2018 Q4 Interlude

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2018 Q4 Interlude

Post by Stoic » Thu Nov 01, 2018 7:29 pm

Interlude: Call of Duty: Black Ops

The 24th wants YOU!

As we all (hopefully) know by now, the 24th is an elite group trusted by the Tomorrow Legion to discretely help the city of Kingsdale deal with the looming thread of Coalition expansion. Sure you mostly come off as diplomats, but each of you is here for a reason damn it. Describe why you were chosen to be a part of the group. After you give us a convincing reason that you were hand selected to be a part of this delicate diplomatic mission (and why you are secretly a black ops bad ass) take an XP. And then you can decide whether you want to take a benny, or make a roll on the Black Ops Heroes Journey table, immediately applying the results to your sheet. You, of course, may not use EP to bump this roll.
GM Bennies 9/9
Wild Card Bennies ?

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Doc Olliday
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Re: 2018 Q4 Interlude

Post by Doc Olliday » Thu Nov 01, 2018 9:23 pm

When you(or anyone) is looking for information on a location you ask three types of people: a) a local resident, b) someone with criminal underworld connections, c) a resident entreprenuer, in this case Doc.

Doc's reputation founded the business and his nuetrality (on most things) has allowed him access to numerous locations and people that were otherwise would be unaccessible.

When Helga formed the 24th, she already knew that Doc was working in Kingsdale. She bet everything on the fact that she could get Doc to assist in protecting Kingsdale, but guarenteed it by paying his retainer fee. Certain that Doc will keep the 24th healed and out of many bar fights, her only concern remains whether there will be a higher paying customer than the Legion.

Black Ops
+ 1 XP
[*] Black Ops Table Roll 1d20 = 6: 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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Re: 2018 Q4 Interlude

Post by Ulithrax » Thu Nov 01, 2018 10:22 pm

Black Ops
1d20 = 10: 10
The principles of the acquisition of power never change. The times will. The culture does. The dimension can even change. But principles are principles because they are immutable. Ulithrax, in his day, was a master manipulator, in part because he knew who could be manipulated, and in part because he knew how. Information, you see, is the key. While having informants, spies, and listeners in all corners is a distinct advantage, there is no substitute for finding the truth yourself. Since his reawakening, he has paid very close attention to Arvalis' negotiations and behaviors. Ulithrax's eye for detail has translated well into the business of document fabrication, particularly official documents. Deeds, identification, vehicle ownership documentation, you name it, Ulithrax has created or modified it. Ulithrax is a lieutenant in the Coalition States military, thanks to some creative document splices.
He has used this to cement the correct friendships, make the right contacts, and insert himself into the appropriate dealings. Hence why Helga believes him to be a valuable contributor in stabilizing the region.
Current Status Post
Bennies: 3
Wounds / Fatigue: 0 / 0
PPE: 16 / 20 (bound summon)
Parry: 6
Toughness: 11 (4)
Active Effects: Speak Language (American)
Edges: Wizard, HJ PPE conservation
Weapon in hand: Wand of Domination
Weapon in offhand: none
Adventure Card:
Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Sig
Current Status Post
Bennies: 2
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 12 (5)
Edges: Quick, Elan
Weapon in hand: Wilk's 237

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Re: 2018 Q4 Interlude

Post by Lance » Thu Nov 01, 2018 10:42 pm

1d20 = 4: 4 Your character’s innate understanding of computers makes him one of the most valuable people in the world. He gains Knowledge (Computers) d8, as well as +2 when dealing with electronic security.

Gee. An unwitting agent of ARCHIE 3 has the ability to interact with computers....

Heh. So he now has a d8 Computers with a +2, or +6 if he connects directly, against security systems.
Maj. Albert Deschne watched the recording a third time. He could still barely believe what he was seeing. "Sgt. Ossana, come over here, please." Ossana, glass of whiskey in hand, walked over and looked over the Major's shoulder at the screen. It showed security footage from a barracks corridor.

"Oh, yeah, it's that Dog-boy with the Arthurian fetish. What about him?" The dogboy seemed to be having trouble with the door to his quarters.

"Well, I know you tagged him for an Outreach Team. Thing is, without getting into details, the 24th is going to be having some extra bits on their assignment. So I'm running tests on some of our potential recruits to see if they have what it takes."

Ossana chuckled. "So you do the old 'faulty door lock' routine? Nice. So how long does Sir Dogbreath take to crack the--" She stopped, taking a moment to puff on her cigar. "You gotta be kidding me."

Duschene tapped the corner of the screen, where the timestamp was quite clear. "5.2 seconds from the moment he connects to the lock to figure out what's wrong. That's a record for anyone we've recruited who wasn't a street rat or a black ops specialist--and he would've beat most of those, too. But "

"Bloody hell, man. But the weird thing..."

"You saw it, too? That expression? He didn't seem to be aware that he was cracking a 16-digit encryption code. He just treated it like an ordinary maintenance job. He's either a master bluffer, or... hell, I don't know what else. I'm sticking him on the 24th--that kind of skill might be useful, for sure. But we have GOT to keep an eye on him, too. Figure out what's going on here."

Ossana chuckled. "And now you know why I never tried to get higher than Sergeant, Major. That headache is all yours." She finished off the drink, then went back to her own workstation, reading a report stamped, "Communications Interruption: Lazlo line."
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d10, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 18 (8) or Ranged 22 (12)
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill), Imp. Counterattack
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics (12/14 Strain):
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes, Drill
Bennies: 3/3
  • Q2/19 Adventure Cards:
    Cutting In Line Draw 3 initiative cards and keep the highest.
    Inspiration Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
“Steed” (Heavy Warhorse with Cybernetics)
[list] Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
[*]Fighting d8; Notice d6
[*]Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
[*]Size +3
[*]Kick: Strength +2d6 MD [/list]

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Re: 2018 Q4 Interlude

Post by Danny » Sat Nov 03, 2018 9:20 am

Stargazer and Lord Coake looked out her balcony into the cool mindnigbt air. The walls and battlements of Cadtle refuge were pale this full moon night. A nearby table was littered with the dossiers of dozens of prospective members for the 24th.

Serena shakes her head, ” I can’t believe we are even discussing this.”

Lord Coake the vaunted cyberknight of legend nods grimly, ” Indeed, but we must. The mission to Kingsdale is rather important to our survival. It would do us well to explore all avenues of personal recommendation.”

Serena holds up a grackle mag fairly furious, ” The gall of Captain Lumpkiss to recommend this grackletooth is... Is beyond me. A playboy?”

The worn knight shifts uncomfortably looking at the cover of the magazine, ” Daniel T. Striker maybe the grackle we need on this team. His alter ego Danny was a clever commando in the war of Tolkien. His skills in the wilderness are unmatched, and his ability to improvise is unparalleled.”

Serena unfolds the center fold for effect and spits, ” But this? I cannot see if this is needed or will even end well.”

Even Coke blushes and turns away. He sighs looking out in the midnight air feeling the high wind against his face, ” There is no telling if that tawdry personality will come in handy. However, if the reports from Kingsdale are to believed there is a growing movement of... Of a counter culture that may resonate with what he does. We should follow Pender Lumpkiss’ recommendation.”

Black ops 1d20 = 2: 2 When all else fails, your hero knows how to take any available resources and jury-rig her way into or out of situations. She has the McGyver Edge, and she gains a die type in Repair.
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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Tsuchiya Rika
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Re: 2018 Q4 Interlude

Post by Tsuchiya Rika » Sun Nov 04, 2018 9:09 pm

HJ Black Ops
1d20 = 13: 13: Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.
Rika fondly remembers her assignment to Kingsdale. The commanding officers of the Tomorrow Legion respected her abilities. Her encounter with Lucious Numonis gained the Legion a powerful ally and additional knowledge of extraplanar machinations. It helped prove to the Legion she was as capable as she suggested. Her specialization into supernatural entities would be a boon to any team.

She crafted the newcomer an excellent pair of handwraps, demonstrating another one of her useful skills: the crafting of magically enchanted gear. She was self sufficient, had a rational head on her shoulders, and demonstrated ability in many different areas of expertise. She was even competent in combat!

That she was trained to assimilate foreign cultures and operate independently sealed the deal. The only question was whether or not she was mentally capable of leading another team, but only time would tell. They assigned her to the 24th whose leadership was open ended. It was up to them to decide a leader, and if that became Rika then the Legion could only benefit from one of its operatives stepping up.
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 11/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
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Re: 2018 Q4 Interlude

Post by Sig » Tue Nov 06, 2018 4:58 am

Black Ops HJ roll
1d20 = 12: 12
Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.
“Him?” Helga asked, eying the big grackletooth named Sig. The D-Bee lounged beside the pool, his feet kicked up, a fruity, colorful drink in his hand with a paper umbrella in it, and wearing a loud tropical shirt, a green visor pulled down over his shades as he sipped and enjoyed his drink.

“Yes, him,” the big Klingon Kahless Nestor said.



“I’m putting together a black ops team. I need silent and deadly.”

“Sig is definitely deadly. I have seen him fight. And you would be surprised at how silently he can move, even in heavy armor and carrying weapons.”

Helga shook her head. “Heavy armor. Bristling with weapons. How is this subtle?”

Kahless smiled. “You do not always need subtle. Sig is a professional close combat specialist. He is expert with ranged weapons and stealth, as well as an expert wheelman. He is a competent second story being and knows a bit about locks. He is even affable and charismatic. But most importantly, the grackle is a rock. He is damn near impregnable. Magic seems to slip off him like water. There will be no one better at protecting your people than Sig. When an op goes wrong, Sig is the one that is going to get everyone out alive.”

Helga considered that for a long moment as she viewed footage of the grackletooth’s combat prowess.
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.

  • 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


Shopping list
Stun grenades
Smoke grenades
EMP grenades
Vehicle mods
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher

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