2019 Q2 Interlude

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Stoic
Bronze Patron
Bronze Patron
Posts: 741
Joined: Fri May 25, 2018 8:58 am

2019 Q2 Interlude

Post by Stoic »

Describe a time you previously had to use clues to solve a mystery. Upon completion take a benny and immediately apply 1 xp.
GM Bennies 9/9
Wild Card Bennies ?
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: 2019 Q2 Interlude

Post by Sig »

Castle Refuge
Evening
Round 0

Sig walked into the Tomorrow Legion barracks and tossed down his hammer and shed his armor. He grabbed a quick shower and picked up the wire brush he used to polish his scales as he wandered into the common room. He had recently gotten a large bowl of delicious, full, red, ripe strawberries and put them in the barrack refrigerator for after his long, hot practice. He had clearly put a big sign with his name on it in the bowl so no one would touch them. His mouth practically watered as he opened the refrigerator.

The bowl was gone. The card with his name sat there forlornly. Sig blinked in surprise and disappointment. And then anger and hunger. Damn it!

Sig picked up the card. On the back, someone had written Thanks, Big Guy! You’re the Best! Sig growled. He studied the handwriting. Was it familiar? He held it up to his nose, taking a sniff. There was some scent there. Cologne? Perfume? It was familiar. Someone in the barracks, obviously.

Sig walked into the bunk area, slowly striding down the line, snout up, sniffing. He stopped at one bunk and sniffed further. Yes, this was it.

“Maverick,” Sig growled. Now just which of the many females he was stringing along was he with? He sniffed again. What was that smoky, woodfire smell?

Sig strode out of the barracks and to the other wing where the women bunked. How was he going to go about this? Knock and politely ask if he could have a sniff around? Well, that worked about as well as he expected, and he found himself with a stinging face slap and standing alone staring at a slammed door.

Dejected, resigned to never having his strawberries, Sig walked off, head low. Something crinkled under his foot. He paused and lifted it, looking at what he had stepped on. Some kind of foil wrapper. He picked it up. It was torn open, but looked to at one time have held something ring shaped. Sig glanced at the door he had stopped in front of, one of the officer’s private bunks, though there was no name plaque indicating it was being used.

Sig pressed his ear to the door and heard a giggle. Ah-ha! Sig tried the knob. It was locked. He stepped back and slammed his foot into the door near the lock, popping the latch and sending the door crashing open.

“Give me my strawberries, Maverick!” Sig bellowed, stalking inside. He pulled up short.

Jude lay sprawled out on the bed, hands and feet tied up with red ropes. His body was covered in whipped cream and hot fudge, a strawberry between his lips that he was sharing with an equally naked red haired human female. Wasn’t she that girl he brought in from Whykin? Both stared at him wide eyed.

“Brah! My eyes!” Sig cried out, holding up a hand. “Oh, gads! Naked humans! How disgusting!” He stomped over to snatch up his bowl of strawberries from the bedside table. “Gads, there is no way I am unseeing this,” he growled as he stalked off. Could he even enjoy these delicious, juicy, sweet berries again?

Okay, yes he could.
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: 2019 Q2 Interlude

Post by Doc Olliday »

MercTown, 20 years ago.

A young bartender back then, Doc was just a freak that couldn't be on the streets. Bartending was his day job, something of means to pass the time.He lived with a group of juicer wanna-bes, who used his bar as aplace to pick up work. They hired out as muscle and Doc patched them up at night when they were done with what ever hireout they did.

Sometimes the repair and stitch work lasted all night and the boys were layed up for days. Other times he was just working on muscles, bumps, scrapes, and bruises Doc kept a busy schedule. Personal interests always found their way in.

Juicer wanna-bes had meet certain physical criteria in order to get Juiced, so there were regular physical work outs. Doc observed the work outs and documented progress. As the on call medical emergency person he was fascinated by clean living and keeping "the Boys" clear of any stims and such things. Each "Boy" had a complete record that Doc kept secured and well documented. Big fascination for Doc, was the actual juice that cycled through the Juicer systems.



Once Doc had been asked by "the Boys" to be their getaway driver in a cross-town exchange. "The Boys" were running back up for some Juicers who were tangling with the Greenskins over a shipment. Details on the shipment were vague. It had fallen off of something somewhere and was here now and needed to be relocated for big credits.

"The Boys" cut in the action would be enough for a couple of the more senior members to actually get their systems installed. Doc also handled their finaces. The job was simple enough, just needing to hold off the Greenskins long enough to load up and make the delivery. The Jicers were doing the loading and "the Boys" were providing suppressive fire with loaned weapons or cheap copies of more deadly weapons. Intimidation was key.

From where Doc was he was only able to hear the exchanges of weapon fire. He saw the truck with the shipment leave the compound. "The Boys" had yet to return. Doce decided to back the rent-a-van upto the nearest wall. Climbing out with the van still running, he snuck around the wall to view the shoot out as the exchange could easily be heard.

The warehouse yard was empty. No one was there. No Greenskins or "Boys". Sitting in the middle of the yard was something similar to a pop-up turret, a four-way to be exact. The turret had no visible weapons. The sound of gun fire and lasers could easily be heard coming from the turret. The gun fight last for maybe 15 seconds more and then the yard was silent.

Doc decided to check things out. Silently he snuck up to the turret and inspected it. Large fish eye lenses covered each of the four points where a turret gun would have been. Laying on the ground on the opposite side of where he was was a discarded tarp. Inspecting the tarp, Doc saw a cord attached to one side of the tarp with a cotter pin dangling from the other end.

Doc assumed that the device had been covered. He wanted to call it a turret but the term seemed to lack the description and definition for what he was looking at. He began searching the device for a cotter pin sized hole or release. What he found was a switch-lever combination. One end of it sat at the end of a track. The second half was on the opposite side of the device. Maybe some sort of functional timer.

Ontop of the device were two speakers, imbeded and colored to look like the rest of the device. Camera Lenses. Speakers. Timer. And nothing but footprints in the sand.

Doc pulled out his personal computer and holovid projector. a flip of the switch and his projector was now a camera for his computer. Doc begin laying out grids in the yard and snap shotting the foot prints, scuffs, and scrapes. Every detail noted with measurements and such. Interesting, their were no shell casings or discarded e-clips. The foot prints on the outside of the yard, never seemed to make it to the center of the yard. The only foot prints in the center of the yard went towards the Juicer's truck with a pallet jack.

Those footprints from center, focused on loading the truck and then got in and left in the Juicer's wheeels. Seems whoever left also took the crate and the pallet jack.

Doc noticed that several of the footprints headed towards center but just stoppped abruptly. Well not stopped abruptly, but seems those individuals whose footprints were there, the individual just disappeared mid-stride. No Juicers. No "Boys". No Greenskins. Baffled and confused, Doc decided to fiddle with the device. The only thing to be fiddled with was the timer slide.

As Doc movd the slide back to where he believed was the start, images began appearing in the courtyard. Blurry at first, the pictures began gaining some substance, then the images focusedand people began appearing where the inmages had been. The Juicers. "The Boys". Even the Greenskins materialized. Every re-materialized combatant lost stride and fell to the ground.

Dusting themselves off, they stood. Confused, their weapons hung by their sides. Then they all seemed to focus at once on the device and noticed the white skinned D'Norr sitting on top of it.

Having cotten the device timmer-trigger back in its starting position, Doc slid the cotter pin back in and bent it so it would not wiggle loose. Too Many Questions. Not Enough Answers.

There was much in the way of explanations in the months to come. Doc surmised that he had either encountered his first Techno-Wizard device or maybe it was aWeird Science izmo. Needless to say the item remained covered with a tarp in his room.
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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