The Hunt for PETN

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Stoic
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The Hunt for PETN

Post by Stoic »

Someone has to have a line on the PETN. a K/Engineering or Streetwise roll will help you figure out who that is.
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The Hunt for PETN

Post by Sig »

Kingsdale/Warehouse
Morning
Round 0

Sig went out and hit the town to try and search out the PETN explosive that had been used in the bomb and in the cleaning droid booby trap. He figured a good place to start might be wherever there was construction going on in Kingsdale. He’d seen an old building marked for demolition when out and about before, so he headed that way. Maybe they were missing PETN, or he could get the name of their supplier or anyone else that might be using it.
Loadout
Main Weapon (hand): Thunderer Combat Hammer
2 reloads
Long arm (back): Pulse Plasma Ejector
2 reloads
Sidearm (hip): 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)
Shopping list
Hand scanner
Stun grenades
Smoke grenades
EMP grenades

K. Engineering 6
K. Engineering [dice:319prrvw]43098:0[/dice:319prrvw]
Wild [dice:319prrvw]43098:1[/dice:319prrvw]
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
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Joined: Fri May 25, 2018 8:58 am

Re: The Hunt for PETN

Post by Stoic »

Sig remembers on the way into the city, he saw a group of construction workers a quarter mile out of town blasting something. He and whoever accompanies him head that way and sees a crew of 20 or so men and various D-Bee's working on what looks to be the foundation for a building. After introducing yourselves, you discover that they recently cleared an old dilapidated structure which they are repurposing for the foundation for a guard outpost. You confirm that they are indeed using PETN for this. After some polite inquiries (and a hundred credits or so discretely handed over) you find out that there was a recent theft, about a month ago at their base of operations, a small quarry a half a dozen miles outside of town.. They copy the video footage to you and once you view it you see a tall lanky man wearing coveralls, work boots and a pair of goggles slid up onto his head essentially walk in and out without anyone ever acknowledging him. One of the crew even steps out of his way. The crew promises to buy you all a round of drinks if you can catch "The sons of bitches that stole from them".
OOC Comments
You can head out to the quarry to look for more clues, find another method to try to pursue the thief, head back to the base to share your information, or whatever you wish.
GM Bennies 9/9
Wild Card Bennies ?
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The Hunt for PETN

Post by Sig »

Kingsdale/Quarry
Morning
Round 0

“Interesting,” Sig mused as he watched the video footage. He copied it and sent it on to the warehouse computers. Maybe someone there could run facial recognition on the guy. “And he just waltzes in like he owns the place. Thank you so much, gentlebeings. Drinks on me after your shift,” he said, turning over the little incentive he had promised.

Sig headed for the quarry. As he went, he radioed to the others, “When someone gets a chance, I posted a video file to the warehouse server. Can someone run facial rec on the guy in the video? Ta, brahs.”

At the quarry, Sig found the main office and introduced himself and his business. He showed the screen cap of the man stealing the PETN. “We’re investigating the theft of the explosives,” he said. “You are in no way implicated. I am sure things were secured safely. Do any of you remember seeing this man? Recognize him?” he asked them. It had been a month, so Sig wasn’t sure there was much he could find.
Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Sidearm (hip): 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)


Shopping list
Hand scanner
Stun grenades
Smoke grenades
EMP grenades
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
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Posts: 741
Joined: Fri May 25, 2018 8:58 am

Re: The Hunt for PETN

Post by Stoic »

The workers patiently look at Sig's photo but none of them recognize the figure in them. Sig even talks with the man who, in the video stepped out of the thieves way, and he doesn't recall the event at all. It looks as if Sig's trip will bear no fruit until he sees something that strikes him as odd. As he looks at the shed the material was stolen from one last time, he notices a camera that has a perfect view of the shed doors. He asks the supervisor and sure enough, he has a recording which has a perfect shot of the intruders face. He gladly copies for Sig, explaining that they've been so busy to finish a recent project that they completely forgot about that camera.
OOC Comments
Matthew, a Notice check please
GM Bennies 9/9
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User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The Hunt for PETN

Post by Sig »

Kingsdale/Quarry
Morning
Round 0

“Thank ya for this, brah,” Sig told the supervisor as he studied the footage of the intruder’s face. It was odd that no one seemed to recognize him or even remember seeing him, especially the man who had deliberately stepped around him. Sig’s tail itched. It seemed like some kind of magic or mind whammy. “I’ll have my folk look at this, see if we can’t find who this is. We’ll let ya know.”

Sig handed the supervisor a card with his number on it. “If any more explosives go missing, will ya let me know, brah?” he asked.
Notice 4
Notice [dice:3gwxnceo]44299:0[/dice:3gwxnceo]
Wild [dice:3gwxnceo]44299:1[/dice:3gwxnceo]
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
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Joined: Fri May 25, 2018 8:58 am

Re: The Hunt for PETN

Post by Stoic »

Sig notices one of the workers seems to have taken a particular interest in him. When Sig is about to leave the man, a tall burly man with shortly cropped blonde hair and bloodshot eyes, pulls Sig aside. He clearly seems to be nervous, but says his piece regardless. "Uh I didn't want to say this in front of the crew and my boss but... I think I might have led the guy here, the thief. I was over in Kingsdale a while ago, before this happened at this place called 'The Laughing Skeleton'. You heard of it? It's a Juicer bar, all sorts of tough guys and just bad people in general. They have this bartender though, Julie? Yeah, she's worth going there for, trust me. Anyhow, This guy I had only seen a couple of times, just came up to me and started buying me drinks. I got suspicious because you know there's a lot of bad rumors around that place, but this guy didn't seem to have any ulterior motives far as I could tell. He asked me about my job... I was wearing my work shirt, and the discussion led to me telling him about how I use PETN to blast stuff. I don't know if it was the drinks or what, but this guy was very persuasive. I told him way more than I wanted to...

Sig pulls up a picture and the man nods, defeated.

"Yeah, damn it, that's him alright, that's the son of a bitch. He goes by the name of Max. Like I said he's a regular there, you might be able to ask around or something. Please though, don't tell my boss ok? I really need this job..."

OOC Comments
Feel free to ask any questions you have. After that, give me a survival roll for the trip back (and also, how you are travelling).
GM Bennies 9/9
Wild Card Bennies ?
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The Hunt for PETN

Post by Sig »

Survival 5
+2 compass
Survival [dice:11w9onks]44513:0[/dice:11w9onks]
Wild [dice:11w9onks]44513:1[/dice:11w9onks]
Kingsdale/Quarry
Morning
Round 0

Sig put a heavy hand on the man’s shoulders and nodded. “It is good you told me this,” he said. “I now have a name and where to look for this man. Thank you, brah. And you did nothing really wrong. You did not help him steal the explosives. I see no need to tell your boss.” He gave the man a big, sharp-toothed grackle grin and patted him on the back.

After getting directions to The Laughing Skeleton, Sig left the quarry and headed back into town. He used the uplink to the Kingsdale wifi to order a car, squeezing his bulky, armored grackle body into the back, giving the driver directions to The Laughing Skeleton.
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
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Bronze Patron
Posts: 741
Joined: Fri May 25, 2018 8:58 am

Re: The Hunt for PETN

Post by Stoic »

An hour or so later Sig's car arrives. It's a compact, so it's a bit of an effort to squeeze his grackle sized form into it. The metal groans as the car takes on the extra weight and the driver winces. The cars heads off to Kingsdale, with Sig feeling every bump (and there are many) the road contains. As they are driving through a stretch of forest, a large tree blocks the path and Sig notices a hovercycle that looks as if it had hit the tree, bits of debris everywhere. The drive mutters a few curse words and then sighs. "Ahhh man, I can't wait any longer. I need to uh, make a call to nature..." The man gets out of the car, grabbing a copy of Hovercyle Weekly. He heads into a thick patch of trees to avoid being seen by Sig. After what seems to be a long time, a single sharp scream his heard from the general direction the driver went, and then silence. Sig's knowledge of how to survive tells him he should not leave the vehicle.
GM Bennies 9/9
Wild Card Bennies ?
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The Hunt for PETN

Post by Sig »

Kingsdale/Quarry
Morning
Round 0

Sig frowned at the sight of the tree across the road. “Wonderful,” he muttered when the driver ran off to do his business in the woods. Not much he could do about that. He tapped his claws on his knee as he waited and was just about to decide to get out and see what he could do about that tree when he heard the scream.

“Bloody balls,” Sig exclaimed. He knew he should stay in the car, but the driver needed help. And, frankly, he was also a sitting duck in here.

Sig wedged himself out of the car and secured his helmet and gauntlets. He hefted his Thunderer and stalked toward the woods in the direction the driver had gone, scanning for trouble, sliding the shield on his armor into position.
Notice 4
Notice [dice:3n0x2dwv]44822:0[/dice:3n0x2dwv]
Wild [dice:3n0x2dwv]44822:1[/dice:3n0x2dwv]
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: 741
Joined: Fri May 25, 2018 8:58 am

Re: The Hunt for PETN

Post by Stoic »

The woods are still. As Sig breaks through the tree line he hears a creaking noise. Looking up he sees the driver of the car hanging upside down, a rope tied around his waist and thrown over a thick tree branch. There is a terrible blow to his head and blood drips from it in a steady rhythm, splashing a downed tree beneath him with a big crack in the wood. More bodies hang from different branches of the same tree in various stages of decomposition. A dark mass squirms in the cracked part of the downed tree. A wasp with scarlet markings buzzes by, landing on the squirming mass.
OOC Comments
Just let me know what you'd like to do
GM Bennies 9/9
Wild Card Bennies ?
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The Hunt for PETN

Post by Sig »

Notice #
Notice [dice:2doyimcb]44990:0[/dice:2doyimcb]
Wild [dice:2doyimcb]44990:1[/dice:2doyimcb]
Healing #
Healing [dice:2doyimcb]44990:2[/dice:2doyimcb]
Wild [dice:2doyimcb]44990:3[/dice:2doyimcb]
Kingsdale/Quarry
Morning
Round 0

“Damn, brah,” Sig muttered as he looked up at the bleeding driver and all the decomposing bodies. Had he just stumbled on some kind of serial killer? He noticed the dark mass squirming in the crack of the downed tree where the blood was dripping.

Sig lifted his Thunderer and arm shield as he edged closer. He moved slowly to the side toward where the rope was tied off, keeping an eye open for danger, trying to see if the driver was still alive or not. He wanted to get the man down if he could.
OOC Comments
If the man looks to be still live, Sig will try and get him down gently and carefully and provide medical treatment. If he appears to be dead, he will simply cut him down quickly and carry him back to the car. How high up is the man? Sig might be able to use his Titan Belt to grow to Size 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
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Posts: 741
Joined: Fri May 25, 2018 8:58 am

Re: The Hunt for PETN

Post by Stoic »

The driver seems to be moving slightly, but Sig can tell that he is most certainly mortally wounded. His outstretched hands are above 15 feet above the ground. As Sig contemplates using his belt, another one of the wasps he saw earlier blows by him, buzzing centimeters from his cheek. A shadow suddenly engulfs Sig as he hears a deep buzzing voice chuckle. The voice sounds like static with a wildly alternating pitch."You will be a tasty morsel for the hatchlings.' It says, and Sig turns to find a creature standing about 6 feet away from him. It's 12 feet tall with a face crammed full of teeth. A pair of antlers that are heavily scrapped up stick out of its head and it has four glowing red eyes and spikes all over its body. Incredibly, two tentacles come out of its mouth each one full of razor sharp teeth, snapping in anticipation. He hears another higher pitched chuckling coming from behind him, around where the split tree is.

OOC Comments
First, a fear check. Don't forget that Sig has a +2 for this. Second, a common knowledge roll to let Sig know that this is a Thornhead Demon. They are immune to fire, and also able to be negotiated with. Thirdly, declare what you want to do. If it's combat, we will do inits. And finally, take a Benny for acting out your Heroic hindrance even when it would be wiser to have done otherwise.
GM Bennies 9/9
Wild Card Bennies ?
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The Hunt for PETN

Post by Sig »

Fear 3; crit fail. Son of a...
+2 Brave
Spirit [dice:suklm0a1]45349:0[/dice:suklm0a1]
Wild [dice:suklm0a1]45349:1[/dice:suklm0a1]
Fear table 1; Adrenaline Surge: The hero’s “fight” response takes over. He adds +2 to all Trait and damage rolls on his next action.
[dice:suklm0a1]45349:2[/dice:suklm0a1]
Common Knowledge 11
Smarts [dice:suklm0a1]45349:3[/dice:suklm0a1]
Ace [dice:suklm0a1]45349:5[/dice:suklm0a1]
Wild [dice:suklm0a1]45349:4[/dice:suklm0a1]
Titan Belt 7
Free action, +2 Adrenaline surge
K. Electronics [dice:suklm0a1]45349:6[/dice:suklm0a1]
Wild [dice:suklm0a1]45349:7[/dice:suklm0a1]
Thunderer 9; Damage 21
Main Hand, +2 Adrenaline Surge
Fighting [dice:suklm0a1]45349:8[/dice:suklm0a1]
Wild [dice:suklm0a1]45349:9[/dice:suklm0a1]
Damage [dice:suklm0a1]45349:10[/dice:suklm0a1] + [dice:suklm0a1]45349:11[/dice:suklm0a1] + [dice:suklm0a1]45349:12[/dice:suklm0a1]
If Raise [dice:suklm0a1]45349:13[/dice:suklm0a1]
Ion Pistol 9 Raise; Damage 19
Tail, +2 Ion, +1 Semi-Auto, +2 Armor, +2 Adrenaline Surge
Shooting [dice:suklm0a1]45349:14[/dice:suklm0a1]
Wild [dice:suklm0a1]45349:15[/dice:suklm0a1]
Damage [dice:suklm0a1]45349:16[/dice:suklm0a1]
If Raise [dice:suklm0a1]45349:17[/dice:suklm0a1]
Ace [dice:suklm0a1]45349:18[/dice:suklm0a1]
Kingsdale/Quarry
Morning
Round 0

Sig spun around at the voice, his eyes widening inside of his helmet. “Holy Beetlejuice!” he exclaimed, his adrenaline racing, heart thumping. In the back of his lizard brain something told him this didn’t have to be a fight, but he was already swinging his Thunderer and growing larger even as he registered the second thornhead demon behind him and aimed his ion pistol.

The Thunderer collapsed in the rib cage of the first thornhead as Sig swung like Merrill Hess. The blast from the ion pistol in the grackle’s tail caught the second thornhead square in the face, removing its head.

Sig stopped as he watched the bodies of the demons fall, catching his breath. “Damn, brah! Don’t sneak up on a grackle like that!”
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: 741
Joined: Fri May 25, 2018 8:58 am

Re: The Hunt for PETN

Post by Stoic »

After easily dispatching the mated pair of Thornhead Demons, who were only trying to feed their eggs, Sig has a couple of things he may want to do. The driver. The drive is on deaths door. Unless Sig can heal him (-4 to healing check) he will die in the next few minutes. The eggs. Sig probably wants to destroy the eggs. No way of gauging the mortaility of the clutch, but they are a few dozen of these that don’t look to be too far from hatching. Of course, they are immune to fire. No need to roll, just describe how Sig gets rid of them assuming of course he wants to do that. Can you sell these eggs? Probably. Last and definitely not least, is the loot. These thornheads have racked up a good number of kills judging by the bodies and remains of bodies hanging from trees and just scattered about in general. These bodies once had loot, which is now yours.

The Loot:
The NG-LG6 Laser Rifle
Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
TK Revolver
Portable Rocket Launcher
2x Vibroswords
2x Vinroknives
5 Plasma grenades
44,000 total credits spread over 6 cred sticks

After this, you can get in the driver's car (not the most comfortable thing for the Grackletooth, but it can be done) or radio in a backup ride and head back to Kingsdale.
GM Bennies 9/9
Wild Card Bennies ?
User avatar
Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: The Hunt for PETN

Post by Sig »

Healing #
-4 difficulty; Trauma kit offsets 2 points of penalties; +1 trauma kit; +1 first aid kit
Healing [dice:2fv8esle]45651:0[/dice:2fv8esle]
Wild [dice:2fv8esle]45651:1[/dice:2fv8esle]
Kingsdale/Quarry
Morning
Round 0

Sig looked around the site. He had some things to do. First, he needed to see if he could save the driver. Carefully he lowered the hanging man from the tree and laid him out in the grass, pulling out his first aid and trauma kits, laying them out for easy access. He managed to stabilize the man. He wasn’t going to die, but he was going to need a hospital.

Then Sig set about a grimmer task. He had to destroy these demon eggs. Gripping his hammer in hand and ion pistol in tail, Sig waded into the nest, swinging and blasting the eggs into oblivion.

Finally Sig set about stripping the dead bodies, piling the salvageable gear aside and digging a pit for them. He buried them with as much dignity as he could.

Sig sorted the gear. That laser rifle and grenade launcher would be useful, especially for things immune to fire, like thornhead demons.The plasma grenades were also useful. He had a rocket launcher, but a spare never hurt. Maybe someone on the team could use the TK Revolver. The vibro-swords and vibro-knives might be useful if his hammer was too loud. And credsticks were always useful.

Picking up the driver, Sig carried him back to the car and laid him out in the back seat. Then he squeezed in behind the wheel. Scrunched up and uncomfortable, he drove back into the city. Once through the gates, he headed for the hospital and dropped the man off. He used a hose behind the hospital to clean himself up and then caught the bus across town to the Laughing Skull, getting several looks from nervous residents of Kingsdale. He gave them a big, toothy grackle smile to reassure them. It didn’t seem to help.
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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