, which they use in an attempt to pick off anyone on the outside of the vehicle.
Instructions

This is a quick combat. Roll a relevant combat skill at a -2. A success means you take bumps and bruises, whereas a raise means you take no damage. A failure results in a wound and a critical failure means that you take 1d4 wounds. Please feel free to colorfully describe what occurs, and once you’re done will all of this, take a Benny.
GM Bennies 9/9
Wild Card Bennies ?
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Carlos
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Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-loez listens to the explanation, it certainly covers the problem he is having. He has two or more complete bio-systems flooding his ecological senses with information. He simply can not process all the input.
OOC Comments
Melee 1d8!!-2: [2]-2 = 0 , Wild Melee 1d8!!-2: [2]-2 = 0
He is used to his senses warning him of danger and to animals not attacking him, so the attack by the strange birds takes him by surprise. He takes a deep slash from the claws of the first to target him before he manages to dodge behind something sturdy enough to keep them away and pokes at any that try to approach from the unprotected side with his Steeltree wood spear.
Last edited by Carlos on Fri Dec 04, 2020 5:44 am, edited 2 times in total.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

OOC Comments
Bennies: 4/3
Spellcasting: 1d12, +1 for Professional, +1 for Ring, -2 for Scene Difficulty
Spellcasting 1d12!!: [5] = 5
Wild Spellcasting 1d6!!: [5] = 5
Benny to reroll
Spellcasting 1d12!!: [8] = 8
Wild Spellcasting 1d6!!: [7!!] = 7
3/3 Bennies, Raise = No Damage
Serival decides to give his new ring a workout. First, he reduces his own size down to miniscule dimensions, making himself a much harder target for the birds. Then he steps on top of the Mountaineer and begins dropping small clusters of the bird-things out of the air; the fiendish avians prove quite subject to the laws of gravity once they fall asleep. Meanwhile, his diminutive form makes Serival an easily missed target.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Alison
Posts: 56
Joined: Fri Sep 06, 2019 5:02 pm

Re: It's the end of the world, as we know it...

Post by Alison »

A Quick Post from the Past
Stoic wrote: Tue Oct 27, 2020 7:35 pm She tenderly lays her down and then turns her attention to the group. The rest of the warriors are holding their positions as the cheetah woman narrows her eyes a bit, and takes a good sniff at the SET. She seems content, until she gets to Allison. You see her tail flicker back and forth a few moments, before she nods. The Warriors spread out, making a protective circle around everyone, as the Cheetah woman's psi-blade vanishes, and she walks forward a few steps.

"I am Zatanya, of Psy-Scape. We preserved ourselves in this ley line for 23 years, because we knew we would be needed at this point. Mary she nods toward the peacefully sleeping woman predicted that we would be needed at this moment. Please, tell me who you are, and, if you may know, what is the current situation? Do you know of any increase in arcane activities? Any recent rise of demonic figures?
Once there is a lull in the conversation, Alison goes to speak quietly with Zatanya. After a few animated whispers and a bit of an explanation, Alison's face hardens.

"Sorry, guys," she says. "I have to go. It seems there's... well there's something happening back at the Magic Zone, maybe. New necromancers. Bad ones, it sounds like. Now that the boy is safe, you can travel faster without me, and I need to head there by a less roundabout route." As she says this, two birdlike, black feathered wings sprout from her back. "Don't worry about me. You all handle whatever this is; I know you will. And we'll meet back up the next time we're all at Refuge, I promise."

With that, she wings away, her two zombie companions moving at inhuman speeds below and just behind her, keeping pace surprisingly easily.
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Kindreth
Posts: 60
Joined: Wed Dec 19, 2018 8:10 pm

Re: It's the end of the world, as we know it...

Post by Kindreth »

Stoic wrote: Wed Dec 02, 2020 7:31 pm The Psyscapers grab a hold of the Canyonero, and you head back toward Fort Detroit. On the way back you notice the rest of the landscape has changed. The light appears to be in a constant state of twilight. There is now a significant amount of foliage, some of which consists of gnarled twisted trees with branches that actively reach toward the Canyonero as it passes. You go by the river where you saw the mammoth being sucked in by the tentacles earlier, and you sense that you are not alone. Without warning a dozen large bird like creatures descend from the sky. They are a crimson color, and do not appear to have any eyes. They also have razor sharp talons, which they use in an attempt to pick off anyone on the outside of the vehicle.
Instructions

This is a quick combat. Roll a relevant combat skill at a -2. A success means you take bumps and bruises, whereas a raise means you take no damage. A failure results in a wound and a critical failure means that you take 1d4 wounds. Please feel free to colorfully describe what occurs, and once you’re done will all of this, take a Benny.
Fighting 1d10!, Wild 1d6!: [5]+[1] = 6 +1 from signature item, -2 for scene penalty
Let's benny that, eh? Reroll Fighting 1d10!, Wild 1d6!: [7]+[3] = 10 +1 from signature item, +2 for Elan, -2 for scene penalty


A strange elf appears as if by magic from amongst the newly alien foliage, a softly humming katana in his hands. "Oh, come on!" the elf yells in a clear baritone voice. "I was just looking for a ride!" The newcomer does not appear armored, except perhaps by his long, blue coat, and he wears no helmet or other obvious battle dress to speak of. He does have a traveler's pack on his back, a pump-rifle on a strap across his chest, and a necklace with some sort of crystal pendant that occasionally catches and reflects the light.

The eyeless creatures, unfortunately for Kindreth, seem to make no distinction between the members of the SET, the Psi-Warriors, and an elf hitchhiker who is unwisely traveling without a towel.

"Ahhhhhh!" the newcomer screams eloquently as the creatures begin dive-bombing him. He is surprisingly agile, even for an elf, and he dances and dodges between the crimson creatures, katana flashing and humming as he severs limbs and wings.

In between gasping breaths and strokes of his sword, he asks the team (who are of course still strangers to him), "I don't... suppose... you have room... for one more soul... in the truck that time forgot... do you?"
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

Unaware of the newcomer, Doc pulls his hat/helmet over his eyes and climbs one of the access ladders to the top. From beneath his duster he pulls a drone, part arcane and part tech.

Pressing an activator with his right hand's thumb, Doc passes his left hand over the top.

Barrier Gizmo, TW 17, success, raise
Techno Wizard Rank - Seasoned
Master of Magic - Mega Modifier (Stalwart Walls)
Arcane Machinist
Barrier Power (Seasoned) 2 PPE - (8 of 12 used) - Hardness 10
Damage 1 PPE - 2d4 damage on contact
Shaped 2 PPE - Dome
Size 1 PPE - 20 yards circumfrence
Stalwart Walls 2 PPE - 12 MDC Armor

Techno Wizardry 1d10!!: [17!!] = 17
Wild 1d6!!: [2] = 2
The Barrier Gizmo floats into the air and after ascending fifteen feet, hums to life and a very traparent umbrella covers over the Caynonero.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Shooting 11
-2 difficulty, +2 armor, +2 ion
Shooting 1d10!!+2: [9]+2 = 11
Wild 1d6!!+2: [1]+2 = 3
Fort Detroit/Wilds/Ley line
Afternoon
Round 0

Sig floored the throttle as the eyeless birds started attacking. “Hell!” he muttered. His tail yanked out his ion pistol and started shooting at any of the birds that got too close. He spotted the elf suddenly appear up ahead and swerved the Canyonero to avoid hitting the elf as he slashed at the birds. Sig reached out, and his claws snatched the elf and threw him up onto the roof of the Canyonero with the others as they swept past. He wasn’t going to leave the man behind with those birds!

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 6/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Kindreth
Posts: 60
Joined: Wed Dec 19, 2018 8:10 pm

Re: It's the end of the world, as we know it...

Post by Kindreth »

Sig wrote: Mon Dec 07, 2020 5:37 am Sig reached out, and his claws snatched the elf and threw him up onto the roof of the Canyonero with the others as they swept past. He wasn’t going to leave the man behind with those birds!
Kindreth makes a very masculine and dignified sound - something akin to a bird's vocalization when it runs into a window - when Sig grabs him. "Arrrhaaa...cawrah!" the elf says as he tumbles towards the truck, propelled by Sig's powerful throw. At the last moment, Kindreth twists a bit in the air and lands gracefully in a three point stance. "Thank you for that, traveler!," he calls to Sig, "I was almost bird food."
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Stoic
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Posts: 740
Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

After a pitched battle the 24th and the Psyscapers manage to kill/drive the remaining birds away. You pause a bit to catch your breath, but then wisely forge ahead. The distances here seem, odd. Any navigational equipment you have refuses to work properly (-2 to survival checks) and you constantly get the feeling of vertigo. Still after travelling a few hours the party decides to rest. After a few heavy calculations, one of the Psyscapers is able to shoot an azimuth factoring in the extra moons, and confidently says that it is 3:00 p.m. Nonetheless you decide to take guard shifts. The shifts are uneventful for you while you are sentries (though Chekov and the Grey Seer are having a difficult time sleeping, they each chatter away in their sleep in some strange foreign language (Demogogian, if you have that, message me), Chekov whimpering a few times. When you take your short but much needed rest, you each have the same dream.

The Dream
geensky.jpg

The dream is fine at first, nothing particularly strange about it, You’re back in your own land, a crisp fall night. You approach a humble wooden cabin on a hill. The yard is very neat and tidy, but in the four cardinal directions there is an object placed. To the north, you see a stuffed animal monkey, laying on its back. To the West, a wind-up robot toy. It’s in mint condition and clearly pre-rifts, it’s probably worth a fortune. To the South a small green gelatinous puddle. To the East, a necklace with a turtle charm on it.

As you approach the cabin, the sky starts to shift, a bad storm quickly rolls in. You song starts up, the music coming from the cabin. (https://www.youtube.com/watch?v=jiMXK9e ... Cash-Topic ) A freezing cold downpour of rain is pissing down on you, lightning lashing out of the sickly green clouds, hitting so close that you smell the ozone. As you reach the cabin door you try to twist the handle, but it is locked. You reach into your pocket, not sure whether or not you have the key and then...you wake up.


When you wake up, the rest of the group has started to mill about. Somehow a few pots of coffee are here, sitting on top of the campfire. You take a cup if you’re so inclined, The Psyscapers inform you that A Psi-X Alien in their group, Willard, has figured out a way to adjust the instruments so that they read correctly. He can only power it so long though, so you must be going now back to the...West. THe Psyscapers have already packed up and you leave immediately. After fifteen minutes or so of travel (the instrument panel is light up by a pink mystical energy) you see a large hill and at the top of it is a wall of bright white light. Your group and a few of the Psy Scapers scout ahead. When you reach a point on the hill where you can see, A highly technologically advanced city is revealed, separated by a shimmering translucent gray membrane that is 100 meters tall and 100 meters wide. The city is far more advanced than anything the Coalition can put together (think Phase World tech). You see cars zipping by, with and without passengers. An army of matte black drones zips about, doing what, you have no idea. Curiously wedged right into one of the buildings is what appears to be a Shipping Container stashed under a pile of obsolete electronic and mechanical devices. It just so happens that this point is exactly where Fort Detroit should be per your map reading. As the scouts are checking out the situation Mary walks up next to them, a steaming mug of Hot Cocoa in her hands. A drone zips in front of you, on the other side of the membrane. It appears to be focusing it’s attention on your party.
Directions

You are 25" away from the membrane where the drone is checking you out.

What are you doing? Feel free to do an interlude as well, if you would like. If you do so, please take 1 roll on an HJ table of your choice. This must be tied into your interlude, and the usual restrictions apply. This roll can not be bennied. If you have any questions please feel free to ask either on here, or via Dischord.
GM Bennies 9/9
Wild Card Bennies ?
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

HJ roll Body Armor
1d20: [13] = 13 - +1 Armor, reduce minimum strength
Fort Detroit
Afternoon
Round 0

Everyone was exhausted by the time they stopped for the night. Something was making it hard to navigate in the area, and stopping was a better idea than getting further lost.

After his guard shift, Sig peeled off his armor for a moment. He found some tools and started to work on the armor, making a few adjustments, adding some extra composite plating on the weak points, and generally just adjusting the way it hung on his body, making it lighter and easier to move in.

Finally he went to bed, dreaming strangely of an old farmhouse with odd objects littering the lawn. He awoke, thinking little of the dream. It was just a dream. He got some coffee into him, and was pleased to find out they had some solution around the navigational problems of the day before.

But when they reached what was supposed to be Fort Detroit, it wasn’t there. Instead, some futuristic high tech city surrounded by a grey membrane. A black matte drone flew to the edge of the city, observing them.

“What do you think?” Sig asked the others. “Is it a fade town? Then what happened to the fort?” He studied the drone watching them. “Should we go up and knock? Introduce ourselves?”

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (9)/Ranged: 24 (11)
Bennies: 6/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Kindreth
Posts: 60
Joined: Wed Dec 19, 2018 8:10 pm

Re: It's the end of the world, as we know it...

Post by Kindreth »

Kindreth takes a good, long look at the membrane and the city behind it. "I've seen a lot of stuff, but I haven't seen that before!" he declares as Mary approaches.

1d20: [17] = 17


Kindreth unslings his pump rifle. "Let's go have a quick look, shall we?"

As he walks determinedly towards the futuristic city and the approaching drone, his mind wanders back to the first city. His grandparents' city, somewhere else. Somewhen else, more accurately, and a place he'd never visited.

He is a third generation Earther; his grandparents had come through a rift from a world of a different time. Magic ruled in place of technology, powering vehicles, weapons, homes, and everything in between. Magic flowed like water through riverbeds and blew like air through fields and along busy city streets.

But then the first rift came. It swallowed most of the city, and sucked the magic out of the rest. Mana chariots fell from the skies, the city went dark, and enemies his grandparents had long considered vanquished began to reappear at the fringes of the wood. The city had its own, private apocalypse, and those who remained scavenged to survive.

Other rifts came, following the first. After a handful of decades, his grandparents figured, "why not?" Whatever was on the other side couldn't be worse than what they were fleeing. And so, the Aezeiros family came to North America and the Magic Zone, a family transplanted across the stars.

Kindreth tightens his grip on the stock of his rifle unconsciously, taking comfort in the well-used weapon. He'd had it for years, and at this point it felt like a second limb, no more or less essential than a leg or an arm. He prepares to have to use it, but decides on diplomacy first, waving towards the drone in a cheerful manner and flashing it a wide grin. "Hello, there! Do you speak American, by chance?"
User avatar
Stoic
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Bronze Patron
Posts: 740
Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

@Kindreth and the others notice that sound does not appear to penetrate the membrane, though the drone does tilt slightly, a series of lights flashing around what looks to be a glass sensor.
GM Bennies 9/9
Wild Card Bennies ?
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Carlos
Diamond Patron
Diamond Patron
Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

The dream is very strange to Khar-loez. It clearly is not his own dream, cabins with yards about them and the artifacts at the cardinal points, all are not at all like any Simvan dwelling place. He has never in his life had reason to be carrying a key to a place anything like this. This place FEELS like home, but it should NOT, therefore it is a psychic projection of some kind, the feeling of it being home is clearly an empathic suggestion, and a very strong one.

He wonders if the items are symbolic of something, but if so he knows not what.

When we arrive at what should be Fort Detroit, it is not there. Replaced with a seat of high technology hose nearness makes him queasy all over again.

He frowns and asks, "This be place dream toy mean?"

The pristine robot toy in the dream, it could represent this strangely advance robot city.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

M&M 8

Magic & Mysticism 1d20: [8] = 8 : Magic users benefit from a variety of spells. Your hero gains either the New Powers
Edge or any one power normally unavailable (except resurrection)

Bonus Power: Object Reading
Serival wakes from the dream and immediately makes some notes, particularly the four objects. Most strange.... He ponders the notes for the rest of the trip.

But when they come up to where the fort should be, he suffers a moment of vertigo. Memories come flooding back....

*********

"The trick to seeing an object's past," said Tiberius, "Is not to look along time, for the past is not someplace you can see at all." The wizened fae scholar laughed at the young D'norr's obvious frustration. "Rather, boy, you must learn to bring the object's past to yourself in the future, and then look at it through the eyes of now."

Serival resisted the urge to tell the fae he was speaking nonsense. He'd been in the Lands Beyond long enough to know what happened to an unruly Changeling, and had no desire for that sort of abuse again. Instead, he tried to make sense of the old coot's ramblings. "So you're saying that my perception of time cannot be changed, but that time itself is fungible?"

Tiberius laughed, approvingly. "Yes, precisely, whelp! And I'll prove it to you. I'll send this very lesson far into the future, where it will come up when you most need it. After all, wouldn't want you figuring out a way to use the power now, when you might try to use it to escape our gentle confines...."

The D'norr youth's eyes went wide and he reached out to plead for the old mage to stop, but it was too late; a snap of the fingers, and the lesson was gone... to now.

*********

He shakes his head at Sig. "I don't think it's a fadetown. I think it IS the Fort--or at least, what the Fort might become. See the shipping container? Remember, that's what most of our Fort was made of. I suspect that this is one possible future of the fort. Temporal anomaly of some sort. We should absolutely proceed with caution." Then he blinks, and flips open his notes, nodding as Khar-Loez comes to the same conclusion as he. "The robot... a high-tech toy, and we traveled to the West to get here. Might be related--which would suggest there are other bubbles of different possibilities out there, though what those other objects represent is anyone's guess.... Still, this is all just theorizing, now. If I can get inside that bubble, I can possibly confirm my theory." Don't expect me to be grateful, Tiberius. I paid dearly for those lessons.... Serival swore he could hear the old fae's laughter, just for a moment.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

WIP for parting words from translating talking in sleep.

Education
Education HJ 1d20: [3] = 3 - already have.
Education HJ 1d20: [11] = 11 - already have
Education HJ 1d20: [14] = 14 - new HJ

Doc's innate understanding of computers makes him one of the most valuable people in the world, whether most folks understand that or not. He gains Hacking at a d6, as well as a +1 when dealing with electronic security using Thievery.
When Doc turns to "see" the scene that has stopped the 24th, he is a bit perplexed. Then nods. "A fade town, likely. I believe our Psyscape allies have brought us to pre-Rifts Detroit, nearly 350 years prior to our current timeline."

Doc puts his hand on the membrane without pushing through, if he can. Focusing on the drone, he
Hacking 1d6!!: [1] = 1 Wild 1d6!!: [3] = 3
Benny to Reroll
Hacking 1d6!!: [7!!] = 7 Wild 1d6!!: [1] = 1
with the hovering piece of tech.

"The interesting thing about the pre-Rifts Earth is their networks."

Turning back to the drone, "Show me around town, little fella."
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: It's the end of the world, as we know it...

Post by Xiang »

Experience and Wisdom 1d20: [10] = 10 Choice of bg edge: Alertness

Coming from a place perpetually stuck in dimensional flux makes the situation a little less unnerving to the werecat warrior but he was by no means comforted. Hard lessons as a youth had taught him to keep his wits about him no matter how familiar things seemed something unholy or alien could always lurk unseen.

Their hunting group was returning from a successful run against a pack of feral vampires that had been growing more bold near the tribes lands. It had been a good hunt, many of the ferals had been led into the path of a hungry demon. The demon and remaining vampires were then torn apart by the cat folk.

While making camp at dawn they found a strange tree with many welcoming looking nooks and perches, ideal for the parties needs. The area was of course examined for any mystic or psionic threats and having found none the elders deemed the site safe. Approaching it seemed to confirm the assessment, the tree beconed like their own homes in the canopy and the warriors of the Yunnyeeb tribe began to scale to alleged safety, the vanguard were already finding nesting places and about to doze off without even setting guards when a cry rang out from an elder, followed by a wave of energy bolstering the minds of the tribe.

Shaking his head clear of a daze he had not even noticed Xiang saw his comfortable nook in a juncture of limbs was in fact filled with bones. He reflexively sprang back just as the nest like spot convulsed inwards. Afterwards it was guessed the plant had some kind of pheremonal effect on the brain by the scientists Xiang described it to.



Xiang also approaches the strange barrier, remaining in his cat form. Psionically enhancing his senses sensitivity to the supernatural world, he give the membrane a look.

Psionics 1d8!!: [7] = 7
Wild 1d6!!: [1] = 1

Notice 1d8!!+4: [5]+4 = 9
Wild 1d6!!+4: [2]+4 = 6
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

Edit Signature

Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Stoic
Bronze Patron
Bronze Patron
Posts: 740
Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

Unfortunately, Doc is unable to communicate with the drone. It seems that the membrane is preventing such things.

Mary takes a sip from her mug of cocoa and looks at the drone with a tired expression. ”The overlap, is what it's called. I think. A few years ago i started having dreams about it. At first they were sort of fuzzy, which for me is strange as I have a pretty good memory for my dreams. But then they got more and more clear. In these dreams I feel a presence. I can never quite see it, it often appears in the corner of my eye and then right when I turn to look, it’s gone. I feel that this presence is the key to all of this. I don’t know how exactly, but I believe it’s fusing different worlds or even dimensions together, the word that it uses for this isn’t quite overlap, but the idea is the same. I don’t know why it’s doing this, but I feel that the process is rather fragile. I bet if we can somehow disrupt it, we can stop it before it begins to merge worlds together. Heh, I thought a score of Psyscapes best warriors would be enough, but now that I’m actually here...Well, let’s just say I’m happy we ran into you.”

The drone continues to examine the party, tilting itself in a way that’s too human for your comfort.
Instructions

If you haven’t had a chance to do your interlude yet, you may still do so. What happens next is up to you. Do you talk to Mary? Is anyone brave enough to venture into the other world (the first one to do so gets a benny)? Do you want to head off in another direction? Strong arm Mary for some of that cocoa she’s been keeping to herself? As always if you have any questions feel free to PM me on here or Dischord
GM Bennies 9/9
Wild Card Bennies ?
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

Serival turns to Sig after getting Mary's explanation. "Sir, it would seem we have three options--we charge in all at once to the bubble to examine it, we go back and see if we can find our own reality and attempt to deal with this... overlap from there, or we send someone in alone to see if we can find out any useful intelligence, then return to the group. While that choice is yours--and I don't envy you there--if you choose the last option, I'd like to note that infiltration and recon is my field of expertise; I'd be more than happy to go in on your command."
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Fort Detroit
Afternoon
Round 0

Sig listened to Mary and Serival and scratched his tail. “Let’s not be jumpin’ into other worlds too quickly,” he told Serival. “We’ll keep that as Plan B.” Better to risk one member of the team on recon than have everyone charge in and disappear.

He looked over at Mary. “You mentioned disrupting it. Any idea how?” he asked. He didn’t know much about magic, whether it be arcane or psionic. His expertise was in blowing things up with more conventional means, so any insights into this phenomenon were appreciated.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (9)/Ranged: 24 (11)
Bennies: 6/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Carlos
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Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

In the current circumstances, it may be hard to tell what is real. Khar-loez remembers one of his lessons, which has returned to him as he spends more time developing his psychic abilities...
The teacher is old and grizzled, at least to his students who are not yet pubescent. He is explaining, "Many others consider us weak, they think that our mind magic only works on animals. They forget that they, themselves, are animals...well most of them anyway. They think themselves above animals because they talk and build fancy machines, but they are still animals in their body, animals in their hind brains, animals in their senses. As you can guide an animal through danger with your mind, so too can you guide others. You can calm their fears and show them when what they sense is a true threat, or simply seems so to their minds. The greatest of chiefs of our people are masters of this, able to defend the entire tribe from false paths laid out by our enemies."
Perhaps he can use this lesson to help the rest avoid outside influences on their minds.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Stoic
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Posts: 740
Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

Mary shakes her head, taking another sip of cocoa. "While I do commune with the great spirit, unfortunately I am not familiar with this kind of stuff, rifts, and all of that. I know this will sound crazy to you, but I know that we will find a way. What that way is exactly, well that's as much a mystery to me as it is to you." She walks closer to the membrane, stopping about 2 meters away from it, curiously examining what it reveals. She touches her hand to it and then walks through. The 4 Psyscapers that accompanied you run after her.
GM Bennies 9/9
Wild Card Bennies ?
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Fort Detroit
Afternoon
Round 0

Sig was turning to the other mystical members of his team for their input when Mary -- followed by the rest of the Psyscape refugees walked right through the barricade into the city.

“Oh, bloody hell!” he muttered.”Guess we need to follow. Stick close together. Don’t wander off.” With that, the big grackle stepped through the barrier.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (9)/Ranged: 24 (11)
Bennies: 6/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: It's the end of the world, as we know it...

Post by Xiang »

Turning from the barrier Xiang smiles a Cheshire grin to his team mates. "I think I should play the role of mere pet for now, keep a card up our sleeve as Danny would say."

Xiang, in his role of curious pet, crosses over last. After a little feigned distress at "his people" going into the membrane (like a housecat whose owner is in the shower), he then takes a couple swipes at it and leaps through. Running to catch up, he twines around some legs then hops up in front of Khar-loezs saddle as he often does. From his perch he continues to survey their surroundings for any supernatural threats or curiosities.
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Carlos
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Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-loez notes: "Pets are Simvan Specialty."

Indeed, control of exotic animals is precisely what the Simvan are best known for (that and eating other intelligent creatures, which is a misunderstood practice). Pretending to be with Khar-loez would probably serve Xiang best. The Werecat agrees and hops up on the saddle with the Simvan as Khar-loez calms his steed to persuade it to pass through the barrier. Practicing the techniques that he just recalled as it happens...
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

Doc follows the psyscapers through and at the last possible second
Agility 1d6!!: [2] = 2 Wild 1d6!!: [20!!] = 20
. Treating it like a wild bird he turn the rotors out and away from everyone and proceeds to worka full diagnostic on the device. What can he say, It's Tech.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
Edit Signature
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

Serival immediately goes through the membrane when Sig makes the declaration, Glass moving in front of him, both very quiet as they step up to the alternate... whateverthisis. As he reaches the membrane, he pauses momentarily to draw forth and activate his paralysis rod, and, after a moment's consideration, turns on his psi-shield helm, as well. Better safe than sorry....

OOC Comments
Bennies: 3/3
PPE: 26/30
Glass PPE: 40/40
Current Conditions: +4 Armor/Resistance to psionic powers (beneficial and malevolent alike)
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Stoic
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Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

As the group passes through the membrane they are surprised at how smooth the transition between the two worlds is. There is no vertigo, no sudden sensation that reality is being torn asunder at the same time it is being rebuilt, nothing like that at all. It feels...normal. As soon as you enter the Technological world you feel a nice warm day, 72 degrees. No wind of note and looking up you see that there is light but you do not see a source of the light. Doc nimbly plucks the drone out of the sky, then suddenly yanks his hand away as he receives a surprise electrical jolt from the surface of it's body. It's a good thing he removes his appendage as the drone drops to the ground, instantly melting into a bubbling gray goo. Looking about you realize that you don't see a single living creature aaside from yourselves, just drone's and empty cars zipping around, making acrobatic maneuvers as traffic proceeds as a brisk pace. The Shipping Container that you believe is one of the points of ingress to Fort Detroit is 150 meters away.
GM Bennies 9/9
Wild Card Bennies ?
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

Seeing the interaction of Doc and the drone, and the messy outcome, Serival frowns, and approaches, without quite getting close enough to risk coming into contact with the puddle. As he studies it, his eyes begin to glow an eldritch violet hue, specifically trying to compare it to the black goo they encountered at the devastated fenced-in village. As long as I'm doing this, may as well keep a watch out for any living souls, as well....
Take a Peek
Current PPE: 26/30
Detect Arcana (PPE 2, +2 Exalted, +1 Presence Sense, Range +2: 7 Total)
Spellcasting 1d12!!+1: [4]+1 = 5
Wild Spellcasting 1d6!!+1: [3]+1 = 4
Success

Presence Sense up to 24", for the next 10 rounds
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Danny
Posts: 151
Joined: Sun Jun 10, 2018 2:51 pm

Re: It's the end of the world, as we know it...

Post by Danny »

Danny of course at nodded to Sig when his metaphorical brother at said to proceed in. Having been assigned dark and dangerous missions during the war he was not unfamiliar with going into the literal unknown. But he was a bit delayed as some of the soldiers and Mary is particular were making googlie eyes at his slick scaley physique.

Even though he was last to come through come he did. He was carying all his pertitant gear, and weapons of war. He croched as low as he could next to @Serival Drumm eyeing the target. He whispered, “Send your guy Serival. I’ll watch your back.”
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

Doc stoops down, checking his gloved hand to determine how much current was being pumped through the little drone.

He checks the smell of the melting ooze and pulls out some sample vials and tweezers and attempts to collect a sample, assuming @Serival Drumm gives him the ok.

The automated surroundings are a bit off putting. Where are the inhabitants?
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Carlos
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Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-loez is perhaps the only one who finds this place severely unpleasant and disturbing just to be in, it cuts him off greatly from nature, as any large and high-technology city would. He can not tell what is wrong or unnatural here, because everything is.

He reminds himself, If your magic senses are confused, rely on your mundane senses and your wits. Magic may give you another sense and another set of tools, but it is not your only one.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Fort Detroit
Afternoon
Round 0

Sig scanned the area around them. He signalled to Danny to sweep the perimeter and watched as the drone melted into goo when Doc touched it. He eyed the traffic of empty cars flying around.

“It just occurred to me that if this is pre-rifts Detroit, we might just be out of place,” the big grackle commented. He glanced around his team. Two grackles, a d’norr, a simvan. Xiang in cat form could likely pass, and Doc.

“We should find a place to get out of sight until Doc and Xiang can explore a bit more without whipping up a mob over aliens or whatever.” He nodded over to the shipping container. “Working at night will be better.”

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (9)/Ranged: 24 (11)
Bennies: 6/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: It's the end of the world, as we know it...

Post by Xiang »

Modifiers: Racial +2, Perceptive +2. Net +4
Notice 1d8!!+4: [6]+4 = 10
Wild 1d6!!+4: [5]+4 = 9


Normal cities were bad enough but this.. mockery was somehow worse. At least there was some life to your normal settlement, as stifling as it could be all packed together and filled with loud machines. Xiangs tail and ears made his mood well known to anyone who knows felinoid body language; his ears lay low, not quite flat but close and his tails thumped the saddle behind him in agitation.
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

Edit Signature

Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Carlos
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Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

OOC Comments
I believe that, due to the nature of his abilities, Khar-loez will not have his Danger Sense or Alertness edges while within the city. If I am mistaken, add a +2 to his Notice rolls.
Notice: 1d8!!: [7] = 7 Wild Notice: 1d6!!: [2] = 2
He will attempt to keep Xiang calm (His reputation should not effect this roll):
Persuade: 1d4!!: [2] = 2 . Wild Persuade 1d6!!: [1] = 1
Khar-loez notes Xiang's discomfort, which he shares, and attempts to calm the Werecat...not particularly effectively as he rarely practices the art of persuasion.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

Serival shakes his head at Sig. "Honestly, I think anything that breathes is out of place, here. There's nothing alive within 50 yards--not even animals. I don't even think there's any plants. Pretty sure that rules out pre-Rifts anything; the Golden Age of humanity might have been impressive technologically, but there were still humans."
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Fort Detroit
Afternoon
Round 0

Sig nodded to Serival. “No life? That’s just extra creepy,” he muttered. “Okay, we’ll stick together then. Scouts, keep in radio contact and don’t get too far away. Let’s still check out those shipping containers. We’ll need somewhere to hole up if we’re still here when night falls.”

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (9)/Ranged: 24 (11)
Bennies: 6/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: It's the end of the world, as we know it...

Post by Xiang »

Seeing no drones or cameras around Xiang breaks character for a second and speaks. "I think this form will elicit less of a reaction than a humanoid one Sig, so I can't use a radio. I can link my mind with yours, or anyone else here, to keep in touch. I don't sense any psionic forces here so it should go unnoticed by whatever is behind these machines. Radio transmissions however seem right up their river." Hopping down from his perch the werecat waits for permission to mindlink before he slips off.
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

Edit Signature

Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Stoic
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Posts: 740
Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

The group enters the city, heading toward the Shipping containers. Much to your surprise the cars and other autonomous vehicles deliberately move out of your way and slow down to allow you to pass. As soon as you are out of their way, they go back to whatever it was they were up to. Chekov takes the lead. As you enter the Shipping container anyone with mystical senses feels uneasy, as if something very bad is about to happen. Chekov winds you through the completely vacant containers, and he begins to sniff at the air. He let's loose a mournful howl, and the big dog boy begins weeping hysterically.
Instructions

Anyone who wants to roll Detect arcana, roll it. On a success you realize that the container is riddled with Haunting Entities. On a raise you will recognize some of them as Legionnaires that you briefly met before you departed to find the missing boy.

What are you doing?
GM Bennies 9/9
Wild Card Bennies ?
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Carlos
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Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-loez observes the reaction of the Dog Boy, and knows the canine's senses, both physical and psychic, are keener than his own. He is not sure what would happen if he tried to detect what the creature is reacting to, as he would have to use his ecological magic. In a place like this, his magic is weak and unreliable.

Instead, he asks Chekov, "What wrong?"
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: It's the end of the world, as we know it...

Post by Xiang »

Psionics 1d8!!: [3] = 3
Wild 1d6!!: [11!!] = 11


Feeling that something is very not right, Xiang enhances his senses and immediately emits a low, involuntary growl. "Madre Dios, they're dead! Their spirts linger and do no look pleased we are here."

He transforms into his hybrid form, his TW shield snapping open. "If they attack us I will ask Kinich Ahau to bless the weapons of those with no magics, but if everyone who was here is now an angry ghost..."
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

Edit Signature

Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

Serival frowns, and gets close enough to speak softly to Sig. "This place is filled with Haunting Entities--what many would call 'ghosts'."
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
User avatar
Carlos
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Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-loez frowns as he digests the information, "Ghosts no person."

What he means is that Haunting Entities are not the people whose memories they copy. They merely think they are. They are, sometimes, able to be convinced to be helpful if the person they emulate would have been friendly to the person doing the persuasion.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Fort Detroit
Afternoon
Round 0

Sig looked down at Xiang and nodded. “You may mentally link with me then,” he told the werecat. “Though I am not sure there is anyone out there to spook,” he admitted.

They entered the shipping containers. They were empty. And then Chekov, the dog boy, began to howl mournfully.

“What’s wrong?” Sig asked, his hands clenching on his plasma ejector.

"Madre de Dios, they're dead! Their spirits linger and do not look pleased we are here," Xiang said. He transformed into a hybrid form and raised his shield. "If they attack us I will ask Kinich Ahau to bless the weapons of those with no magics, but if everyone who was here is now an angry ghost..."

“Who?” Sig asked. “Ghosts? The Legionnaires who were here?”

Serival confirmed it.

“Okay. If their hostile, we should get out,” Sig said. “There is nothing in here. If we can communicate with them, could they tell us what happened?” He started backing toward the doors of the shipping containers, unable to see these entities.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (9)/Ranged: 24 (11)
Bennies: 6/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

Having entered the container with everyone else, Doc waited for his senses to start tingling. When it was thought to be lifeless inside, Doc began searching for something to tinker with, electronics, computers, security, virtual reality.

Electronics

Electronics 1d8!!: [4] = 4 Wild 1d6!!: [4] = 4
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
Edit Signature
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Electronics support Doc 2; no help. Sorry!
Electronics 1d6!!: [2] = 2
Wild 1d6!!: [2] = 2
Fort Detroit
Afternoon
Round 0

Sig followed Doc Olliday as he moved through the containers, trying out some of the electronics to see if they would work or give them more information. Unfortunately, a lot of the equipment he tried didn’t seem to have power.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (9)/Ranged: 24 (11)
Bennies: 6/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

Doc patted the big grackle on his elbow (reaching his shoulder was out of the question).

"All good my friend. Let us see what this metal box contains in secrets."
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
Edit Signature
User avatar
Carlos
Diamond Patron
Diamond Patron
Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-loez is incredibly discomforted by this place. Whether his magic would even work here, he doubts. It is kind of a self-fulfilling prophesy, because hew does not believe it will work, it will not.

He does think that the entities might have some knowledge of what happened, if it can be obtained.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Kindreth
Posts: 60
Joined: Wed Dec 19, 2018 8:10 pm

Re: It's the end of the world, as we know it...

Post by Kindreth »

Kindreth, who has been very quiet since passing into the odd city of the future (enraptured by the odd sights), says I don't know about automated cities, but ghosts are ghosts are ghosts, right? We should get out of here? He says this last like a question, clearly hoping someone in his new group will agree with him.
User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 740
Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

Those who are attuned to the other (anyone with an AB) senses it first. It's a blurry smudge which quickly manifests as the vague shape of a human. A ghost. Once the Ghost is certain you are paying attention to it, it leads you through a serpentine path to a control room. The control room has an intact security camera system, and at the ghosts prompting you figure out the way to manipulate it. It's a grisly scene. One moment the Tomorrow Legionnaires are busy at work, looking to figure out what is happening and the next, a swarm off the drones you saw outside are instantly everywhere. The Legionnaires put up a brave defense, turning some of the drones into a puddle of Grey Goo but nonetheless, there are too0 many of them. The drones meticiously slaughter every living organism in the Containers, absorbing any blood bone or flesh left over. After the ghost makes sure you witness this, there is a flicker and you see a quick burst of 1's and 0's flash across the screen.
Instructions

Make a Hacking roll to decipher the code. If you don't have hacking, you can roll Common Knowledge at a -2. If anyone has Techno-Can, let me know and you can decipher it without a roll.

Feel free to investigate the rest of the containers as well. A notice roll will discover some loot, depending on your successes.
GM Bennies 9/9
Wild Card Bennies ?
User avatar
Kindreth
Posts: 60
Joined: Wed Dec 19, 2018 8:10 pm

Re: It's the end of the world, as we know it...

Post by Kindreth »

Kindreth looks at the screen and says, ”It says ‘kill them all.’ And it was apparently sent by someone or something named ‘Prime.’”

He looks back at the group. ”Does that mean anything to you guys?”
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Hacking 4; success
Hacking 1d6!!: [1] = 1
Wild 1d6!!: [4] = 4
Search the containers 5; success
Notice 1d6!!: [5] = 5
Wild 1d6!!: [1] = 1
Fort Detroit
Afternoon
Round 0

Sig wasn’t sure what was happening. Those with magical senses said there was a ghost, and apparently it was showing them what happened. Sig’s face grew grim as he watched the slaughter on the screen.

“Let’s keep an eye out for more of those drones,” he warned the others.

And then the code started to scroll. Sig’s claws tapped on the keyboards, working to translate the code.

“Let’s search the place, too, for anything useful,” Sig instructed, looking around the containers.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (9)/Ranged: 24 (11)
Bennies: 4/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Carlos
Diamond Patron
Diamond Patron
Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-loez follows the haunting entity with some trepidation, and witnesses the drone attack with great concern and growing anger, though he does not understand the technocan message at all. Fortunately he has someone to translate.
Kindreth wrote: Mon Apr 12, 2021 8:35 pm Kindreth looks at the screen and says, ”It says ‘kill them all.’ And it was apparently sent by someone or something named ‘Prime.’”

He looks back at the group. ”Does that mean anything to you guys?”
Khar-loez responds, "Prime be big chief of metal beasts? We ask Metal Beasts where Prime be and track down? Metal beasts hungry, eat blood and bone."

This is all speculation by Khar-loez, he has never heard of Prime, but he thinks that the way they collected the blood and bones was more than just cleaning up...they they wanted the minerals possibly.
OOC Comments
Kar-loez has no hacking skills, and his illiterate hindrance makes it impossible for him to understand the Techno-can, therefore I am not including a General Knowledge roll. I am not sure his Alertness ability applies here, but if it does add a +2 to the totals below

Notice: 1d8!!: [7] = 7 Wild Notice: 1d6!!: [3] = 3
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Kindreth
Posts: 60
Joined: Wed Dec 19, 2018 8:10 pm

Re: It's the end of the world, as we know it...

Post by Kindreth »

Carlos wrote: Tue Apr 13, 2021 4:32 am
Khar-loez responds, "Prime be big chief of metal beasts? We ask Metal Beasts where Prime be and track down? Metal beasts hungry, eat blood and bone."
Kindreth scratches at his beard. ”Yeah. Yeah, that makes sense, doesn’t it? So the ghost is showing us what happened when the drones went bonkers, when they will go bonkers, in the future. If we stop them now, could we figure out a way to prevent this then? Assuming we can still go back.”
Sig wrote: Mon Apr 12, 2021 11:23 pm “Let’s search the place, too, for anything useful,” Sig instructed, looking around the containers.
”Sounds like a plan, chief.”

Kindreth begins poking around.

Notice 9
Notice 1d8!, Wild 1d6!: [5]+[3] = 8 +4 = 9
User avatar
Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

Notice 8
Notice w/ Alertness and Helm for loot/clues
Notice 1d8!!+2: [6]+2 = 8
Wild Notice 1d6!!+2: [4]+2 = 6
Raise!
Serival nods to Sig. "I'll have Glass reconnoiter adjacent rooms as we go--that should let us cover more ground and not worry about finding usable doors." Matching word to deed, the automaton begins passing through the walls, and Serival uses their link to thoroughly search the chambers beyond. Really, it's no different than going through the command tent of an enemy camp looking for orders and other potential useful items, but with less chance of a rabid Dogboy biting off your face.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Doc Olliday
Posts: 206
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Re: It's the end of the world, as we know it...

Post by Doc Olliday »

Doc attempts to make himself useful by settling in at the control center.

Using a combination of both Electronics and Repair he attempts to restore full power to the security systems, primarily the survellance cameras, and review additional footage.

Electronics (Hacking) 1d8
Machine Maestro +1
OOC Comments
Electronics 1d8!!+1: [5]+1 = 6
Wild 1d6!!+1: [4]+1 = 5
Repair (Search) 1d10
Machine Maestro +1
OOC Comments
Repair 1d10!!+1: [5]+1 = 6
Wild 1d6!!+1: [5]+1 = 6
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Stoic
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Re: It's the end of the world, as we know it...

Post by Stoic »

The group slinks about, aided by Glass's supernatural senses. While there appears to be no remaining organic material left, the previous residents left plenty of gear. While the Group secures the gear, Doc does his thing and after a bit of cyber sleuthing, he is able to isolate a signal which appears to have controlled the drones. He copies it to his Field Computer (there are also 3 Level 2 Field Grade Computer's which you can distribute however you'd like). Shortly after you find your new items and have a few rations, you hear it. A buzz. Suddenly scores of the drones flood the shipping container jungle, desperately trying to rip you into pieces.
Instructions

Each of you immediately gain the Rich Edge.

Shortly after you find your new items. (and eat a few rations to stifle the grumbling in your stomachs) you hear it. It starts as a low hum, but quickly rises into an irritating "buzz" noise, as if a thousand angry hornets are descending upon you at once.

We will handle the drone attack as a Combat Quick Encounter. See page 124 of SWADE for rules regarding Quick Encounters.
You may use Fighting, Shooting, an arcane skill, or Athletics to reflect how your character nimbly gets away.
You can use a different skill, but it will be at a -2 (and must make sense narratively). A Critical failure results in 1d4 wounds, a familiar is a wound, a success is "bumps and bruises" (a level of fatigue) where a raise leaves you unscathed. If you are using an arcane skill, it expends 3d6 power points whereas a shooting weapon expends 2d6 multiplied by the weapons ROF. If anyone has any questions or concerns, let me know.
You can use a different skill, but it will be at a -2 (and must make sense narratively).
GM Bennies 9/9
Wild Card Bennies ?
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

HJ table rolls
For some reason, I can't roll dice in my character thread.
CCW: 1d20: [2] = 2 +1 damage
RCW: 1d20: [11] = 11 TX-26 Particle Beam Pistol
Quick Encounter 13; Raise, 3 successes
Fighting and Shooting (same die) 1d10!!: [13!!] = 13
Wild 1d6!!: [1] = 1
Fort Detroit
Afternoon
Round 0

Sig poked around the gear left behind in the trailers. There was quite a haul here. He picked out a field computer that would come in handy. He also found an impact amplifier that would fit on Winter’s Heart and make the enchanted hammer hit harder. Finally, he picked out a TX-26 particle beam pistol for a new sidearm. Always nice to evaporate the things you hit to make them stay down.

Then Sig paused. “You guys hear that?” he asked the others, scratching at his ear holes. “Buzzing…”

And then the trailers were flooded with the small drones, attacking them.

Sig whipped out Winter’s Heart, swinging the hammer around, smashing drone after drown. His tail grabbed his new particle beam pistol, picking out drones from the swarm and disintegrating them as the big grackle fought his way out of the trailers. His armor and skill protected him against the drone attacks.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (9)/Ranged: 24 (11)
Bennies: 4/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
TX-26 Particle Beam Pistol: 15/15 shots
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons.
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

OOC Comments
Enchanted Items Table Roll #1: 1d20: [12] = 12 : When it’s time to negotiate with strange visitors just arrived through a new Rift,
your character’s Communications Band is a vital asset, see page 85.
Enchanted Item Table Roll #2: 1d20: [13] = 13 : Duplicate, Reroll:
Enchanted Item Table Roll #2 Reroll: 1d20: [20] = 20 : Choice: Your hero is in good shape with a Snare Gun at her side, see page 104.

Spellcasting 1d12!!+1: [8]+1 = 9
Wild Spellcasting 1d6!!+1: [3]+1 = 4
Raise on QC.
Serival comes across some literal loot--a second Communications Band that he can use for trade later on, and some cash--and an actually useful item--a Snare Gun, just the thing for getting subjects for enhanced interrogation. Sadly, not much use against robots and nano-tech, but he's got other options for--

The buzzing sound of the drones interrupts his thoughts, and reflexively he throws up a field of whizzing crystalline shards around both himself and Glass, even giving a bit of shelter for any allies who want to step into the spinning death--it passes over those he wants spared unharmed. The drones are not so spared, torn to pieces as soon as they get too close.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Carlos
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Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-loez may have his mystical senses dulled by the unnatural surroundings, but he still has the physical senses of someone who has lived a life in the wild.

He uses his Spellcasting abilities to defend himself from the swarming robots, extending his ability to conceal his nature to not be noticed as living, so as not to be the target of the robotic onslaught.
OOC Comments
notice 1d8!!+2: [7]+2 = 9 Wild Notice 1d6!!+2: [2]+2 = 4
Spellcasting 1d10!!: [9] = 9 Wild Spellcasting 1d6!!: [8!!] = 8
Power Point Expenditure 3d6: [2, 1, 3] = 6
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Kindreth
Posts: 60
Joined: Wed Dec 19, 2018 8:10 pm

Re: It's the end of the world, as we know it...

Post by Kindreth »

Raise on Shooting
Shooting 1d10!, Wild 1d6!: [9]+[3] = 12 +2 for TM weapon and cool eagle claw pendant = 11
Kindreth dances through the fight firing blast after blast from his pump rifle, distracting and felling drones with precision. "Can I expect everything I do with you people to be a life or death situation?" he calls out as he works.

Rich
2d20: [4, 20] = 24
Upon further consideration, he'd rather have a jetpack. :) Trading in those two rolls for any one item of gear and selecting a re-trapped Triax jetpack.
While fighting, he kicks over a crate containing an oddly shaped little backpack. "What have we here?". The pack sits comfortably on him and begins pulsing with energy as he puts it on, levitating him off the ground a little. "Oh, this is too good!" he exclaims before zipping off to continue the fight.
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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

Doc secures one of the Level 2 Field Grade Computers "Can never have enough electronics."
RICH
Rich Roll One 1d20: [9] = 9 - +1 DAM to Thunder

Rich Roll Two 1d20: [10] = 10 - +1 DAM to Lightning
Finding a pair of custom mods for his sidearms, is a good omen.

He seems only slightly concerned with the buzzing sound and the appearance of the drones.

Grabbing a device off of his belt, he flips the pin and tosses the device into the oncoming swarm.
Techno Wizardry
Techno Wizardry 1d10!!: [2] = 2
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Stoic
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Re: It's the end of the world, as we know it...

Post by Stoic »

Six Months Later

The Detroit Anomaly. That’s what they’re calling it. At least, that’s what they call it when they even mention it all. The only reason you know about it is because you were there. You think. The truth of the matter is, everything about that whole period of time is fuzzy. From what you’ve been able to piece together there was some sort of catastrophic supernatural event that you were pulled into but even that is not quite right. The few times you’ve braved to discuss it with your team mates (even thinking about it makes your flight response want to kick in) resulted in a completely different description of the events that occurred.
You aren’t sure if it’s a reward or a punishment but nonetheless you’ve been resassigned to the Southwest. The Tomorrow Legion is looking to gather more allies and find more people in need of assistance. Your first stop is Ciudad Juarez, a city that many consider to be the gateway to the vampire kingdoms. In spite of this fearsome moniker the city itself is allegedly 100 percent free of vampires.
Instructions

Welcome to Ciudad Juarez! After weeks of hard travel you take a few days to explore the city, rest up and prepare for the next stage of your journey. Please describe what you are doing during your rest. Alternately, you can write an Interlude about what your character has been up to in the last six months. Please feel free to expand on the description about what happened in Detroit, or even how you’ve come to shift your mission from one of protection, to a mission of diplomacy. If you didn’t catch it on Discord, everyone has up to 20k to use for Vampire Killing supplies (any excess is lost). If there are any questions or concerns, please message me on Disc ord.
GM Bennies 9/9
Wild Card Bennies ?
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Ciudad Juarez
Afternoon
Round 0

Unlike the rest of the team -- and most of the city -- Sig wasn’t avoiding the blazing southwestern sun. He loved it! He lounged out on the patio in front of Casa Abuela in a loud tropical shirt and pair of cargo shorts and a wide hat as he sipped on mojitos and margaritas.

Two figures approached the grackletooth’s table. One was a woman in her late twenties with the sun-kissed caramel skin of Hispanic heritage and dark hair and eyes. She wore a white sundress that looked striking on her as it hugged her lovely figure as it moved. She wore some kind of silver pendant between her breasts. Sig figured the monkeys -- humans -- would appreciate her, though she did nothing for his scaly imagination.

The other was a young man, barely twenty, Sig figured. But he was big and broad shouldered with impressive musculature, though in a leaner way than many big men. Also Hispanic, his complexion was a bit darker than the woman’s and his arms were marked by black tattoos. His hands were wrapped in white cloth like a prize fighter, and he wore a white tank top and cut off jeans.

Sig smiled brightly as they approached and stood up to his full height, dwarfing them. “Sister Ashlyn!” Sig said brightly, engulfing the woman in a hug that nearly crushed her. “It’s good ta see you again. And your friend?”

“One of my students,” Ashlyn said, gesturing to the young man. Sig was impressed by the strength of his grip when they shook hands. “Vikon Athir.”

“Thanks for coming down from New Alamo,” Sig said. “Can I buy you both a drink?”

“Can we go inside? It is <i>siesta</i> time,” Ashlyn reminded.

Sig chuckled. “Ah, I do love a culture that prioritizes napping,” the big grackle said with a toothy grin and led them inside Casa Abuela. It was cooler by a few degrees; a window air conditioning unit growled away in the corner, struggling against the Texas heat. But it was out of the sun. They took a seat in a dark corner and Sig looked at them expectantly until he got their drink orders.

“<i>Tres cervezas!</i>” Sig called to the sleepy woman leaning behind the bar. “And a margarita for the lady and water for the boy.”

“<i>Gracias,</i> Sig,” Ashlyn told him. “So you wanted to know the lay of the land south of the Rio Grande?” she asked.

“Yeah,” Sig said. “My team has been assigned down here. So what’s the situation in Pecos and the Texas free country as well?”

Ashlyn nodded. “It has been a while since I was south. We did go deep into the Vampire Kingdoms. Took down a major evil and stopped an invasion. Reid’s Rangers got hit hard, so I don’t know how much help they will be to you. That man is completely loco,” she warned.

“I went down with a group more recently,” Vikon said, sipping his water. “Though we didn’t get far. Didn’t really get across the river,” he admitted. “New Del Rio. We got caught up with some Coalition mages.”

Sig blinked. “Mages? Working for the CS?”

“Si. We were just as surprised,” Vikon said.

“Most cities are holding their own,” Ashlyn told Sig. “No one really wants to work together. But New Alamo is always willing to lend aid to its friends in the Tomorrow Legion.”

“We appreciate that,” Sig said. He got the local reports from the two, and then they slipped into small talk.

“Have you heard from Jude lately?” Ashlyn asked.

“Just that he seems happy shacked up with that redheaded Quebecois of his,” Sig said. “Wonder when he’ll start pumping out little Mavericks.” He chuckled.

Ashlyn blushed. “I am happy for him.”

“Stop by tonight,” Sig invited. “It gets to be a bit of a party down here when the sun goes.”

“That is when the hunter’s hunt,” Vikon reminded.

Sig chuckled. “Fairly certain you two could handle yourselves against any mangy bloodsuckers that manage to actually get into the city. Ashlyn alone has killed more vamps than I can count.”

Ashlyn looked down modestly. “We would be happy to come. <i>Gracias,</i>,” she said as they stood. They said their farewells, and Sig pulled out a huge cigar to enjoy.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (9)/Ranged: 24 (11)
Bennies: 4/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Shotgun: 2/2
Big Bore Shotgun Silvered Slugs: 100
Big Bore Shotgun Slugs: 12
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
TX-26 Particle Beam Pistol: 15/15 shots
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Kindreth
Posts: 60
Joined: Wed Dec 19, 2018 8:10 pm

Re: It's the end of the world, as we know it...

Post by Kindreth »

Kindreth goes bar hopping. He's sure there's a more adventurous way to phrase it... performing reconnaissance, perhaps?

Every night he tries to hit a different watering hole; if Ciudad Juarez is anything like every other place he's ever visited in the south, it will have a bar (makeshift or licensed) on every corner, and a man as generous with his credits as Kindreth is always welcome at all of them.

He practices Spanish with the locals, stumbling through phrases and laughing when the kids teach him swear words when they think their elders aren't listening. In general, he is happy in the city.

Something feels off to him, though. The people are a little too enthusiastic around him, even for someone who buys them beer. It feels forced and not quite natural. It's true that he has seen no vampires in Juarez, but the smartest vampires are clever and rarely operate openly. There must be one or two running around somewhere down here, right?
User avatar
Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: It's the end of the world, as we know it...

Post by Xiang »

Rich rolls
Both on ranged weapon chart. 1d20: [6] = 6 1d20: [14] = 14
The after effects of the Detroit Anomaly we far less troublesome for the young werecat than his friends, things like that happened in the jungles of his home with alarming frequency and his take away was they were all alive and the world wasn't destroyed so they must have done the right thing. After a few months at the castle, where Xiang made a minor nuisance of himself going places a non legionnaire shouldn't be his friends were reassigned south to "gather intel and allies". Wanting to head that way himself Xiang took it as the Legion assigning him a proper honor guard for the trek south.

The new city was dirty, dusty and bright. Not at all to his liking but since they came all this way he stuck around to help them do... whatever silly thing they thought was important here. He split his time between camping the cities outskirts with Khar-Loez and snooping around the town with others to alleviate the boredom of waiting.
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

Whatever happened in Detroit, Serival had been changed by it, somehow. Though he'd always been a skilled practitioner of magic, he'd mainly related to it as a workman does a tool--wielding it when needed, then putting it away when the job was done. But now, it seemed, he could hardly breathe without being aware of the supernatural energies all around him.

Though somewhat distracting, this left him better able to manipulate those energies, as well. During the nights they'd camped on the way to Ciudad Juarez, he'd practiced this newfound knack, and managed to turn Glass' shard-field of crystals into equally deadly slivers of pure silver. He smiled grimly at the prospect of a bloodsucker caught inside that cloud of death.

Prior to their departure, he'd helped outfit the new Forest Runner APC with a water-cannon; a useful bit of equipment, letting them destroy vampires and at least dissuade bandits on the road, without going full murder hobo (Serival didn't really understand the reluctance to just slaughter the bandits, but at least some of his companions seemed to be disinclined to such actions, and it was better to accommodate the scruples of one's teammates when possible).

Once they arrive in Ciudad Juarez, like Kindreth, he quickly becomes something of a night owl, rising a couple of hours before sunset and staying up late. But while Kindreth spends most of his time in the bars, taverns and other dens of iniquity, Serival and Glass take a different approach. He starts out by simply walking around and watching the city's inhabitants, trying to get a feel for the place. This doesn't take long--the city is a few steps shy of totally lawless, with wares that would be contraband in any other place being offered in a semi-open fashion. The large transient population of 'adventurers' (ranging from his fellow Legionnaires and those of a similar moral inclination, all the way down to rabid bandits with delusions of grandeur) only enhances this effect.

It isn't long before he gravitates to the city's East Side, rife with poverty, crime, homelessness and vice--and also home to so many D-Bees that a Devilman doesn't even rate a second look. In addition to the quarters the group sets up, he also rents a fairly cheap room at the Rio Apartments, getting a slight discount by making the rare one-year rental to the landlord. This gives him the ability to watch the streets from above, looking for something fairly specific.

He'd noticed very quickly that the 'police' in the city were mostly little more than a street gang with a dress code and official sanction. In this part of town, the cops largely existed in two modes--small bands who go about, using numbers and better armament to mostly put down trouble and make a show of stamping out petty crime, or non-existent. There was also a report of a vampire attack that resulted in virtually the entirety of the local squad pouring into the area all at once. Serival later heard that the culprit had actually been a member of a gang called the Night Stalkers, apparently a group of human vampire fetishists who used surgical alterations to mimic the undead and terrorize the locals.

Having seen this sort of thing before, he then began talking to the locals, and keeping watch himself, until he found a true rarity--a lone patrolman. He watched the man for several nights as he worked with the populace of beggars and downtrodden (instead of lording his authority over them) and putting in time to actually solving crimes rather than arresting a quick scapegoat. And all without any backup or support from his supposed comrades on the Thin Blue Line.

It wasn't long before Officer Alvarez found himself in a bad situation--a group of Skivers (a notorious group of cyber-jackers) had cornered the man in an alley by having one of their women pretend to be being attacked. Hemmed in on both sides, the unfortunate honest cop would've been just another statistic in this place--except, of course, for the two giant hands that suddenly erupted from the earth, capturing one of the flanking groups in grips of iron. The second group of Skivers paused in shock, but Alvarez didn't even bother to wonder at his good fortune, instead launching himself at them, dropping two of them swiftly, while the third, suddenly bereft of allies, took off like a bat out of Hell.

"You'll want to get your cuffs on the ones I've restrained before they wriggle out of the Titan's Grasp, Officer Alvarez," he called down from above. "I'll be seeing you." And with that, he teleported some distance away, making sure to maintain the spell long enough for the officer to ensure his custody of the miscreants. A good start, but I'm sure he'll require some additional proofs before I can fully count him as an ally. A place like this needs a few honest cops, and he will need support of the sort we can provide....
OOC Comments
Networking
Persuasion 1d6+3: [2]+3 = 5
Wild Persuasion 1d6+3: [4]+3 = 7
Free Reroll:
Reroll Persuasion 1d6!!+3: [10!!]+3 = 13
Reroll Wild Persuasion 1d6!!+3: [2]+3 = 5
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 740
Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

OOC Comments

@Snake Eyes and @Carlos please feel free to post. You are members of this SET that were told to meet up with the rest of the group in the city. You have all of the time ight authorization codes, the other characters knew in advance and are expecting you. Your commanding officer is a Grackle Tooth named Sig. If anyone is looking to buy anything, this is a great place to do it. This city is a +1 in networking checks due to its size. There is a very good reason for that though as the city is the last safe place between where you were heading from. And the Vampire Kingdoms.
GM Bennies 9/9
Wild Card Bennies ?
User avatar
Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: It's the end of the world, as we know it...

Post by Xiang »

With the Simvans return to his people Xiang was left pretty bored, despite being technically an offshoot of humans he'd felt more intune with the monster rider. He was begining to feel kind of surly and restless, well more so, when he notes Serival being uncharacteristically sneaky at night. And while there was no scent of foreign magic effecting the mage, the werecats curiosity was peaked.

So he tracked Serivals actions both out of boredom and just to be safe and was relived to find him tracking some human vampire lovers and a cop. On His return to were the team is bivouacked @Serival Drumm finds Xiang waiting for him. Looking up from the carcass of a large bird he was gnawing on while he waited, he eyes the wizard.

"You know I could probably be of help in your hunts and it's no like I'm doing anything else. I don't even have to hurt anyone if you insist on playing nice with fools who would feed their own to the undead. Huh, and these people think my kind are savages." To emphasize he lifts his head and tilts it as if listening to the sounds of night time activities in the near lawless border town, shrugs, and pulls another hunk of meat from the bird.
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Carlos
Diamond Patron
Diamond Patron
Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Carlos wonders sometimes if the Dragonhide armor is worth the trouble. It is tough, very much so, but it makes a bad impression on any dragon he meets, which makes getting the Dragon Blood he needs from them without killing them a bit more difficult. Still, he is here to fight Vampires, and for that it is the best armor he has. It does not hurt that it was upgraded with a special exoskeleton on the legs that makes him even faster than your average Juicer.

The Vambraces are his best weapon for the job, getting them silvered was a huge expense, all the pay he got for a job some time back in fact, and they can be a pain to get fixed. He always prefers close combat, it is where he shines. So they are his weapon of choice. though the TK Submachinegun and the TW Longsword are each pretty useful when the occasion calls for using them.

Still, between the difficulty of getting Dragon Blood and the maintaining of his gear, Carlos is constantly broke. That is why he is constantly looking for work. He always takes the dangerous jobs. Why not? After all, he will be dying anyway...he knew that before he became a Juicer. If you know you are going to die, you might as well LIVE.

So, here he is in Ciudad Juarez, looking for a Grackle Tooth named Sig and the 24th CAT. It should not be too hard, even in a town this size there are not that many of the type of D-Bee.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Rio Vaughan
Posts: 14
Joined: Tue Jul 27, 2021 9:38 pm

Re: It's the end of the world, as we know it...

Post by Rio Vaughan »

He passes the walls of the city. No matter how many times he enters Ciudad Juarez, his skin crawls. Still, his familiarity with the territory is of use to the Tomorrow Legion for a mutual end, and they've requested his services. Why they chose him to courier this datafile is beyond him. He remarks to no one in particular: "I don't think they understand who I travel with. At least it's in a case."
He moves through the city, the signs of urban life crowd in around him. Behind him flows a miniature river on which floats a plastic case. "It was up here on the right...right?"
He walks into the hotel where the Tomorrow Legion's new Community Outreach Team has been booked. It doesn't look like much, but to Rio, nothing with four walls and a roof ever does. He announces to no one in particular (again): "My friend and I are looking for an individual named @Sig. I am assigned to your team as a local liaison and..." He chuckles a little bit before continuing. "...hydration coordinator." He gestures down to the massive puddle on the floor. The pool coalesces and rises into the shape of a humanoid. The water elemental now standing there offers the cased file to him. "This is Splash, and he was good enough to carry this thing here. I hope it's waterproof." Rio hands the case to the grackle. "My name is Rio Vaughan. I will be helping you while you're in the area. Great to meet you. I'm not required to stay inside the city, am I?"
Rio G. Vaughan
Rio G. Vaughan, Warlock
Pace: 6; Parry: 5
Toughness: 13 (5)
Armor: Huntsman Medium
Pertinent Edges: Blaster, Brave, Danger Sense, Elan, Rapid Recharge
Current Status Post
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

When @Xiang approaches him, Serival chuckles. "Gotta figure out who needs to be hurt, first. And we can't spook the locals, so just taking out all the gangers is probably not the way to go--they'd probably just figure we were a nastier gang looking to take over. So we need to get the lay of the land, first. I wanna see what happens to those Skivers now, though--it'll tell me how big a threat Alvarez is to the more corrupt folks in this town. If they throw the book at the scum, then his fellow officers probably just don't give a crap about Alvarez, and just expect him to die in the line of duty sooner or later. If they let them go, then that means the local boys in blue actually set it up, either to put the frighteners on Alvarez, or take him out altogether. And if the Skivers have a fatal 'accident' in custody? Then Alvarez's honest police work is making people further up the food chain nervous, and they're making sure to cover their tracks."


******************

The Devilman standing next to the crystalline golem raises a brow as they get introduced to Splash by @Rio Vaughan. Once Sig takes care of the formalities, he answers the final question in the intro. "No. Some of our number prefer bivouacking, so we've got a vehicle set up just outside of town. Sleeping quarters if you want them, or you can just camp next to it. We do have rooms here, too." He doesn't mention his own private apartment in the slums, right now. "Serival, here, and this is Glass--Automaton, not alive."
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Stoic
Bronze Patron
Bronze Patron
Posts: 740
Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

@Carlos arrives almost exactly at the same time that @Rio Vaughan does.
Sig's Datafile

The letter begins and ends with a specific unbreakable encryption key that is set up for communications between the Tomorrow Legion and Sig.

Sig,

I hope this letter finds you well. We have recently received a few reports of suspicious activities occurring in Ciudad Juarez. We don't have many contacts in the area, so our hope is that you and the rest of your SET can use your investigative abilities to find out exactly what it is that is going on. Additionally we would like to establish a presence in the area. Please use your discretion to both root out whatever this suspicious trouble might be, and establish diplomatic ties.

Sincerely,

A.D.


The letter also provides access codes to exchange for cred sticks at a nearby bank (which is a novelty to some of you, and completely baffling to others still). It provides back pay and extra credits to help bribe your way through town if needed in the amount of 100,000 credits each.


Ciudad Juarez
(copy pasted from page 133 of Blood & Banes)

Signs welcome visitors to the bustling trade city of Ciudad Juarez, while others celebrate the city’s freedom from vampires Tight streets packed with people and vehicles make travel through the city difficult. People of all types walk by, but they keep their heads down and stay to themselves Street vendors call out to pedestrians, while pickpockets and thieves intently follow marks. It seems everyone carries a weapon. Ciudad Juarez caters to every type Stores line the streets and offer just about anything Bars are raucous even during the daytime, spilling loud music out into the street anytime a door opens Red light businesses dot the area The lights of gambling halls blink and shine brightly day and night Well-equipped guards stand casually at the doors of body shops, warehouses, and other workshops. Everywhere, the police patrol—on foot, on hovercycles and motorbikes, some even on horseback. In the sky, a few patrolmen in power armor sweep the city
Instructions

There are four avenues of investigation:

1. The Police

2. City Officials

3. Area Criminals

4. Locals

These are best done in the order presented, but if you would like to try a different order, that's fine as well. Please determine who is leading (probaby @Serival Drumm ) and who is supporting and how they are supporting. If you want to gear up with your new found credits ahead of time, that is fine but please make the appropriate networking roll with the modifiers (Ciudad Juarez is a +1, remember) and then simply pay the amount if you are successful.

Another important question is who is staying at the Bio Vac camp outside of town? I'm assuming @Xiang and @Rio Vaughan for sure, but please let me know if anyone else will be accompanying them. As always feel free to PM me on dischord if there are any questions or concerns.
GM Bennies 9/9
Wild Card Bennies ?
User avatar
Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: It's the end of the world, as we know it...

Post by Xiang »

Serival Drumm wrote: Wed Jul 28, 2021 6:37 pm When @Xiang approaches him, Serival chuckles. "Gotta figure out who needs to be hurt, first. And we can't spook the locals, so just taking out all the gangers is probably not the way to go--they'd probably just figure we were a nastier gang looking to take over. So we need to get the lay of the land, first. I wanna see what happens to those Skivers now, though--it'll tell me how big a threat Alvarez is to the more corrupt folks in this town. If they throw the book at the scum, then his fellow officers probably just don't give a crap about Alvarez, and just expect him to die in the line of duty sooner or later. If they let them go, then that means the local boys in blue actually set it up, either to put the frighteners on Alvarez, or take him out altogether. And if the Skivers have a fatal 'accident' in custody? Then Alvarez's honest police work is making people further up the food chain nervous, and they're making sure to cover their tracks."
As he tries to follow the complicated web of social possibilities Xiang is baffled at the complexity that "civilization" brings. Things are much more simple at home, need to know if a stranger is a threat, read their mind. "Would it help if I read some of their minds? So far that has no lead me anywhere but I confess my targets were somewhat random." Thinking about the several street fights he had started when someone felt their mind being read but couldn't tell by whom he adds "Also it was no well received and Sig asked me to stop, but if it's with purpose it is no longer "randomly annoying people"."
@Stoic
Yeah, Xiang would be hanging outside town a lot and at the hotel some. In town so far he's only been in cat form and not talking around strangers.
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

Edit Signature

Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Ciudad Juarez/Casa Abuela
Afternoon
Round 0

Casa Abuela was near one of the gates of Ciudad Juarez, so it wasn’t hard to find Sig. He was the only one outside on the patio of the inn enjoying the hundred plus heat. He wore a very loud tropical shirt and cargo shorts, a broad brimmed hat pulled low over his eyes, and a thick cigar in his mouth as he puffed away, sipping on a margarita as he read through a letter just received from Castle Refuge. The big grackle looked up when two figures stepped into his light and introduced themselves as new recruits from the Legion.

“Welcome to the team, then,” Sig greeted them, pushing up his hat. “Get yerself a room if ya want, otherwise we do have a small camp set up outside of town, just off the near gate here. Let’s move this inside where the rest o’ ya will be more comfortable.”

Sig pulled his bulk out of the straining lounge chair and stubbed out his cigar before putting it into the pocket of his tropical shirt. He gathered up his drink and moved inside as he commed for the rest of the team. They found a table near the noisy, struggling air conditioner.

“Looks like we got our orders finally,” he told the others. “The Legion wants us to establish diplomatic ties with Ciudad Juarez. And they’ve been hearing rumors of somethin’ goin’ on down here. Suspicious activities, they said. They want us to check it out, see what we come up with.” He shrugged. “Kinda vague, but it’s what we have to work with. I suggest we talk with the coppers and the local city officials, make our presence known. Let’s connect with the local criminal element, too, find out what their ears say. An’ talk to some locals, too. Let ‘em all know we’re here to help. Volunteers?” He looked around the team.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (9)/Ranged: 24 (11)
Bennies: 5/4
Deflector screen: 10/10 PP; deflection and protection
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Shotgun: 2/2
Big Bore Shotgun Silvered Slugs: 100
Big Bore Shotgun Slugs: 12
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 x 2 reloads (48)
TX-26 Particle Beam Pistol: 15/15 shots
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Carlos
Diamond Patron
Diamond Patron
Posts: 228
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Carlos gets directions and heads to the right area, where he finds a Grackle-tooth dressed much like a human on a tropical vacation and introduces himself, "I am Carlos Vega, and as you can see from my accouterments, I am a what they call a Dragon Juicer...that is much easier to say than the technical name." It is pretty obvious, the drug harness, the overdeveloped muscles, the dragonhide armor, the TW weaponry. Not many others would have that particular combination of gear.

He listens to the suggestions and says, "I have a few of the officials I might know from past endeavors, I could see if they might be willing to talk to me."

Mostly from back before I became what I am now, he thinks. While diplomacy is something he is a bit rusty at, it is worth a try.
Last edited by Carlos on Thu Jul 29, 2021 6:23 pm, edited 1 time in total.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
User avatar
Rio Vaughan
Posts: 14
Joined: Tue Jul 27, 2021 9:38 pm

Re: It's the end of the world, as we know it...

Post by Rio Vaughan »

Rio nods at @Serival Drumm. "Pleasure, both of you. Glass looks...not fragile. Good to have in a fight. Yeah, it'll be outside for us. Thanks!"
Rio smiled at the grackle. "I can't be accused of having much contact with the criminals here, but I'm in and out of the city enough that a few of the locals know me. Probably as 'weird guy with the puddle' or something." He glances back at his watery companion who makes a bubbling noise. "No. I'm the weird one. You're the puddle." He turns back to @Sig. "Sorry. Yeah, I can see what the locals might know. Might be tricky with our best lead being 'suspicious activities' but you never know til ya try."
Rio G. Vaughan
Rio G. Vaughan, Warlock
Pace: 6; Parry: 5
Toughness: 13 (5)
Armor: Huntsman Medium
Pertinent Edges: Blaster, Brave, Danger Sense, Elan, Rapid Recharge
Current Status Post
User avatar
Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

Serival nods as Sig lays out his plans. "As it happens, I've already begun attempting to make a connection with one of the local constabulary. I can accelerate these efforts. If nothing else, he can confirm some of my initial impressions about both the police and the gangs here. I can introduce Doc to him; he seems like the sort to need medical aid on a regular basis."

Sure enough, when Doc, Serival, Xiang and Khar-Loez (whether the latter two had chosen to come along on this detail because they were interested in the police, or just wanted to avoid the possibility of snobbish politicians was something Serival couldn't hazard a guess about) catch up with Officer Alvarez, he's once again managed to get himself into trouble--this time, he's inserted himself between two groups of gang-wannabes, both seeking to claim some turf. Amazingly, one of the two groups seems to be listening to his appeal for peace--but the others are clearly amped up on some street drug or another, and are itching for a fight.

"Remember, my friends, men like Officer Alvarez sincerely believe in trying to avoid unnecessary bloodshed, if they can. Let's try to make a good impression, shall we?" With that, he pulls out a handful of colored sand from a pocket, holds it out and blows. Several of the gang-bangers find themselves suddenly inclined to take a nap.
+2 to Doc's Networking roll
Supporting Doc Olliday with Spellcasting
Support Doc Olliday Spellcasting 1d12!!-1: [11]-1 = 10
Wild Spellcasting 1d6!!-1: [10!!]-1 = 9
Raise! +2 to Doc's Networking roll.
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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