Part 1: The Trip

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Stoic
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Bronze Patron
Posts: 468
Joined: Fri May 25, 2018 8:58 am

Part 1: The Trip

Post by Stoic » Sat Sep 07, 2019 10:17 am

The door opens a crack and a tiny pale woman flies in, on gossamer wings. Her hair is a golden blond and she is wearing a practical white gown. When she speaks her voice sounds like scores of bells ringing together, in harmony.

"Hello, ladees and gentlemen!"

She flutters over toward the conference table, hovering next to the seat at the head of the table.

"It is my pleasure to introduce your commanding officer, Mr. Wyrd!"

A tall lean figure walks in. It appears to be a man, dressed all in black. His face is a pitch black void with a couple of light green spheres for eyes. When it speaks it does so in your mind, a voice that sounds like static. "Hello. Thank you for coming. As you may know, we are currently assembling a new Arcane Anomaly Team. Our previous team dispatched to the ruins of Old Detroit has gone missing. We need to to find them and either replace them, or additionally operate in the area. If you can not locate the missing team, you are to send a message back to use for a replacement. This is a dangerous mission. Your base pay will be doubled. If any of you want to opt out, now is the time. An advance of six months salary at the doubled combat rate has been applied to your cred sticks. If you need any gear, get it fast. You will be leaving tomorrow at 5:00 a.m. sharp. Meet me at loading bay 13. A vehicle will be provided."

He leaves without another word, the Silver Belle following.
OOC Comments
Final chance to get any gear that you would like. The unit you have been attached too is a very much hands off, send the best people and assume they will know how to get things done, type of unit. They will regularly forward your credits to you through a regular resupply run, which happens twice a year. In fact, this year you are part of the resupply convoy. You will be stopping at a few other places along the way, but you still should get there in a couple of weeks time. Your group is provided with a TW Zone Ranger, you can fill up the mod slots with weapons of your choosing. Please post your final configuration into the forum once you decide what you want. When that is done/you have chosen your gear, we will move ahead.
GM Bennies 9/9
Wild Card Bennies ?

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Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Sat Sep 07, 2019 12:44 pm

When they're picking up gear, Serival snags a holo-communicator. "I suggest everyone grab one of these, if you can. If there's one last survivor who needs to break radio silence, we don't want that person to have to search the body of a teammate to get a message out. And we can send images and maps, as well, always useful." He speaks of the entire team getting wiped out with an almost blithe casualness. He also gets the normal shortswords on his armor replaced with silver-plated versions. "Useful for both vampires and some types of demon...."

The remainder of the advance he keeps, in case they need bribe money.
OOC Comments
10K for the Holo-Communicator
2K for the Silver Shortswords
+48K to Credstick
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: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sat Sep 07, 2019 3:13 pm

Danny muttered not impressed and fairly insulted by @Serival Drumm’s causal TPK, ”No one gets left behind. We are going to get the job done.” He emphasized are as if he had many experiences where he had to leave someone behind. His tail swung slightly behind him and he growled reflexively flexing, ”all that dying stops now.”

He sighed and relaxed slightly regretting his bad case of PTSD. ”Sorry Serival, I am sure you did not mean to be causal about folks dying. I have just seen too much of it to regard it with such blitheness.” Still though he sifted through the holo communicators to see if there was an extra large grackle one. He also made a list for a multi optic helmet capable of seeing into the arcane spectrum. He had the basic equations worked out but needed someone to put it into practice. He was already waiting on his armor, new rifle and pistol, plus a back up banishing gun, what was one more odd thing.
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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Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Sat Sep 07, 2019 8:40 pm

Alison sits near the back of the room, taking it all in. A dead team? Is this why they called me, maybe?

Nothing the briefers say really seems to require a response from her, so she keeps her own counsel until it’s over and they gear up.

It’s like meeting the other kids on the first day of school, she thinks.

To @Serival Drumm, she smiles and shakes her head a little. ”Sorry. Not enough left for one of those. If the rest of you do all die, I can pick one up easily enough,” she says, similarly unflustered by the macabre conversation.

She shoulders her new rifle and adjusts her subgun where it hangs along her side. She’s unaccustomed to carrying so many armaments, but she supposes the field is no place to be without something that can appropriately go “boom” when needed.

Just then, a humanoid horror wrapped in what appear to be linen bandages and a rather basic suit of body armor rounds the corner and heads towards them. ”Oh! I forgot to mention. Everyone, this is Clarence. Clarence, this is everyone. Clarence will be making the trip with us. Say hello, Clarence.” The mummy gives a somewhat stiff wave by way of greeting, and it is easy to see the grip of a sword sticking out from a scabbard across his back.

Alison gives Clarence an affectionate pat on the chest and says to the rest of the group, ”So, where’s this vehicle?”

When @Danny mentions treating death with blitheness, she is at a visible loss as to what to say, and so tries to just smile as friendlily as she can while keeping moving. Everything she does, of course, is accompanied by a feeling of not-quite-rightness, the human equivalent of a word at the tip of your tongue that you can’t quite get to come out.

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Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Sat Sep 07, 2019 9:34 pm

Serival nods to Danny. "Oh, I understand completely. If it helps, please note that I'm picturing a scenario where everyone else is dead, and the last person has no chance to get out to finish the mission, and just intends to make one last report. In order to reach such a scenario, by definition, we would be refusing to leave one of our own behind, no matter the cost."

He nods to Allison, then, and tilts his head at Clarence. "Interesting. I suppose I should bring everyone up to speed on what I bring to the team. Just a moment." A shimmering portal appears next to him, and a crystalline humanoid, almost as tall as Danny, steps out and stands next to Serival, the portal instantly closing behind it. "This is Glass, my automaton. Most of my offensive capabilities on the battlefield will come from Glass, though I also have several magics to deal with lone guards discretely."
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
Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Sun Sep 08, 2019 5:31 am

Serival Drumm wrote:
Sat Sep 07, 2019 9:34 pm
He nods to Allison, then, and tilts his head at Clarence. "Interesting. I suppose I should bring everyone up to speed on what I bring to the team. Just a moment." A shimmering portal appears next to him, and a crystalline humanoid, almost as tall as Danny, steps out and stands next to Serival, the portal instantly closing behind it. "This is Glass, my automaton. Most of my offensive capabilities on the battlefield will come from Glass, though I also have several magics to deal with lone guards discretely."
Alison’s eyes widen. She can’t help herself, as she leans in to inspect Glass. ”An automaton! I love these! But, I haven’t seen one this far west of Dweomer before.” She keeps from “squeeing”, but only just.

So cool!
Curious
I swapped out her Heroic Hindrance with Curious.

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Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sun Sep 08, 2019 7:58 am

Danny looked at @Serival Drumm amd then at his automaton, then did a double take on @Alison and Clarence. So this is what Stargazer meant by babysiter.
Danny got a job as a babysitter, perform 9
Danny was in Kingsdale’s premier lounge. A seedy dive complete with red carpet, and toothy owner named Slick. Hot lights and sweat stained purple oversized couches littered the establishment. His last mission had seen friends leave and shit that was not suppose to happen happen in the town of Serenity. A plot to disrupt Kingsdale, Necromancers, dead juicers, a demon god on the rise... That kind of thing. He glanced down at his gear... He had left most of it buried under Serenity when Doc had folks come out and pave it over like it was never there. He slugged his drink back and looked down at a silver chain inches away from his clawed hand. The chain had a small plate inscribed with the name Derrick: The smitten clerk at the arcane store where all this started. Danny muttered, barely looking up at the Elven women finished her acrobatic stage set with energy, “Damn kid was brining me chocolates... I shot him in the head...”

The toothy, sweaty owner, a stick of a man wearing a leather jacket and a loud bright orange flowered shirt slapped Danny on the back, ” What was that Danny? Your on!”

The crowd jeered as the elvish woman’s energetic set came to its climax, and then the announcer boomed, ”Thank you, Thank you Galaderial! Now we have a special treat for you tonight. From the war torn monstrosities of Tolkeen, the cover Grackle on Tawdry and Tooth’s famed September issue... The one and only Daniel T. Striker!” A few jeers from crowd and Danny took the stage wearing nothing but his custom speedo and wooden flute in hand. His muscle frame was well oiled shinning in the spot light. He put wood to mouth and played.

After the set he was back stage having just showered and finished getting dressed. A small harumph caught his notice. A soft voice, ” Danny?” She looked vaguely fae like, lithe and airy. Danny recognized her as Serena Stargazer from the tomorrow legion.

He grumbled putting away the silver chain that was the only thing left of the sweet kid he had killed out in the barn of Serenity. ”Serena? What brings you to a place like this.” Danny tried to smile, but damn if his mood just soured further, so it came out as a frown.

Serena pushed back her hood and placed a hand on his. I killed Derrick with that claw. Her voice was still soft as if she knew the pain he was in, ”I felt you might be performing tonight... I came to see you. I need you to come back and babysit the new 24th...”

Danny nodded thoughtfully. He was too much of a hero to ignore her plea for help, but was he ready to give up the limelight?

He grumbled standing up, ” Fine, but I’ll need a new rifle and armor plus some other stuff. I left what I had in Serenity. Just promise me No shifters, wizards, concourers, necromancers, and automation riders.”

As they left the dive bar Serena chuckled, ”We have the gear being made as we speak. Your... Your dimensions were readily available. But as for the personnel on the new team. The team is going to be an arcane anomaly team. You heard me say babysiter right?”

For fucks sake... Its a bunch of wizards isn’t it.

Perform 1d6 = 6: 6 ace 1d6 = 3: 3wild 1d6 = 4: 4
He shook his head and welcomed the two other team members, ”Glass. Clarence. Good to have you.” He stuck a claw out to shake @Alison’s hand. ”The name is Danny.” He raised an eye not missing how off she was, ”Are you alright?” A silver chain dropped from his pocket clattering silently on the ground. A small plate on the chain read Derrick.
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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Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Sun Sep 08, 2019 12:36 pm

Alison bends down and swipes up the fallen chain, holding it out to @Danny. "Looks like you dropped this..."

She cuts off as she senses something about the chain, a presence about it, her necromantic senses tingling, so to speak. This bauble apparently belonged to a deceased, and some portion of its spirit lingered still.

Softly, so as to not upset anyone, she says to Danny, "I can help you speak to whoever that belonged to, if you'd like. Were they dear to you? Sometimes, it can help people get closure on things."

User avatar
Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sun Sep 08, 2019 12:55 pm

Danny looked hard at @Alison taking the chain back. Past the first test, eh. He gently growled out his thanks, ”Ah thanks...” His eyes darted to the chain putting it back in his pocket, ” I don’t... I don’t even know why I keep it. Some kid from Kingsdale followed me around on our last mission. Saved the word but lost the kid.” I shot the kid accidentally. Couldn’t touch the gracklepack after that. Time to start over, fresh. ”You know the kind of deal.”

At the offer of closure Danny’s eye seemed to tear up, but a young man came by the door. He had spectacles, firey red hair and couldn’t be more than 19. He was lugging around a cart loaded with gear. ” Uh Hi I am Taylor Thomas. Got some eh, supplies and gear for one Daniel T. Striker... eheh.” The kid chuckled at the name and Danny excused him pself briefly from Alision thankful perhaps for the interuption.

” Hey Taylor Thomas, its Danny, just Danny... I don’t use my stage name in these parts.” He looked side to side wondering if any of his new team mates knew his secret... Tawdry and Tails... Never again.

The kid looked up brushing his red hair off his glasses. He smiled wide, ” Yeah right, Danny. You know Sig man? I heard that guy saved the world from some kind of necromancer wet dream... Any way got a disintegrator here, some arcane protection armor, a compound bow, The Banisher... Crap on the stick, a nice rifle there. A vibro blade, super pistol with frag and plasma grenades. A field kit, with translator and and holo communicator.” The red head grinned at Danny, ”Wow, man you going to war? Well I wish all this stuff was for Sig, but whatcha gonna do? I love that grackle. Well just return the cart to room 24D. Enjoy.”. Danny looked down at the gear and got it sorted out. Umong the thing was a box of seven pacifiers. Danny smiled wide laughing when he opened it.

About as happy as a kid in a Christmas store Danny handed @Alison a long flint lock rifle with arcane sigils carved into the copper barrel. He looked at @Serival Drumm and her asking, ”You guys ever seen a banisher at work? I did some theory work on how to send demons and elementals back to their own plane. End of the war was a mess. Demons, undead, elementals running rampant. I found one of those legion enchanters and gave her my papers on the subject. Made something called The Banisher.” The rifle was a good three feet to long for a human but would seem to do well in a grackle’s claw. He paused thinking about Alison’s offer. Maybe someday I’ll be able to tell Derrick sorry, just not today.
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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Niyol Dreamwalker
Posts: 22
Joined: Tue Aug 20, 2019 7:13 am

Re: Part 1: The Trip

Post by Niyol Dreamwalker » Sun Sep 08, 2019 10:05 pm

OOC Comments
Assuming my Detect Arcana from RP could still be active in relationship to knowing what Alison is below.

-10k to acquire a Holo-Communicator Device
-10k to activate the Environmental Protection Power in one of my armor’s two remaining power slots.
-10k to activate the Smite power in my armor’s final power slot.
-10k to acquire the supplies needed to craft a set of magical arcane crafting tools (+2 to Occult - 10k)
  • This item will take 1d4 days to complete once creation has begun
-20k to acquire the supplies needed to craft a magical bone fetish serving as a medium for ancestral spirits to inhabit. They share the secrets of the occult with the bearer (+2 die types to Occult).
  • This item will take 3d6 days to complete once creation has begun
Networking if necsesary
Persuasion: 1d6+2 = 4: 2 (+2 in NA, -1 if Bad Reputation applies)
Wild: 1d6+2 = 5: 3
Niyol waves at @Alison after the briefing and says, "Hello, spirit-soother. One of your kind is usually tainted, their soul shrouded by the shackles of anguish and pain they place upon the dead to keep them subservient. It is a pleasant surprise to see that the spirits walk with you willingly."

The shaman watches Alison and @Serival Drumm introduce their companions, then he smiles and walks to the window. Niyol opens the window, puts his finger and thumb in his mouth, and lets out a high pitched whistle. Its shrill, but sounds strange. Its as if you hear it with your ears but also in your mind.

"I suppose if we're making introductions, I have one to make too," Niyol says.

Several moments pass, then a shadow falls through the window. A moment later a large land ray floats down in front of the window. It lets out a mental coo when it approaches Niyol and he pats it through the window. The Simvan is obviously affectionate towards the ray, although it seems unusual that he is completely silent while petting it. He doesn't make any of the types of noises you would expect one to make towards a favored animal companion.

With a smile, Niyol introduces the land ray, "This is Rides-the-Wind. He has been my constant companion since I wasn't much more than a youth. I'll take my leave now. I would like to find an artisan to activate the magical circuitry in my armor and a vendor for one of those devices Serival has suggested for us to acquire. I will be prepared to depart at the appropriate time."

Without another word, Niyol squeezes through the window and rides off astride Rides-the-Wind.
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
Adventure Cards
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Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Sun Sep 08, 2019 10:21 pm

He nods to Allison. "Dweomer is the dominant Automaton force on the continent, of course, but I believe some models are also employed in Lazlo and Stormspire, and of course some of the base models have been acquired by Dunscon. I, myself, was assigned to the Automaton forces in Tolkeen before it fell."

He then looks over Danny's Banisher, examining it with glowing eyes to better comprehend its function. "Very clever, and quite useful, I would imagine. Glad to see you come prepared."

He then tilts his head at Rides-the-Wind. "Definitely a larger group than I am accustomed to; I shall have to adapt my own strategies to remain effective."
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
Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Mon Sep 09, 2019 7:00 am

Danny wrote:
Sun Sep 08, 2019 12:55 pm
Danny looked hard at Alison taking the chain back. Past the first test, eh. He gently growled out his thanks, ”Ah thanks...” His eyes darted to the chain putting it back in his pocket, ” I don’t... I don’t even know why I keep it. Some kid from Kingsdale followed me around on our last mission. Saved the word but lost the kid.” I shot the kid accidentally. Couldn’t touch the gracklepack after that. Time to start over, fresh. ”You know the kind of deal.”
"I can respect that, Danny. Should you change your mind, I'll be here. It's a little known thing, but the dead often seek closure, too, though they usually have more patience than the living."
Danny wrote:
Sun Sep 08, 2019 12:55 pm
About as happy as a kid in a Christmas store Danny handed @Alison a long flint lock rifle with arcane sigils carved into the copper barrel. He looked at @Serival Drumm and her asking, ”You guys ever seen a banisher at work? I did some theory work on how to send demons and elementals back to their own plane. End of the war was a mess. Demons, undead, elementals running rampant. I found one of those legion enchanters and gave her my papers on the subject. Made something called The Banisher.” The rifle was a good three feet to long for a human but would seem to do well in a grackle’s claw. He paused thinking about Alison’s offer. Maybe someday I’ll be able to tell Derrick sorry, just not today.
Serival Drumm wrote:
Sun Sep 08, 2019 10:21 pm
He nods to Allison. "Dweomer is the dominant Automaton force on the continent, of course, but I believe some models are also employed in Lazlo and Stormspire, and of course some of the base models have been acquired by Dunscon. I, myself, was assigned to the Automaton forces in Tolkeen before it fell."
Two survivors of Tolkeen, then. That war... Alison shudders in spite of herself. Every necromancer, every ethical necromancer, saw Tolkeen as a low point for their profession. The horrors that the mages defending that city had committed were pratcially unspeakable, which is saying something in her line of work.

Out loud, she is succinct. "Tolkeen was horrible. I was not there, but the stories I have heard... Even the dead fear Tolkeen, now."
Niyol Dreamwalker wrote:
Sun Sep 08, 2019 10:05 pm

Niyol waves at @Alison after the briefing and says, "Hello, spirit-soother. One of your kind is usually tainted, their soul shrouded by the shackles of anguish and pain they place upon the dead to keep them subservient. It is a pleasant surprise to see that the spirits walk with you willingly."
Alison gives Niyol a small smile. This, this is the type of reaction I wish we received more often. "Thank you, Niyol. We are trying to change how people view death magic, and many, many spirits on the other side are eager to help out their living brethren. They have been where we are, after all, and we have not yet been to where they are. There is quite a lot of wisdom to be had from the dead, if people would take time to ask."

User avatar
Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Tue Sep 10, 2019 6:18 am

He shrugs a bit. "Some might say, Tolkeen was the perfect war. There were no true innocents there, only two sides committing escalating war crimes. Even the civilians were guilty of supporting one side or the other, generally, which required turning a blind eye to their own side's atrocities."
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: 111
Joined: Mon May 28, 2018 5:41 am

Re: Part 1: The Trip

Post by Sig » Wed Sep 11, 2019 12:04 am

Castle Refuge/Briefing room
Morning
Round 0

Sig straightened up in alarm when the mummy walked into the room. He pulled out his ion pistol and aimed it at the undead creature. “What the hell is that thing?” he demanded. Their last mission in Kingsdale had them fighting a horde of zombies, so he wasn’t all that keen on more undead.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
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
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: -2 to all ranged attacks against him unless surprised.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 48/48 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
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Bennies: 5/4
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.
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
Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Wed Sep 11, 2019 3:46 am

Sig wrote:
Wed Sep 11, 2019 12:04 am
Castle Refuge/Briefing room
Morning
Round 0

Sig straightened up in alarm when the mummy walked into the room. He pulled out his ion pistol and aimed it at the undead creature. “What the hell is that thing?” he demanded. Their last mission in Kingsdale had them fighting a horde of zombies, so he wasn’t all that keen on more undead.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
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
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: -2 to all ranged attacks against him unless surprised.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 48/48 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
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Bennies: 5/4
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.
Alison has seen this reaction too many times from too many people to be much surprised by it; it’s part of the reason she does what she does, after all. Changing hearts and minds.

”As I said, this is Clarence. He’s a volunteer, just like you, and he’s on our side. You can put that away. You couldn’t hurt him with it anyway.”

User avatar
Steel
Diamond Patron
Diamond Patron
Posts: 38
Joined: Tue Oct 31, 2017 2:37 pm

Re: Part 1: The Trip

Post by Steel » Wed Sep 11, 2019 11:14 am

Steel looks at Serival's holo-communicator and pulls up a map on his internal computer. In response to his mental commands a map appears and text flows across his vision.

>>Calculating distance from Castle Refuge to ruins of old Detroit....
>>Based on best available data the distance to old Detroit is estimated to be 1,150km......
>>Estimation has a variance of at least +/- 50 km due to fact that all survey data of the region is severely out of date....


Steel dismisses the text from his vision and point at Serival's holo-communicator, "Those things have an impressive range but Detroit is more than 1,100 klics from here. Even that thing isn't going to be able to punch a message all the way back here."

Computer, how far from old Detroit to Northern Gun territory?

>>Calculating....
>>Distance to Ishempeg capital is approximately 550 km from Detroit.....
>>Warning! Survey data is even less reliable in this case....

Steel studied the map for a moment before dismissing it entirely. "Hmmm, it might just be able to get a message into Northern Gun territory, for what that's worth. You know, my old teammate used ley lines for our long range communication needs. I don't suppose any of you are any good at that kind of thing?"

Before Steel could continue a new stream of text started scrolling across his vision.

>>Legionnaire code name Steel, report to command center immediately for reassignment....

Well, crap, what is it now? Damned paper pushers can't keep anything straight.


"Sorry folks, it looks like I've been ordered to a different assignment. I wish you all luck on your mission. Everyone stay in one piece out there."
Steel
Bennies 3 of 3

Player: James
Steel

Agility d10 | Smarts d8 | Spirit d6 | Strength d12+2 | Vigor d12 |Pace: 10 | Parry: 7 | Toughness: 24(9) | Strain: 5 | Size: 2

Frequently used skills
Notice d6 (+2 for sight/sound)
Shooting d8+2 (negates 2 points of penalties)
Fighting d8+2
Intimidation d6

Hindrances
Heroic - Always a sucker for a sob story from someone in need.
Loyal - Win, Lose or Draw we finish this thing together.
Stubborn - Nobody changes my mind but me and sometimes not even then.


User avatar
Wince
Posts: 2
Joined: Sun Aug 25, 2019 4:44 pm

Re: Part 1: The Trip

Post by Wince » Wed Sep 11, 2019 6:59 pm

Wince had relayed the details on the mission to @Doc Olliday and some how his mother in Arzno as well. Next thing he knew he was being pulled from the mission to work with Uncle's recovering business partner.

User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 468
Joined: Fri May 25, 2018 8:58 am

Re: Part 1: The Trip

Post by Stoic » Wed Sep 11, 2019 8:02 pm

The next morning you meet Mr. Wyrd and the Silver Belle at loading bay 13. Instead of the Zone Ranger, they have instead procured a Grackle Modified Mountaineer MK2. There is plenty of room for everyone in it, and Mr. Wyrd waits patiently as you pack your gear. You notice him speaking to the faerie. She kisses him tenderly on the check and he reaches behind him and GRABS his shadow. His hands quickly do something and the next thing you know, it's somehow attached to the Silver Belle.

"Ladies and gentlemen," says Mr. Wyrd "Zarina will be travelling with you. You will be travelling through many seperate groups of faerie land, and you will need her to arrive unscathed."

You attention turns to the Silver Belle, Zarina, and notice that the shadow behind her is leaning against an imaginary wall, a colum of shadow smoke coming from a shadow cigarette it's puffing on.

Before you leave, Mr. Wyrd hands each of you a challenge coin. On one side it says "17th AAT" and on the other side it says "Wyrd's Wizards".
Alison

You see a ghost. It is a young man, closely following after Danny. It is holding a magazine that you can barely make out as being titled "Heroic Hunks" and when the apparition turns, you notice that half of it's head is gone. It seems to be attached to Danny, bound to him by fate for some unknown reason.
Instructions:

You are going on a long, boring journey through some pretty scary terrain. Please consult page 130 of swade and either roll or choose a suit of cards to tell your tale.
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Sig
Posts: 111
Joined: Mon May 28, 2018 5:41 am

Re: Part 1: The Trip

Post by Sig » Thu Sep 12, 2019 4:19 am

Trip
Morning
Round 0

Sig walked around the new Mountaineer. He checked out the driver’s seat, noting the modifications to make it easier for him to use. “I like it,” he said. He started to load his pack in the back and his weapons up front. “Any preference on tunes?” he asked, settling behind the wheel.

I am sure young Miss Alison will like Steampunk Zombies, the female voice said in his head.

“I wasn’t askin’ you, sista,” Sig told the rune hammer that he settled close at hand beside him. He was still getting used to his weapon speaking to him.

You should be more gracious to your new teammates. Someday you may need to rely on her.

She’s a necromancer, Sig growled. Fought too many of them. Geist. Serenity.

Then perhaps you should do the world a favor and use me to bash her skull in. The voice was smooth as ice.

Don’t think I haven’t thought of it.

Oh, I know you have.

Sig slapped his digital player onto the console and Good Vibrations by the Beach Boys started playing as Sig tried to ignore his weapon.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
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
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: -2 to all ranged attacks against him unless surprised.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 48/48 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
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Bennies: 5/4
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.
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
Sig
Posts: 111
Joined: Mon May 28, 2018 5:41 am

Re: Part 1: The Trip

Post by Sig » Thu Sep 12, 2019 4:21 am

1d4 = 3: 3

Trip
Morning
Round 0

The trip through the fairy lands was dangerous. Sig wasn’t sure why they didn’t just drive there normally. Nothing attacked them, but the terrain was frightening. At one point they traversed an ice field. Jagged spines of ice broke up any kind of straight line travel. The cold seeped even into the environmentally sealed Mountaineer. As a grackle, Sig hated cold.

Ah, home sweet home, Winter’s Heart said.

What?

This is where I am from. Look for a tall tower made of ice.

Sig glanced around and spotted such a tower. “There,” he murmured.

You will want to avoid it. The Prince of Frost will not like your possession of me. He gets...jealous. Look for a low building to the west.”

Sig scanned the horizon and thought he saw a line of smoke. He detoured toward it and found a low, two story inn dug out among the snow and ice. He pulled into the yard. It turned out to be warm and inviting, tended by seven sisters of great beauty, with long, white or blue hair, icy blue eyes, pale skin.

My sisters, Winter’s Heart explained.

They gave the party safe, warm rooms for the night, and paid particular attention to Sig when they discovered he wielded Winter’s Heart, and as he soaked in a hot spring bathhouse with the seven sisters, he learned the story of Elowen, beloved of the Prince of Frost. Taken as his bride to his icy tower, she was caught in bed with a mortal hero. In his rage, the Prince flew her and bound her soul to the hammer, turning his heart ice cold until some new love should thaw it.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
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
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: -2 to all ranged attacks against him unless surprised.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 48/48 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
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Bennies: 5/4
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.
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: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Thu Sep 12, 2019 8:49 am

As the team is assembling with Wyrd and Silver Belle, a some what familiar figure shows himself in the vehicle bay marked 13. His dark duster covers much, but every once in a while the dual holstered pistols can be seen. As he approaches the Mountaineer, he flips a smile to both @Sig and @Danny.

"Just glad I won't be walking to our next destination."

Looking over to Wyrd and Silver Belle @Stoic, he flashes his charming and warming smile, "I do apolgize for the confusion. Being young and family, Wince has been "asked" to return to Kingsdale."

"I am available to fill many compacities. Techno-Wizard. Body-Fixer. Cyber-Doc. And when no one else can, I even make a great Face." To emphasize his last statement, Doc flashes his million credit smile.

"If you don't need me for any of the previous capabilities, I have been retained by Danny and Sig as their personal physician and will be traveling with them to look after their needs."
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
Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sat Sep 14, 2019 10:24 pm

Danny gave Doc a firm tap on the shoulder, ” Glad to have you in the saddle so to speak Doc. I feel like we are almost family and just wouldn’t be the same without you.” He finished loading his gear, and was very careful with his new holo communicator that came complete with ever season of Price is Right. Some kind of old earth TV show that hie had picked up. He was trying hard not to be overcome with a burning need to ask Mr Ward and Zarina WTF? Ah hell might as well ask them what their deal is. We already got a Necro, Dweomer Nightmare, a canabal that would make Bob Barker pee his pants... And Sig, something is not quite right with him. Ever since we came back from Serenity he has been off.

Danny spoke up more than annoyed. At this rate was going to run out of pacifiers for all the special snow flake babies he needed to watch on this outing. All in all he was trying to be pleasant but after Serenity magic could take a seat on the back burner, ”Ok Mr. Ward, Zarina is it? Lets have it out. What was the deal with the kiss, the attached shadow, and the coin?”
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
Doc Olliday
Posts: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Sun Sep 15, 2019 3:06 pm

"Hey Danny. Just got word from Wince's cousin's former unit, the 77th, or from the town they were last at."

"Apparently Purvey Pete was informing for the CS."

Tossing @Danny a can of Purvey Pete's "Just Like Silk Boxers" Body Wax and Lube, "Seems Pete met his end in the CS raid on Shamlin."

As Danny looks at the can, "That may well be the last can left. Use it wisely." Doc smiles up at the big grackle. "Let's get to work shall we."

@Stoic "You mind pitching a recap of the mission my direction, Mr. Wyrd?"

Then something Danny had said from the Warehouse in Kingsdale, comes to mind.
Danny wrote:
Wed Sep 11, 2019 7:45 pm
Doc Olliday wrote:
Wed Sep 11, 2019 6:19 pm
Doc laughed at the two crackles. "Figured it wasn't going to be that easy."

"Just no molting on the trail."
Danny looked at Sig and Doc. They had been through a bunch together, plus with Lance they would have a foursome that could do some good in the world. It was a shame some of the others had dropped out, but they had managed to save the world just the same. He patted his biceps as he was reminded the last time he felt this good. Maybe there is a way to set right accidentally killing that kid Derrick...

He happily growled, ”Ok well lets meet up at Castle Refuge after we lock up the warehouse. Just pray we don’t get saddled up with an ATT expedition with a necromancer, mystic know it all, and Automaton controller. That would be enough to give all three of my hearts an attack.” He chuckled laughing inwardly, ”I suppose it could be worse... One of those True Atlantean undead slayers that keeps going on and on about vampires. No one really knows how their damn tattoos work... Heheh.”

Danny whistled smoothly and took one last look at Kingsdale. Smell you later.
Doc looks aroound at the other figures assembled.

There was a human woman, he would guess, @Alison and she had a walking stiff. A walking stiff in bandages no less. Is that a mummy? If it is, boy, it was going to be a great day for science.

@Sig was there looking rather moody, but Doc was not certain whether that was from the events inSerenity or the blue Runehammer on his back. That boy is going to need to unload. Grief counciling, check.

He felt the wind beat against him as he looked above them and saw what he could only describe as a giant wing. Doc recalled seeing a few odd photos of a B-2 Stealth Bomber from the Golden Age, this thing was obviously smaller in size, grayish, and flapped its wings. Oh and there was most definetly a tail. Does that thing just land on the ground? Or maybe it just flops on the ground. Looking closer, Doc realizes that there is a saddle but where is the rider? @Niyol Dreamwalker

Doc was thoroughly surprised to see another D'Norr @Serival Drumm. Maybe he had missed the D'Norr in the briefing room when he had dropped off his young Nephew, @@Wince. Either way the D'Norr was rippling with PPE and seemed a bit uncomfortable, as if there was some other place he prefered to be.

Of course there was @Danny and he had already spoken with him previously.
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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Niyol Dreamwalker
Posts: 22
Joined: Tue Aug 20, 2019 7:13 am

Re: Part 1: The Trip

Post by Niyol Dreamwalker » Sun Sep 15, 2019 5:21 pm

Diamond: Trek
1d4 = 3: 3
1 = Spade
2 = Heart
3 = Diamond
4 = Club
Trek: How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.
Loading Bay 13

Niyol busts into Loading Bay 13 loaded to bear. Fully armored in matte black TW armor of Arzno design, he has a strange bow strapped to his back and is carrying an equally strange spear in hand. He has a NG-S2 backpack on, and several other packages are strapped to it. He holds the spear with both hands, and it has several more bags hanging from it.

The shaman greets his allies, "Good morning, friends! My shopping was fruitful. I have managed to acquire the strange communications device the Shadow-Walker suggested. I had to search to find a techno-wizard familiar with Arzno armaments, but I did manage to get my armor's magical circuitry upgraded. And the rest of this..."

Niyol opens up the mountaineer, noting its grackle-sized roominess. The diminutive figure he finds inside is a pleasant surprise.

"@Dorn Forgehammer!" Niyol exclaims, "How are you? I haven't seen you since we left Tolkeen. Are you joining us, then? Oh, uh, let me stash these before I forget.."

He takes most of his supplies and secures them in the mountaineer. Niyol keeps the holo-communicator and his binoculars on him but leaves the rest of his devices and supplies. Satisfied, he finishes his explanation.

"Most of that was supplies for some projects I've thought up. I lost a bit of my gear on the way here and need to begin replacing it. I see we've had some last minute crew changes. I don't see Steel or the young Wince," Niyol says as he thumbs over his shoulder, "My friend Dorn is in the mountaineer. I assume you are taking Wince's place, @Doc Olliday? I remember you escorting him yesterday."

Niyol walks over to Rides-the-Wind and hops up into the saddle easily.

He asks, "Are we ready then? Oh, and this is Rides-the-Wind. He and I travel together. If we're departing, I suggest that I ride ahead of the rest. I have my own communicator, so if someone sends me the planned route, I could send updates back. Hopefully that would save us some time and maybe avoid danger."

Interlude

On the second day, Niyol is flying ahead scouting the predesignated route. It is a heavily forested area thoroughly choked with overgrown vegetation. Up to now, the mountaineer had been able to make it through with little difficulty, but there is no way the team could maintain its current path.

Trusting in Rides-the-Wind, Niyol closed his eyes to allow himself slide into a trance. In his waking dream, he walked the forest paths. He spoke with the animals and the spirits of the land. They guided him along, showing him small clearings, large game paths, and other routes not easily seen overhead.

Waking, the shaman connected to @Serival Drumm's communicator to leave a secure message, "Shadow Walker. This is Dreamwalker. The route is not viable. I have suggested a new route. Review and advise."
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
Adventure Cards
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Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sun Sep 15, 2019 6:37 pm

Danny looked at Rides in the wind and then at @Niyol Dreamwalker. He slung his gear over his shoulder and newly minted arcane armor. I wish this armor had fly... ”Well if your going ahead Niyol, I better come with you, being a wilderness scout and all...” Danny grinned, ”But I bet you already knew that.”
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
Niyol Dreamwalker
Posts: 22
Joined: Tue Aug 20, 2019 7:13 am

Re: Part 1: The Trip

Post by Niyol Dreamwalker » Sun Sep 15, 2019 6:53 pm

"Of course, @Danny! I could never forget you. Your expertise would be most welcome..." Niyol is interrupted by Rides-the-Wind flapping agitatedly.

He takes a silent moment to converse with the land ray before continuing, "My friend seems to think you're too big to ride. However... Well, I think if we delay our departure briefly we could work up a carrying harness to dangle underneath him. We could attach it from multiple points to the saddle, running the lines across his body and comfortably distributing your weight evenly."
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
Adventure Cards
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Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sun Sep 15, 2019 7:48 pm

Danny glanced back at the rest of the team wondering if he should be babysitting them or ride in this ridiculous harness. He only wondered for a moment before nodding in agreement, ”Sounds like a good plan. Just make sure it has a cup holder, and I can use my hands and tail.” He loaded his rifle in his hands ready for a long trip. His tail tucked the can of oil sheen Doc had nabbed from Peete, into his ruck sack. ” I assume you already got it made so lets strap it up and move out.”
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
Doc Olliday
Posts: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Sun Sep 15, 2019 8:42 pm

Niyol Dreamwalker wrote:
Sun Sep 15, 2019 5:21 pm
I see we've had some last minute crew changes. I don't see Steel or the young Wince,"[/b] Niyol says as he thumbs over his shoulder, "My friend Dorn is in the mountaineer. I assume you are taking Wince's place? I remember you escorting him yesterday."
"Young Wince was a bit hasty in his efforts to come here and left Arzno rather quickly through a supply run rift. It will be a while before that portal is available again and my sister, Wince's mother was very direct in stating that an AAT and an AAT's missions were not where he belonged."

"So I extend my services to all of you as I did to those of the 24th," He nods to @Danny and @Sig "There is a running tab with the Legion. As long as you don't die under my care, I get my consierge fee."
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: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Mon Sep 16, 2019 7:42 pm

OOC Comments
1d4 = 1: 1
1 = Spade
2 = Heart
3 = Diamond
4 = Club
Trek: A difficult obstacle the group negotiated along the way.

Conceal Arcana (use this roll for the first day that it actually matters, basically):
Modifiers: Additional Recipient (Glass) +1, Exalted +2; Total Casting cost 5 PPE
Spellcasting 1d12+1 = 7: 6
Wild Spellcasting 1d6+1 = 2: 1


PPE Tracker:
Hourly Expenditures: Maintain Conceal Arcana (1), activate Arzno Armor (1)
Recovery: 5/hr.
And yes, this means that if he doesn't let the spell drop, he's at -1 to other Arcane Skill checks during most of the day. He can let it go for combat, but otherwise, his aura is suppressed pretty constantly in the field--old habits die hard.
Serival raises a brow when it's announced that they will be traveling with the Faerie, Zarina, but says nothing, instead helping the others load up the Mountaineer (or, more accurately, having Glass do it). He does take care not to be too close to her shadow at any point, however.

He smiles thinly when @Doc Olliday joins the group. "It sounds as if you bring a great deal to the table. Welcome." After a bit, Doc will probably realize that Serival isn't so much nervous about being here, but rather their proposed route has him on-edge.

His last action before they get underway is to mask his aura again. He makes a habit of this, every morning, maintaining the suppression throughout the waking day unless forced by circumstance to drop it.

On the journey, he is clearly impressed with @Niyol Dreamwalker's skill at finding new routes as needed. and faithfully relays suggested routes to the driver. When they get to the tower of ice, however, he chooses to stay in the vehicle, rather than going inside to partake of their hospitality; he also strongly advises the entire party to not eat anything when they travel in the lands (preferably, he will attempt to do so out of earshot of Zarina).

***********************
On the fourth day of the trip, they come to a forest--or perhaps "the Forest" would be better wording, for it is almost immediately clear that this primeval wood has never been scored with an axe; the trees are tall enough that the canopy is almost more like a green cloud cover than a roof, and the ground is clogged with thickets and brambles.

Despite the lush vegetation, though, the Forest is silent, with no birdsong or scuttling of fauna, and even the sound of their vehicle seems to be muted, muffled by the still air. As soon as they come into sight of it, Serival radios the advance scouts. "Return to the vehicle and stay with us while we travel. I have been to this place before, or perhaps it would be best to say it has been to me. We shall find only one Path, and if we leave it, we shall not reach our destination on time, if at all. We shall have to travel non-stop until we reach the far side; people can take turns sleeping in or on the truck as needed."

And, indeed, there is only a single clear route through the trees; there are places that seem like they could stop, but Serival is adamant that they must keep moving until clear of the Forest. He will not explain further, but bluntly states that if the others are foolish enough to make camp here, he will walk ahead on his own. Only once they are fully clear of the treeline and the Forest can no longer be seen does he offer a hint of an explanation: "I learned my first magics in that place. It was not a gentle education."
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
Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Tue Sep 17, 2019 6:54 pm

1d4 = 4: 4

The day was bright and the sun shown happily on the horizon. Danny did what he did every morning he broke down his tent and walked the perimeter looking for signs that someone or something had been watching them. It was a feeling he could not shake perhaps born from an extended time caught between hell fire and the devil. Nothing... wait over there by the rock outcropping... A fucking box of half eaten chocolates... Danny’s eyes went wide as he examined it. A box, wrapped in gold, red bow... Looked like about a pound of delicious chocolate bon bons would fit inside of it, strangely half were eaten. His jaw just hung agape trembling. The same damn box... The kid was caring... Derrick held when I tore his sunset head off with a rail shot. Someone or something is doing this.

His head turned around looking at the foliage and nearby rocks for a sign the someone had been lurking. The brush rustled about 100ft away. Danny could just make out a plume of fiery red hair. Danger... Instinct took over and his partical beam rifle was lifted into his hand by his tail. The red hair bobbed in the tree line, his skill was enough that he could easily estimate center mass. He opened fire with his rifle, the hair fell to the ground with a distinct human startle. Got the fucker... Oh god... No... No fucking way.

Danny approached the body and stowed the rifle, it was Derrick... The sweet boy attendant of the Grey Serpent apothecary shop in Kingsdale. The man’s firey red hair was in complete juxtaposition to his mild mannered demenor. His lack of caring for anything stopped when he found himself looking at Daniel T. Striker in the flesh and not in the tawdry annuls of Silky Serpents. Danny looked at the kid again moaning over the atomized hole in the boy’s stomach. His eyes were lifeless, and a box of wrapped chocolate slipped from the corpses fingers... Danny growled aiming to kill with words, ” Whoever is doing this... I will fucking kill you twice over you goddamn son of a bitch.”

He cradled the body, and gathered the chocolates and returned to the group. It was clear he was barely keeping it together and was one wrong word away form uleshing his fury on the wrong folk. He laid the dead body down and whispered, ”Derrick was a sweet boy, how... I killed him in Serenity... Now dead a second time... By my claw.......Ughhh. Doc, Alison, Serival, Ny.... Sig... How, why?” He sunk to his knees still a man’s height, but the weight of his emotions towered over him.
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
Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Tue Sep 17, 2019 8:52 pm

OOC Comments
Dispel 1d12 = 9: 9
Wild Spellcasting 1d6 = 6: 6 ACE 1d6+6 = 9: 3

Serival approaches behind @Danny, setting a hand on the distraught Grackletooth. "How is easier than why, here. The Fae have many magicks that could achieve such a thing. I suspect, in this case...." He gestures at the fallen youth, speaking strangely, "Gnirts dna kcits nurter hctef," and suddenly, Danny is not clutching a red-headed corpse, but a clutch of twigs wrapped up with twine in a crude effigy of a a human, with a lock of reddish fur--fox, perhaps--attached to the top. "But to 'why'...." The D'norr shakes his head. "That question will bring you to madness in this place if you pursue it. It could be because they were bored and wanted to play, or because they wanted to torment you, personally, or even because they thought--in their incomprehensible and uncomprehending manner--that it could bring you some sort of closure. They are often cruelest when they seek to be kind."
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
Dorn Forgehammer
Diamond Patron
Diamond Patron
Posts: 146
Joined: Fri Oct 06, 2017 5:48 pm

Re: Part 1: The Trip

Post by Dorn Forgehammer » Wed Sep 18, 2019 9:17 pm

1d4 = 2: 2

The dwarf in heavy armor strides into loading bay 13 at 4:30 am and is pleased to see he appears to be the first arrival. Taking the duffel that is nearly as big as he is he easily tosses the bag up into the waiting Mountaineer Mk II and climbs in after it.

Last assigned and first to arrive. A good sign Dorn me lad.

Stowing his gear in the vehicle Dorn picks up his Plasma Rifle and turns to the exit when a Simvan suddenly bursts through the hatch and calls him by name. Dorn nods at the vaguely familiar reptilian face at the mention of Tolkeen.

Ah, he was one from one of the Simvan tribes that came to Tolkeen's defense. Some sort of shaman or seer if I remember right. Useful bugger as I recall. What was his name again?

Dorn pulled up the team roster from his computer implant and after a few moments a picture and a name flashed across his vision.

"Good Morning Niyol. Yes, I'm a last minute addition it seems. They gave me a copy of the mission brief last night when they notified me I'd be getting assigned to this mission. Old Detroit, eh? I can't say I'm all fired up to go rummage through another ruined city but at least this one's been dead for a decent length of time."

Clapping the Simvan on the shoulder he hops down and starts a visual inspection of the ATV just to keep busy until it was time to leave...
Dorn Forgehammer
Bennies 4 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

User avatar
Dorn Forgehammer
Diamond Patron
Diamond Patron
Posts: 146
Joined: Fri Oct 06, 2017 5:48 pm

Re: Part 1: The Trip

Post by Dorn Forgehammer » Wed Sep 18, 2019 10:12 pm

Hearts (see last post)

At the end of the first day's travel they stop to make camp in a small clearing and as the light fell Dorn sits next to the camp fire and stares at the dancing flames. "It was me that convinced her to relocate to Tolkeen." He says softly to know one in particular, "It was growing like gangbusters then and I told her that she had the talent to make a name for herself there."

Dorn sighs and continues speaking to the flames, "She was quite the talent with Techno-Wizardry. She had the gift of tailoring that piece of magic'd gear to perfectly suit the customer's needs. When the soldiers came and the fighting started it was me that told her that this was our home and we had a duty to help protect it."

Lapsing once more into silence he sits like a stone for several moments longer before resuming his tale, his voice barely above a whisper, "and it was me that buried her in the ashes of our home as the city burned around us."

With one last sigh Dorn stands slowly and turns to stride off into the darkness to seek his bed and dream of better times.
Dorn Forgehammer
Bennies 4 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

User avatar
Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Thu Sep 19, 2019 6:26 pm

Card Draw
Clubs- Downtime: Your hero broods or is angry about something. What is it, and how does she misbehave?
Alison keeps her peace for much of the trip through the world of fairy. Everything in that domain seems just... off somehow. Undying. Immortal. Wrong.

She heeds @Serival Drumm's warnings: she steers clear of food and drink at the ice tower and she stays inside the APC while traversing The Forest. She wants nothing to do with this transplanted, deathless plane anyway.

She sits in her tent, carving delicate runes into a bone charm, which had been generously donated by the spirit of one of the deceased folks from the town outside of Castle Refuge, while the rest of the team breaks camp, when she hears @Danny's breakdown. She slips from her tent, Clarence at her back, and sees the big grackle breaking down over the "body" of the dead boy who follows him around. She can tell at a glance it's no corpse, and is relieved when Serival reveals the collection of brush for the cheap chicanery it is.

She lets out a long exhale, and then says to Danny, "Okay, Danny. I have given you space. You clearly need to grieve... but the fae have honed in on this, and the dead have needs, too. You seem to need closure, and just as importantly, I think this boy does, too. Not this boy," she waves her hand derisively at the pile of forest junk lying on the ground, "but the actual boy. His spirit is here, Danny. He's always here, with you. And I think the two of you need to have a chat, because this is not going to get better, and the fairies are not going to get kinder as we go onward." She hands Danny a bracelet made of a thin leather strap and the piece of bone she'd been carving.

"Here. Take this, focus your thoughts on the boy, and say aloud, 'I am ready to speak if the spirits are ready to listen.' The words aren't strictly necessary, but they help."
Divination Arcane Item
So Danny can have his own private conversation with the ghost of dead Derrick. Trappings are that it summons the spirit of the deceased, which typically appear as they were in life, but semi-translucent and glowing purple. The dead can speak, but only the caster can hear them. Anyone looking can see the spirit, however.

User avatar
Doc Olliday
Posts: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Fri Sep 20, 2019 6:58 pm

1d4 = 3: 3 [3] - Diamonds

On no particular day in the journey to Detroit, Doc speaks up suddenly.

"You may not know this, the history of the Fae."

Pausing for dramatic effect, he continues.

"The Fae existed at the Dawn of Mankind. They seeded fear and mysticism in the hearts of man and thereby exacted power over man through that fear."

"But mankind was curious. Curiosity led to exploration and discovery and knowledge. And man began to build and shape the world around them."

"The Fae's hold on man slipped away with superstition and magic ceased for a time to exist. The Fae themselves were forgotten."

Looking out over the bleak and desolate land of the Fae, Doc draws in a breath and lets it out. Nothing like a dramatic performance, right?

"When the Rifts came, the Fae found a new opportunity. For years they had built their forces and sat waiting. And here, here we have years of poor planning and failure to learn from the past."

"The Fae are deathly afraid of technology," Doc pats the Mountaneer for emphasis.

"Even more so, they fear that magic and power that comes through faith. Call it lack of understanding or maybe a direct counter to their fear tactics."

"Which brings about the last and greatest of their concerns, Technology and Magic combined," with a flourish, Doc throws back his coat quickly draws his pistol called "Lightning" and shoots the darkness above the campfire. Suddenly the sky lights up as streaks of lightning race through night air. Though loud, the sounds are actually drowned out by wailings and screeches, as shadows are seen fleeing into the deeper darkness of the night.

Not caring what others think, "The Fae Lands are quite depressing."

With that Doc goes silent and says really little else unless spoken to directly.
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
Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Sun Sep 22, 2019 5:02 pm

Doc Olliday wrote:
Fri Sep 20, 2019 6:58 pm

Not caring what others think, "The Fae Lands are quite depressing."

With that Doc goes silent and says really little else unless spoken to directly.
Alison gives Doc a smile. "You can say that again. The sooner we are through the deathless lands, the better."

User avatar
Doc Olliday
Posts: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Sun Sep 22, 2019 5:51 pm

Alison wrote:
Sun Sep 22, 2019 5:02 pm
Doc Olliday wrote:
Fri Sep 20, 2019 6:58 pm

Not caring what others think, "The Fae Lands are quite depressing."

With that Doc goes silent and says really little else unless spoken to directly.
Alison gives Doc a smile. "You can say that again. The sooner we are through the deathless lands, the better."
"Suspended animation, young lady @Alison. And I agree with you. I think @Serival Drumm would also agree as well."
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
Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Tue Sep 24, 2019 8:30 am

Serival tips his head to @Alison and @Doc Olliday. "While I doubt I would have used the word 'depressing', I concur that the less time spent here, the better."
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: 468
Joined: Fri May 25, 2018 8:58 am

Re: Part 1: The Trip

Post by Stoic » Tue Sep 24, 2019 4:01 pm

A few days into your month of travel, the sky opens up in a terrific downpour. The ground quickly becomes so muddied that the group needs to pull over and take cover until the storm dies down. You luckily find an old broken overpass that most of your vehicles can huddle under. This seems to be in decent enough condition to avoid collapse, at least for tonight.

In the middle of the night, you are woken up by the sounds of screams and explosions. A quick glance shows a firefight involving your crew and easily a dozen or more brodkil, an additional half dozen of the Cybernetic type brodkil.

Instructions

First, make a fatigue check for being woken up in the middle of the night. After that, we are doing a quick encounter. You can use any skill appropriate for a firefight (feel free to be creative, if you have a reason why your Athletics skill would help your group in this situation, I want to hear it. Success results in bumps and bruises (See page 125 of SWADE). A raise means you survive unscathed. A failure results in a wound, while a critical failure results in d4 wounds. This task is at a -4, and we need a total of 6 successes.
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Tue Sep 24, 2019 5:40 pm

OOC Comments
Vigor 1d6 = 1: 1
Wild Vigor 1d6 = 6: 6 ACE 1d6+6 = 9: 3


Spellcasting 1d12+1 = 9: 8
Wild spellcasting 1d6+1 = 7: 6 ACE 1d6+7 = 8: 1
Penalty drops it to 5

Serival was used to waking up in the middle of the night to the sound of violence. His first action is almost instinctive; he and Glass both fade from sight, completely, even to the Brodkils' cybernetic vision.

It's only a few moments later when the subdemons find themselves being flayed alive by equally invisible shards of glass. Two separate clouds of grisly death make their way through the enemy's ranks, their internal cybernetics exposed to the night air as the demonic flesh is peeled away.
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
Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Tue Sep 24, 2019 6:08 pm

Fatigue assuming Soldier Edge applies, success
Soldier Edge: free reroll vs environmental hazards. 1d12 = 1: 1 wild 1d6 = 3: 3
Free reroll: 1d12 = 7: 7 wild 1d6 = 4: 4
Wake up Danny...
Go away Derrick.
Wake up Danny...
Ugghh...Go away Derrick.
Danny, twenty of them... Large bulbous... Demons... Brod-.
Brodkill...Where?
Shhh follow me, they are close.
Flashback from war
The war was in full swing. Tolkien had proved stronger than most folks thought. The cities defenders were tenacious and ironclad. Along the western front the troops that stood across the coalition were unshakable. Their commander Victoria Geist could be found in her fortified bunker going over the next day’s details. That was were Danny had found her when The brodkill in the armies ranks double crossed the shifters that thought they had control of them

Danny was on the ground his arm slashed and half his tail was missing. The bunker’s walls had collapsed and a heavy table was jutting into his broad chest. Ugghh... Can... Can’t breathe... Who? What? Giest!” Danny’s eyes darted through the fire and smoke of the destroyed bunker looking for Commander Victoria Geist. After a moment he saw her blond hair, and body crushed under the concrete rubble.
He croaked gasping for air, ”Vic... Victoria hang on...”

Danny struggled to get up, but ever the hero he did. Rubble brushed off his honed muscles and too soon he was knelt by Geist’s side. As he looked her over a shadow crossed over head. Something large was near and in the rear. A thick guttural growl chortled from behind, ” Little woman going to die... Little Grackle next...”

Danny drew his vibro long sword in a smooth motion. The monster is right... I need to end this. Fast. The heroic grackletooth lunged at the Brodkill striking out with his sword, ”Get back! Get back! For Tolkien and the red dawn rising!”
Danny had been awake for about 10 minutes, most folks needed to be good to get the drop on him, now with some kind of specter whispering sweet nothings you had better be the best if you were coming for him. He glanced down at the fetish @Alison had given him. He put it around he neck and stared down his p beam rifle’s scope. The Brodkill were indeed close... Danny only wished they were Faries, after @Serival Drumm had explained their endless torment, Danny had hoped they would try something and then he would vaporize them. He clicked his comm unit twice warning @Doc Olliday and @Sig of impending trouble. Time to get to baby sitting.

He wispered, ”Close enough... Time to wake up...” Danny fired as the red sun rose.
Shooting 10, 2 successes
Shooting d12+4( bonuses)-4(scene)+2(danger sense) 1d12+2 = 5: 3 wild 1d6+2 = 8: 6 ace 1d6 = 2: 2
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
Doc Olliday
Posts: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Wed Sep 25, 2019 6:41 pm

One Click. Two Clicks.

Doc was instantly awake his TK-Revolver "Lightning" out of its holster before he was fully awake. "Well hell. Demons or faeries, they might as well be one and the same."

Rolling over in his bedding, Doc drew a bead on the closest set of Brodkil, then thought better of it. His aim was fair but in the dark it was going to be impossible without illumination.

He reached for his pack and a few tools. channeled some energy into his work as he quickly assembled "The Stars at Night" package.

He flips the comms open for open channel for the group, "Close your eyes for a count of three, then shut these drudges down."

Blind 6, success _
Power Points: 2 + 3 (LBT)
Scene Modifer: -4
[*] Techno-Wizardy (1d10) 1d10 = 6: 6
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 10: 4
Doc places the attachment on the end of his TK Revolver, takes a mere moment to gage angle and distance and lets the projectile fly with a click of the hammer. It sails true and Doc gets up on his elbows to watch it nearly touchdown but not before it bursts into a million bright white phosphorescent clusters. What was once a darkened sky is now brilliantly lit up like the big Texas sky.

Under his breath, to the Brodkil, "Sucks to be you."
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
Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Thu Sep 26, 2019 3:06 pm

Vigor 10, Spellcasting 9
Vigor 1d6 = 6: 6 + 1d6 = 4: 4
Wild 1d6 = 5: 5

Spellcasting 1d10 = 6: 6 -4
Wild 1d6 = 2: 2
Reroll
1d10 = 1: 1
Wild 1d6 = 4: 4

Reroll a second time
1d10 = 3: 3
1d6 = 1: 1

Reroll again
1d10 = 10: 10 + 1d10 = 3: 3
Wild 1d6 = 4: 4


Alison is usually unusually chipper for someone in her profession, but walking her from a dead sleep with violence is a great way to get on her bad side.

She recognizes the foes quickly enough, and yells, “Clarence! If you would be so kind as to kill these demons, please.” She waves her hand and utters a word of power, and a gentle purple light settles on Clarence, making him even faster with that sword of his.

Clarence cuts through the brodkil, matching them strength for strength and leaving a trail of bodies and broken cyberwear in his wake.

One of the beasts gets too close for comfort and catches Alison with a backhand. She goes flying, barely managing to keep hold of her rifle as she sprawls on the ground. ”Ow.”

To her own surprised, she is somehow unscathed by the fall.

User avatar
Sig
Posts: 111
Joined: Mon May 28, 2018 5:41 am

Re: Part 1: The Trip

Post by Sig » Fri Sep 27, 2019 2:49 am

Vigor 11
Vigor 1d12 = 11: 11
Wild 1d6 = 3: 3
Fighting 5
-4 difficulty
Fighting 1d10-4 = 2: 6
Wild 1d6-4 = 2: 6
Ace 1d6+2 = 3: 1
Benny to reroll
Fighting 1d10-4 = 5: 9
Wild 1d6-4 = -2: 2
Trip
Morning
Round 0

When the fighting started, Sig erupted from his bed. He grabbed up Winter’s Heart. “Cover me!” he yelled to Daniel, rushing into the darkness to flank the brodkil. By the time Doc’s flare went up, the big grackle, now three times the size thanks to his Titan Belt, was wading into the brodkil, Winter’s Heart leaving trails of snow and frost in the air and on the demons as he crushed them with the enchanted hammer, its magic making it glow with cold, icy energy and slowing down the demons.

***

-1 Fatigue (Bumps and Bruises) 24h
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
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
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: -2 to all ranged attacks against him unless surprised.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 48/48 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
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Bennies: 4/4
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.
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
Niyol Dreamwalker
Posts: 22
Joined: Tue Aug 20, 2019 7:13 am

Re: Part 1: The Trip

Post by Niyol Dreamwalker » Sun Sep 29, 2019 9:52 am

Vigor 4, Faith 3
Vigor: 1d6-1 = 4: 5 (-1 Elderly)
Wild: 1d6-1 = 0: 1

Faith: 1d12-4 = 3: 7 (-4 Scene)
Wild: 1d6-4 = -2: 2 (-4 Scene)
Niyol wakes from his dreams with a start. The nearby sounds of battle worry him, so he does not bother to tug on his armor. Instead, he lets out a psychic whistle to command Rides-the-Wind to join the battle.

"Great spirits, protect us from these demons," he asks as he walks into the battlefield with his spear drawn, "Cloud their vision, weaken their arms, and..."

Unfortunately, he is cut off as a brodill appears behind him, butting Niyol in the head with the stock of its weapon. The old shaman drops to the ground, unconscious.
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
Adventure Cards
Edit Signature

User avatar
Dorn Forgehammer
Diamond Patron
Diamond Patron
Posts: 146
Joined: Fri Oct 06, 2017 5:48 pm

Re: Part 1: The Trip

Post by Dorn Forgehammer » Sun Sep 29, 2019 9:06 pm

Fatigue Check = Success, Shooting = Critical Failure, Wounds = 3
Vigor 1d10 = 6: 6
Wild Die 1d6 = 3: 3
Shooting +2(Targeting Eye) -4(Scene Mod) 1d8-2 = -1: 1
Wild Die 1d6-2 = -1: 1
Wounds 1d4 = 3: 3
Common Knowledge 1d8+2 = 3: 1
TD Roll if needed 1d6 = 1: 1
Dorn rolls out of his bunk at the first sounds of fighting and grabs his plasma rifle. "No time for more I'd say." he mutters to himself. Slipping into the shadow of the ATV he carefully settles himself onto the ground to maximize cover. Sighting carefully at the nearest Brodkil he lines up his first shot.

The first sign of trouble is the sudden whine from his rifle as he pulls the trigger and nothing else happens for a second that seems to last forever. Uh oh, that can't be go..

Arcs of electricity and plasma suddenly arc across the surface of the weapon and across Dorn causing him to spasm uncontrollably for several seconds before going limp. "Uhhhhhhhhhhhggggg..."

The smell of burning meat roused Dorn from his stupor and he wondered if he had been unconscious long but the continued sounds of fighting told him otherwise. Damn the nine hells I just pulled maintenance on this thing! I just hope nothing else was damaged by the feedback loop.

A wave of nausea swept over him has he fumbled for his nanite repair system and he hoped the others were faring better than he did otherwise this was going to be a short trip.
Dorn Forgehammer
Bennies 4 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

User avatar
Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Mon Sep 30, 2019 4:17 pm

They are not going to make it Danny, you should run.
Fuck you Derrick, I am not leaving them behind.
What about last time? Didn’t your team have more meat to it?
You don’t know anything kid, now shhh...

Danny was too far away to reach Ny or Dorn, but he radioed his more trusted allies. Perhaps someday the entire team would be trusted but for now it was just Sig, and Doc... ”Its a shitstorm in there. Sig get to Ny and Dorn. Doc we need your serves stat. No one dies. One rule, no one dies.” The big Grackle from his sniper perch side eyed the Spector nearby and shook his head muttering, ”Seriously kid. I took your remains back home. I- I am sorry for whT happened, maybe go haunt some else. That Alison chick seems ripe for it.”

No...
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
Doc Olliday
Posts: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Tue Oct 01, 2019 9:56 am

Doc calls out each team members name, checking for a response to get an idea of status.

Hearing a few grunts and groans in response to each name, he realized that @Serival Drumm was the only one unaccounted for. Will have to look for him later then.

He reaches for his TW gear, specifically the First Responder's Orb, which rides in a something similar to an old saddle bag. Over the radio, "Hope all you cowpokes are in close proximity."
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
Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Tue Oct 01, 2019 6:25 pm

@Doc Olliday receives a text message on his communicator. "Do not worry about me, my friend; I have escaped injury thus far, though I am perhaps a bit winded from all this exertion."
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
Doc Olliday
Posts: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Tue Oct 01, 2019 7:48 pm

Serival Drumm wrote:
Tue Oct 01, 2019 6:25 pm
@Doc Olliday receives a text message on his communicator. "Do not worry about me, my friend; I have escaped injury thus far, though I am perhaps a bit winded from all this exertion."
"Swing your ride by the APC before we pull out again and I will refresh you."
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
Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Wed Oct 02, 2019 9:07 pm

Danny stifled a chuckle from his perch a little ways from the main group. The last time he had heared the words pulling out and refresh you it had been a few years ago. Danny screwed his eyes tight wondering if their had been any D’Norrs at the Tawdry Tail photo shoot in Tolkeen. Honestly it was a little fuzy. Ah its a good thing Doc is here now. First engagement and all ready trouble.

”They are all going to end up like me.”
Sorry sweet boy... Sorry Derrick, but I’ll be damned if they end up dead. That’s why I begged Doc to come with us.I won’t let them end up like you.
”Dead?”
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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Stoic
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Re: Part 1: The Trip

Post by Stoic » Thu Oct 03, 2019 3:59 pm

The battle is brief, but violent. Between flashes of light, the underpass is spattered with blood, bits of bodies and scorch marks from energy weapons. Just when the party thinks they have acted too late, they suddenly regroup and are able to defeat the enemy. The smell of recently fired energy weapons hangs in the air, and after making sure that the brodkil are taken care of, assess the damages. A few of the civilians you were transporting have taken wounds, but since laser blasts have a habit of fixing themselves, a passenger who knew some first aid was able to get them patched up.
Loot
12 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
1 Plasma ejector (Range 24/48/96, 3d12 Mega Damage, RoF 1, It Burns)
TW Flaming Sword (Str+d10 Mega Damage, AP 4, It Burns)
2 × frag grenade (Range 5/10/20, 3d6 Mega Damage, LBT)

There is 100,000 worth of cyberware. In order to harvest it without damaging the delicate components, make a K/Cybernetics roll at zero penalty or a K/Medicine roll at a -2. Failure will result in half of the amount, and a critical failure will halve that amount again.
As the group settles down and starts to think about whether they're going to wait until dawn or not, a high pitched giggling is heard from multiple directions. It sounds like the same voice, throwing itself dozens or yards away in the span of a second. Zarina bristles and you notice her shadow, last seen ripping a Brodkils head right off of its body, stand up, dwarfing even the Grackles.

Zarina calls out in her eerie melodic voice, this time in a strange language, that makes you feel sort of queasy.

She is answered a few moments later by a rattling sound, after which Zarina relaxes. She nods and flutters over to the leader of the Convoy, Darryl Hitchens. He nods and starts gathering everyone. The decision is made, you're moving out. You travel for a few uneventful, but at least well rested, days until the radios light up. Darryl's voice comes over the comms and explains that you're being temporarily derailed as a nearby town has sent out a mayday call on a repeater. The lead scout car pulls into the town first. It is full of color as the fall has started to kill the leaves. Those of you outside of environmental body armor feel a shiver as the wind cuts through you. Not Zarina though. No, she just wears that same silvery gown and never seems to even notice that the temperature changes. And her shadow, it just grows bigger as the days grow shorter. The convoy waits as the Lead car asks that you escort them into the town. A third car with a rail gun attached to it stays back with the rest of the convoy, you promise to check in every half hour just in case.

The town is fairly large for this area (50 miles southwest of MercTown, your next stop). There's about 50 homes with a decent but not great 12 foot tall fence around it made of Mega Damage plastic composite material. The dull gray color and the vibro razor wire on top of it shows you that it isn't for aesthetic purposes. The fence is closed and there is no one in the guard shack. You do a loop around and see that there is only one entrance. From the ground level, you see no signs of life, and no one responds to any comms. What are you doing?
OOC Comments
Anyone who has K/Fae Folk can PM me for what she says, and also you seriously took /Fae Folk? Take a benny for that, you are a genius.
GM Bennies 9/9
Wild Card Bennies ?

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Dorn Forgehammer
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Re: Part 1: The Trip

Post by Dorn Forgehammer » Thu Oct 03, 2019 4:15 pm

The battle over Dorn groans softly as he drags himself back to his equipment. Taking the NIBRU* off his equipment harness he plugs it into his power unit, quickly checks the unit calibration and runs the unit across the worst of his injuries.
Weird Science Healing, Failed x 3, 3 PP Spent
Attempt 1, Fail, 1 PP Spent
1d10-3 = 3: 6
Wild Die 1d6-3 = 1: 4

Attempt 2, Fail, 1 PP Spent
1d10-3 = 3: 6
Wild Die 1d6-3 = -2: 1

Attempt 3, Fail, 1 PP Spent
1d10-3 = -1: 2
Wild Die 1d6-3 = 1: 4
Dorn curses has he activates the NIBRU and is rewarded with... nothing. "Is anything going to go right on this trip? This is NOT happening." Forgetting his wounds Dorn reaches around to grab some tools from his kit and is rewarded with another spasm of pain. "Oooooo, this night is the freaking gift that keeps on giving. At least the damn thing didn't blow up in my face." he mutters to himself.

Prying the access panel off the unit he checks the circuitry and makes some minor adjustments and notices a loose wire which he tightens down with another grunt.
Weird Science Healing, Success + 2 Raises, Heals 3 Wounds, 3 PP Spent
Attempt 4, Success with 2 raises
1d10-3 = 5: 8
Wild Die 1d6-3 = 3: 6
Wild Die Ace 1d6+3 = 9: 6
Wild Die Ace 2 1d6+9 = 15: 6
Snapping the panel back on Dorn activates the device again and is rewarded with a satisfying hum as the nanites did their work repairing the damage almost instantly. He sighs as the pain recedes and leans back and closes his eyes for a moment.

Re-energized Dorn gathers his equipment to see what aid he can provide to the rest of the caravan. Checking his power supply he sees it's still at nearly 75% capacity. Should be plenty of juice left for tonight and it should be recharged by morning. Hopping down from the ATV he strides off into the night to see what aid he can provide to the rest of the caravan.

*Nanite Instant Biological Repair Unit
Dorn Forgehammer
Bennies 4 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

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Dorn Forgehammer
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Re: Part 1: The Trip

Post by Dorn Forgehammer » Thu Oct 03, 2019 6:09 pm

Finding that the civilians were taken care of Dorn heads back to the Mountaineer when the giggling starts. What the hell?!? Damn, you should have done repairs on your rifle before going off to play Florence Nightingale you idiot. He chided himself.

Picking up the pace he was nearing the ATV when that fae lady the Legion had sent out with them starts talking to the darkness. Curious, Dorn grabs is Universal Translator and quickly tunes into the conversation to listen in.
Weird Science Speak Language, Success
1d10 = 4: 4
Wild Die 1d6 = 5: 5
For once, his equipment didn't give him grief and after a moment the conversion became intelligible and Dorn relaxed as he listened to the exchange. Whew, one less thing to worry about anyway...
Dorn Forgehammer
Bennies 4 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

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Doc Olliday
Posts: 157
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Re: Part 1: The Trip

Post by Doc Olliday » Thu Oct 03, 2019 7:57 pm

With his First Responder Orb still in hand as the battle winds down, Doc activates it.

Greater Healing, LBT 8. success, raise, 2 Wounds Healed _
Healing: 3 PPE
Mass Healing (LBT): 3 PPE
Flat Difficulty: -2
[*] Techno-Wizardry (1d10) 1d10 = 1: 1
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 10: 4
The Orb rises from Doc's outstretched hands. It floats ten feet above the ground and then turns a red color as it detects wounded and injured. It spins clockwise and then stops as it despenses a mix of nanite and drugs towards each injured member of the convoy.

When its job is done it turns a minty green color, spins counterclockwise and then goes dark falling back into Doc's outstretched hands.

"Anyone needing any other attention, just call my name and I will see to you individually."

Stowing the First Responder Orb, Doc heads off to where the others have identified cybernetic salvage is available.
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: 111
Joined: Mon May 28, 2018 5:41 am

Re: Part 1: The Trip

Post by Sig » Fri Oct 04, 2019 5:24 am

Trip
Morning
Round 0
OOC Comments
If no one wants the frag grenades, Sig will take them. But he has some, so if someone who doesn’t have any wants them, they can have them.
Sig wiped the blood from his face as he looked around at the dead brodkil. It had been a tough fight, and a couple of the team went down. The big grackle went to check them. After determining they were okay to move, he picked them up to bring them back to the camp and Doc’s attention.

The decision was made to get an early start to the day’s travel, so after Doc had everyone up again, Sig tossed the brodkil’s weapon into the Mountaineer and climbed inside.

That was fun, Winter’s heart said in Sig’s mind.

“It was...bracing,” Sig had to admit. “Got the adrenaline going, muscles warmed up.” He looked around quickly to see if anyone saw him talking to himself.

They drove uneventfully for a few days before they received a distress call. “We’ll escort you in, then,” Sig assured Larry. “Danny, get on up on the guns in case it gets hot,” he called over the radio.
Mountaineer
Did we ever decide what weapons we put on it? I don’t have it written down.
***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
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
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: -2 to all ranged attacks against him unless surprised.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 48/48 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
Bennies: 4/4
Unclaimed Loot
12 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
1 Plasma ejector (Range 24/48/96, 3d12 Mega Damage, RoF 1, It Burns)
TW Flaming Sword (Str+d10 Mega Damage, AP 4, It Burns)
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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Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Fri Oct 04, 2019 11:02 am

Danny turned his attention from Z to @Dorn Forgehammer. Whatever the fairy was speaking if she did not want to share he wasn’t going to pry unless she gave him cause. It seemed unlikely she had brought the Brodkill on the group so... The big grackle shrugged flexing his beautiful muscles. Dorn though seemed to be having some troubles of his own.

Danny encroached gently on the dwarves space not wanting to intrude but also wanting to offer a helping hand to someone struggling so badly. He softly offered in a low rumble, ”I might not be able to make gadgets like that but I have a fair understanding of science, might I lend a hand?” Danny had been doing some corispondance work long distance with a group in StormSpire. He would send them about 20,000 credits twice a year and they in turn sent him some books and self study lesson plans. Apparently according to them The Brotherhood, he was close to receiving a masters in applied sciences.
+1 support roll to Dorn Weird Science
Science for support on Dorn’s weird Science roll: 1d8 = 5: 5 wild 1d6 = 5: 5
Reliable: 1d8 = 1: 1 wild 1d6 = 5: 5
The big grackle seems moderately helpful even seems to know what he is doing despite no tools and carying an arsenal of weapons to which his tail added a plasma ejector.

The town on the other hand brought back
Memory’s of quiet towns he had seen in the war. He mumbled getting up and nodded to @Sig , ”You got it Sig... Towns like these give me the creeps. Saw my fair share of them in the war on both sides. Found a town about two miles from Tolkien where three hundred souls were asleep in their beds wasting away. Another town everyone just gone... CS took them all and stuffed them into a barn execution style.” He climbed into gunner seat for the weapon in the vehicle or if no weapon took to lying flat on the roof particle beam ready to fire. Either way he hit the seals on his armor making sure the biting cold could not get to him.
You won’t make it Danny. You couldn’t save me... How can you save them?
Shut the fuck up Derrick! Go scout the town and tell me if you see anyone.
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: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Fri Oct 04, 2019 1:22 pm

Doc situated himself among the Brodkil bodies and began his efforts to extract the Cybernetics.

Remove Cybernetics, Science 13 _
[*] Science (1d6) 1d6 = 1: 1
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 12: 6
[*] Super Aced! Wild (1d6+12) 1d6+12 = 13: 1
He most often finds himself installing cyber or repairing it. Using his science knowledge and understanding of general anatomy, Doc goes to work removing the cyber. What was not damaged, he managed to salvage, and then inventoried.

Stock value on recovered Cyber, Doc was doing numbers in his head. 100,000 credits. Not bad.

"I will need to off load these pieces of Cyber, the next chance we get. @Sig and @Danny, keep your eyes out for potential buyers and I will have these pieces cleaned and refurbished by the time we reach the next town."
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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Doc Olliday
Posts: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Fri Oct 04, 2019 1:53 pm

Doc likes mysteries and snooping on Zarina is becoming a passion of his.

One incident after another, Doc is putting pieces together of the fae they are escorting.

"It is wise to know the language of one's enemy. No secret that demons and fae have never seen eye to eye."

Pointing to Zarina, "She just asked for safe passage through another factions turf."
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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Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Fri Oct 04, 2019 2:23 pm

In respo see to @Doc Olliday's message, Serival and Glass reappear, maybe an inch or to closer than would be comfortable. "I believe you mentioned a restorative?". He is clearly winded.
OOC Comments
One level of Fatigue
Looking over the aftermath of the battle, he considers. "Perhaps the rifles, at least should be distributed among the convoy do they can better participate in their defense?"

He picks up the Flaming Sword hilt. "While I am far from a Master swordsman, I would be capable of using this, if none of our other magically inclined teammates are better suited to it."

He watches their fae companion through narrowed eyes as she communes with the locals. Still, moving on does seem wise for now, so he does not object.

Upon hearing of the detour, he frowns, but accedes to the leadership's decision to offer aid. Girding himself, he rides in sullen silence u til they reach the gate. Here, he clears his throat, suddenly all business. "I feel I should point out that entering hostile territory unnoticed is my specialty. If you wish, I am willing to do an initial reconnaissance."

His gaze drifts as he looks to the fence, trying to remember details of his adolescent training under the Underlie.
OOC Comments

Occult for k/fae.
Occult
1d8-2 = 5: 7
Wild Occult
1d6-2 = 0: 2
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: 157
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Re: Part 1: The Trip

Post by Doc Olliday » Fri Oct 04, 2019 4:08 pm

Freemage wrote:
Fri Oct 04, 2019 2:23 pm
In respo see to Doc Olliday's message, Serival and Glass reappear, maybe an inch or to closer than would be comfortable. "I believe you mentioned a restorative?". He is clearly winded.
OOC Comments
One level of Fatigue
Looking over the aftermath of the battle, he considers. "Perhaps the rifles, at least should be distributed among the convoy do they can better participate in their defense?"

He picks up the Flaming Sword hilt. "While I am far from a Master swordsman, I would be capable of using this, if none of our other magically inclined teammates are better suited to it."
Doc pulls out an old metal flask, hands it to @Serival Drumm, "One swig is all you need."

Refresher, Relief 4, 1 Fatigue Level removed _
Relief: 1 PPE
[*] Techno-Wizardry (1d10) 1d10 = 4: 4
[*] Wild (1d6) 1d6 = 3: 3
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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Pursuit
Game Master
Posts: 897
Joined: Thu Jan 04, 2018 9:21 am

Re: Part 1: The Trip

Post by Pursuit » Sat Oct 05, 2019 9:16 am

Alison picks herself up off the ground, dusting herself off and re-slinging her rifle. Seeing Clarence finishing off one of the final brodkil, she points at a fallen rifle and says, ”Clarence, grab that, will you? Keep it on you.”
Clarence takes a Generic Rifle
Mummy with a laser. Oh, yeah.


WIP

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Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Sat Oct 05, 2019 9:16 am

Alison picks herself up off the ground, dusting herself off and re-slinging her rifle. Seeing Clarence finishing off one of the final brodkil, she points at a fallen rifle and says, ”Clarence, grab that, will you? Keep it on you.”

Clarence takes a Generic Rifle
Mummy with a laser. Oh, yeah.

Alison knows that brodkil love to fight, and that they generally don’t care who they fight for.

”Let’s try something...”

14 for Divination to Speak With Brodkil
Spellcasting to speak to the brodkil 1d10 = 1: 1
Wild 1d6 = 6: 6 + 1d6 = 6: 6 + 1d6 = 2: 2
The spirit of a fallen brodkil appears in front of her.

”How would you like to keep fighting? How would you like to let nothing, even death, stop you, mighty warrior? There is honor and violence to be had, even after falling, if you’ll let me reanimate your body and direct you into battle.”

Persuasion 8
Persuasion 1d8+1 = 8: 7
Wild 1d6+1 = 6: 5
She waves at @Doc Olliday, and then points at the body of the fallen brodkil with whom she is speaking. ”Leave the cyber on that one, would you Doc? We may have a new volunteer.”

Spellcasting to Raise Brodkil 8
Spellcasting for zombie 1d10 = 8: 8
Wild 1d6 = 5: 5
Adding permanence modifier

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Doc Olliday
Posts: 157
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Re: Part 1: The Trip

Post by Doc Olliday » Sat Oct 05, 2019 10:00 am

Alison wrote:
Sat Oct 05, 2019 9:16 am

She waves at Doc Olliday, and then points at the body of the fallen brodkil with whom she is speaking. ”Leave the cyber on that one, would you Doc? We may have a new volunteer.”

Spellcasting to Raise Brodkil 8
Spellcasting for zombie Original post: 1d10 = 8: 8
Wild Original post: 1d6 = 5: 5
Adding permanence modifier
Doc looks down at the one, Brodkil he is working on. How intriguing that she would ask for the least wrecked of all the Brodkil.

He complies and leaves the cyber and patches up the body so its parts aren't falling out.
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.
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Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sun Oct 06, 2019 5:47 am

Danny looked at the brodkill... Then looked at @Alison, he rumbled low, ”Why would you do that? A lesser demon, ain’t a traveling companion? Clarence is ok, but forcing the rest of us to sit in a vehicle with an enemy is just rude. I lost a lot of men, good men and women in the war to those bastards.” The grackle’s tail twitched angrily, ”It is pretty cool to be able to speak to the dead, could have helped me more than once if we had you on our side during the war... Hell even giving some of my men a second chance might have turned the tide once or twice... But it?”

Danny pointed to the brodkill with an outstretched claw, ”Just brininging it back without a care? Like it was some cute little bunny we were fighting? No... I lost too many, I don’t care if... I just ain’t going to travel with its kind, dead, undead or not...”

The anger fell out of his voice as he pleaded with @Alison, ”You got no idea... No idea what they did to me. Just leave it be. Please...”
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: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Sun Oct 06, 2019 7:29 am

Doc knew that there were many from the Tolkeen War that struggled with things like PTSD and other after conflict issues. Some of them went insane inside and never showed anything on the outside until they snapped and died in whatever aftermath came from letting loose their insanity in the physical world. Others never managed to hide the conflict and continually lived and relived the horrors and tragedies of their engagements and soon died as well.

Doc had missed that little bit of excitement, personally but had managed somehow to accumulate stories and lives lost from the Tolkeen War. Part of his consierge practice was actually finding those "survivors" and recording their stories, documenting their lives and perspectives, easing those that wanted to go into the next life, and attempting rehab for those who wanted to stay.

Right now, from what he knew of @Danny, Doc was not entirely certain what was going on with the large Grackle, so he sat back and observed.
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.
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Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Sun Oct 06, 2019 10:50 am

Danny wrote:
Sun Oct 06, 2019 5:47 am

The anger fell out of his voice as he pleaded with Alison, ”You got no idea... No idea what they did to me. Just leave it be. Please...”
Alison sighs and shakes her head sadly. ”The dead have the same rights as the living. Whatever evil this tortured soul did in life, she can finally do some good in death, if she chooses to. I won’t deny her that choice, @Danny. I will keep her separate from you and the group as much as I can; I’m used to that sort of thing, being separate. But this is a body, not a demon. Not any more. The demon was put down, yet the body remains, and it will remain whether I make use of it or not.”

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Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sun Oct 06, 2019 11:08 am

Danny looked at the necromancer, ”I heard the same thing during the war. You think this Brodkill deserves life after death? Then you are as wrong as those that brought them back to life during the war.” This chick has a chip on her shoulder the size of Kingsdale. He continued with an even grumble, ”This creature will sueduce you and then eat you wihile you sleep. You think there is any redemption for a demon? Why wouldn’t it want to come back and kill some more?”

He shook his head in disgust, ”To be clear I am a fan of your kind of necromancy, you helped me connect with Derrick. But even it blinds you. Raise a demon to undeath and you are no better than those that lost the high ground in Tolkeen.” He sighed, ”Their arrogance was our downfall. Just be mind fall of that same pitfall.” He stalked off to the vehicle giving @Doc Olliday a look of someone who had had this same conversation and it ended poorly.
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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Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Sun Oct 06, 2019 11:18 am

Danny wrote:
Sun Oct 06, 2019 11:08 am
Danny looked at the necromancer, ”I heard the same thing during the war. You think this Brodkill deserves life after death? Then you are as wrong as those that brought them back to life during the war.” This chick has a chip on her shoulder the size of Kingsdale. He continued with an even grumble, ”This creature will sueduce you and then eat you wihile you sleep. You think there is any redemption for a demon? Why wouldn’t it want to come back and kill some more?”

He shook his head in disgust, ”To be clear I am a fan of your kind of necromancy, you helped me connect with Derrick. But even it blinds you. Raise a demon to undeath and you are no better than those that lost the high ground in Tolkeen.” He sighed, ”Their arrogance was our downfall. Just be mind fall of that same pitfall.”
Alison shudders a bit at the mention of Tolkeen. ” There is a bit of a difference between bringing something back to life and reanimating it. Clarence, for as much as I use his name out of respect for who he was in life, is not alive and does not possess a will off his own; he simply donated his body to be reanimated and used as a weapon against the darkness. This brodkil, if she consents, will be doing the same. There will be no whispering in my ear, because there is no one there to whisper. It is a different sort of thing that I do, Mister @Danny. I do not trap souls in decrepit bodies; that is monstrous and exactly the type of necromancy I’m out to fight.”

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Danny
Posts: 133
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Re: Part 1: The Trip

Post by Danny » Sun Oct 06, 2019 11:26 am

Danny puts his big glistening bicep around Clarence. He grins at the mummy, ”This guy sure. Even if he was some scumbag in life, he seems like the kind of guy that can help out in undeath. I get the reverence because he was clearly a stand up guy. If I had the power to bring back Danger Team 4, even if they would never talk, I might take the chance. Those guys were the best. Just like Clarence...”

He stood his ground and pointed at the Brodkill angry and heated, ” But a brodkill, doesn’t have anything good in it. It doesn’t deserve a second chance. Even if it agreed with you it would just seek to kill you at the first chance. You are speaking as if there was something worthy to bring back, something to redeem... There is nothing. No soul, no respect, no goodness... Trust me.”
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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Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Sun Oct 06, 2019 1:17 pm

Danny wrote:
Sun Oct 06, 2019 11:26 am

He stood his ground and pointed at the Brodkill angry and heated, ” But a brodkill, doesn’t have anything good in it. It doesn’t deserve a second chance. Even if it agreed with you it would just seek to kill you at the first chance. You are speaking as if there was something worthy to bring back, something to redeem... There is nothing. No soul, no respect, no goodness... Trust me.”
”No, Danny. Every sentient being deserves a chance to help, and we’re hardly in a position to turn down a volunteer. And you’re not hearing me; there is no demon left on this plane, only a body. It is magic, my magic, that animates the body, not the spirit of the departed. The spirit consents to my use of the body, but does not get another chance to control it. That time is passed. But we would be foolish to ignore such a mighty ally, if her spirit is willing to donate her body to the cause.”

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Danny
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Re: Part 1: The Trip

Post by Danny » Sun Oct 06, 2019 1:35 pm

Danny grinned. His smile was wide and happy. He reached out for @Alison to offer her a hug. At least she understands how this whole thing works. ”Sounds good Alison, you are a far cry from those who abused their power in Tolkeen. Just make sure you get Brody a weapon.” He nodded to the brodkill weapons strewn around. He patted her gently and sowed his gear looking forward to some interesting travel.

She passed a test?
Yeah Derrick, Alison is one of the good ones.
The brodkill?
Well if she is wrong I’ll just zap its head.
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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Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Sun Oct 06, 2019 1:49 pm

Danny wrote:
Sun Oct 06, 2019 1:35 pm
Danny grinned. His smile was wide and happy. He reached out for Alison to offer her a hug. At least she understands how this whole thing works. ”Sounds good Alison, you are a far cry from those who abused their power in Tolkeen. Just make sure you get Brody a weapon.” He nodded to the brodkill weapons strewn around. He patted her gently and sowed his gear looking forward to some interesting travel.
Alison gives Danny an affectionate pat on the chest in return. ”I don’t understand the living, and you less than most. I think your heart’s in the right place, though, yeah?”

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Alison
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Re: Part 1: The Trip

Post by Alison » Sun Oct 06, 2019 1:57 pm

With that, the spirit of the fallen brodkil gives consent, and Alison’s eyes glow a purplish hue and her power settles over the body of the brodkil, bringing it back to its feet.

”Meet Shalak, or at least her body. She’ll be helping to keep us safe for a time.”

At Alison’s direction, Shalak grabs the weapons she had carried in life.

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Doc Olliday
Posts: 157
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Re: Part 1: The Trip

Post by Doc Olliday » Sun Oct 06, 2019 2:00 pm

Doc relaxed a bit after the present unliving tensions had tied. He had cleaned up after @Danny a few times and it was never easy. @Alison was new to him and it was entirely possible that he had crossed paths with her type before and had not known it.

At least I am not patching up teammates who have gone tooth and nail at each other.
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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Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Sun Oct 06, 2019 2:02 pm

Standing next to @Doc Olliday, sipping the restorative, Salivary watches the debate with curiosity. He gives a soft exhalation as the two seem to come to an accord. "I've always been fascinated by discussions of wartime ethics.". He returns the flask to Doc. "Thank you, sir, I am quite refreshed."
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: 157
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Re: Part 1: The Trip

Post by Doc Olliday » Sun Oct 06, 2019 2:08 pm

Serival Drumm wrote:
Sun Oct 06, 2019 2:02 pm
Standing next to Doc Olliday, sipping the restorative, Salivary watches the debate with curiosity. He gives a soft exhalation as the two seem to come to an accord. "I've always been fascinated by discussions of wartime ethics.". He returns the flask to Doc. "Thank you, sir, I am quite refreshed."
Not being disrespectful, Doc accepts the flask back without looking at @Serival Drumm. His attention on the ongoing discussion.

"Spent a couple of decades working out this elixir."
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.
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Niyol Dreamwalker
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Joined: Tue Aug 20, 2019 7:13 am

Re: Part 1: The Trip

Post by Niyol Dreamwalker » Sun Oct 06, 2019 5:53 pm

Niyol wakes up from the bump on the head he received during the battle once @Doc Olliday unleashes his healing wave. The simvan groans and nods appreciatively towards the d'norr. He gets up and finds his gear while everyone else is concerned with looting, animating, and bickering over the dead.

Niyol dons his Arzno armor and hops onto Rides-the-Wind. They fly up to scout for any additional enemies lying in wait. Satisfied that they're safe for the time being, the shaman circles the camp a couple times before he gets the call to move out. Niyol flies ahead as directed until they pick up a distress signal from a nearby settlement. He adjusts his course and gets a good look at the settlement while the others approach.

Listening to the situation, Niyol offers an idea, "Perhaps Rides the Wind and I could drop Shadow Walker (@Serival Drumm) or his companion inside the fence line? I could circle the town from above as he slinks through below. Should trouble arise, I could quickly rendezvous with him whilst you fellows make your way inside."
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
Adventure Cards
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Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Sun Oct 06, 2019 7:57 pm

Alison looks at the town with a frown. "I could try to speak with the spirits of any nearby deceased, maybe? Either that or have Clarence and Shalak scout ahead. I'm... well, I'm not great with tactics. That's, um, not entirely my area."

She looks to the experienced soldiers in the company for direction.

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Dorn Forgehammer
Diamond Patron
Diamond Patron
Posts: 146
Joined: Fri Oct 06, 2017 5:48 pm

Re: Part 1: The Trip

Post by Dorn Forgehammer » Mon Oct 07, 2019 2:10 pm

Repair, 14 Raise
Repair 1d10+5 = 15: 10 +2 Mr. Fix It, +2 Core Electronics Package, +1 Support from Danny, -1 for Glitch
Wild Die 1d6+5 = 6: 1
Repair Time 1d6*5 = 30: 6 Halve repair time from raise.
Dorn accepts Danny's offer to help and plug himself into the weapons universal data port to perform diagnostics. After that it is a simple a matter to reset the E-4's processor and about 15 minutes later they're rewarded as the ready status light turns from red to amber and then green indicating the weapon has passed all its self diagnostics. With a grunt of satisfaction Dorn packs away his tool while Danny wanders off to check on the status of the others.

After getting his tools packed up and one more check that all's well Dorn hops down from the ATV to find the others. He comes across them in time to hear the end of the argument between the necromancer and the big Grackle. Seeing the animated Brodkil Dorn can only shake his head "Well that's about the dumbest thing I've seen today. Let's have a Brodkil follow us around. Awesome! Wait, a better idea! Let's have a Brodkil corpse follow us around. Genius!"

Dorn scrubs his face with his palm. "Well, I suppose we'll score points if we come across any Grim Reapers."

Without another word Dorn spins on his heel slinging his E-4 across his shoulder and stomps back towards the ATV.
Dorn Forgehammer
Bennies 4 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

User avatar
Sig
Posts: 111
Joined: Mon May 28, 2018 5:41 am

Re: Part 1: The Trip

Post by Sig » Wed Oct 09, 2019 2:37 am

Trip
Morning
Round 0

Sig wasn’t all too keen on having a brodkil corpse join the party, but no one asked him.

"I feel I should point out that entering hostile territory unnoticed is my specialty. If you wish, I am willing to do an initial reconnaissance," Serivol said.

“Then do it,” Sig instructed. “Let’s see what’s in there, why they’re calling for help. Be careful, though.”

I could have Clarence and Shalak scout ahead,” Alison offered.

“Yes, sistah. Let’s walk a couple of undead into the middle of an unknown situation,” Sig said. “No, let’s try somethin’ that won’t start up pitchforks an’ torches, yeah.”
Mountaineer
Did we ever decide what weapons we put on it? I don’t have it written down.
***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
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
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: -2 to all ranged attacks against him unless surprised.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 48/48 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
Bennies: 4/4
Unclaimed Loot
12 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4) - one to Clarence
1 Plasma ejector (Range 24/48/96, 3d12 Mega Damage, RoF 1, It Burns) - Danny
TW Flaming Sword (Str+d10 Mega Damage, AP 4, It Burns) - Serivol
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
Dorn Forgehammer
Diamond Patron
Diamond Patron
Posts: 146
Joined: Fri Oct 06, 2017 5:48 pm

Re: Part 1: The Trip

Post by Dorn Forgehammer » Wed Oct 09, 2019 11:52 am

"Well, if there's anyone or anything in there it probably knows we're out here by now. We've just done the whole parameter of the wall. Unless they're deaf, dumb and blind I don't see how they missed us." Dorn observes wryly. "Still, no sense taking silly chances. I'm no expert on this stuff but if there's some panicked humans hiding in there sending in the walking dead doesn't seem like Plan A. Just spitballing here."

After a moment's thought Dorn shrugs his shoulders and simply says with "The sneaky approach seems a win, win to me so it gets my vote. Whether there are scared folk or hungry demons it seems like the best way to go. Just try not killing anything in there until we know just who may need rescuing, ok?"
Dorn Forgehammer
Bennies 4 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

User avatar
Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Fri Oct 11, 2019 11:18 pm

Serival nods @Sig and @Niyol Dreamwalker. "Very well. Niyol, your suggestion is sound, but please deposit me as close to the fence as possible, ideally in a space blocked from view of the rest ofthe town by a building--then fly back over the wall, and away for a bit, until you can gain some altitude to do the flyover. Ideally, you'll be high enough that whatever lies within does not pay attention to you. Sig, I will transmit a text to your communicator every 5 minutes; please wait for two missed transmissions before storming the gates."

As Niyol moves to comply, Serival shakes his head. "Oh, and do not bother getting Glass over the wall; he can get inside on his own." And, indeed, as they begin to go over the wall, Glass simply shimmers a bit and steps through, before becoming solid and waiting on the other side.

He then waits for Niyol to fly back over the wall before he activates the camo-mode on his armor, draws his neural mace, and begins expertly moving through the ghost-quiet settlement, periodically having Glass follow behind once he has made sure a particular area is clear.
Conceal Arcana 14, Notice 6, Stealth 13
Conceal Arcana roll from that morning, per "daily routine" posted earlier; has Exalted Conceal (-4 to be sensed with Detect Arcana/Divination); applies to both himself and Glass.
Spellcasting 1d12+1 = 13: 12 ACE 1d12+13 = 14: 1
Wild Spellcasting 1d6+1 = 3: 2

No roll needed for Intangibility power for Glass to move through the wall.

Notice 1d8+2 = 6: 4
Wild Notice 1d6+2 = 3: 1
Optics helmet ignores illumination penalties

Stealth 1d10+4 = 12: 8
Wild Stealth 1d6+4 = 10: 6 ACE 1d6+10 = 13: 3

Serival will typically move forward about 25" to the next best hidey-hole he can locate, check for activity, then bring Glass up behind himself after making sure it's all clear. If he encounters something, he will NOT immediately bring Glass forward, unless he's spotted and we go into rounds. Instead, he'll observe and evaluate before taking further action.
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
Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sat Oct 12, 2019 9:25 am

Danny looked down his scope as the plan unfolded. There had been a few ways to deal with a quiet spooky town. The Pecos Gambit, Vernulian Soup for Two, and the Iron Heart Dillitant named Jude to name a few. Danny smiled as he saw @Niyol Dreamwalker and @Serival Drumm take off. Fort El Dorado Sandwich eh? The big grackle lay flat on his stomach using the Mountaineer as an impromtu perch. He tapped his tail Gently above the driver side indicating he needed some steady driving or an all out stop.

He breathed deep and whispered through his armor’s mic anything out of the ordinary that he could see as the infiltration team descended on the town. My armor’s infravision should help spotting heat, and the scope I got will help with darkness and range...

Support either Niyol or Serval: Notice 1d8 = 5: 5 wild die 1d6 = 3: 3 free reroll 1d8 = 4: 4 wild 1d6 = 4: 4= +1 Support roll for either Ni or Serv.
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
Alison
Posts: 39
Joined: Fri Sep 06, 2019 5:02 pm

Re: Part 1: The Trip

Post by Alison » Sat Oct 12, 2019 10:31 am

Sig wrote:
Wed Oct 09, 2019 2:37 am

“Yes, sistah. Let’s walk a couple of undead into the middle of an unknown situation,” Sig said. “No, let’s try somethin’ that won’t start up pitchforks an’ torches, yeah.”
Alison raises her hands as if to say, "I surrender," and sees to making sure her "charges" are well equipped for whatever battle comes ahead. If she's being honest, she's happy with how the team has responded so far to the presence of the dead among them; the living are usually even more up in arms about working with the reanimated than the team has shown.

User avatar
Doc Olliday
Posts: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Sun Oct 13, 2019 8:01 pm

Doc starts counting the minutes between the silence and the deathly silent moments. Hw goes over all his gadgets and his mundane medical tech. He sees to any comms between the APC and the scouting units. @Alison and her "charges" do not bother him, he has been around enough of the living and the dead, that it literally comes down to what does the client want.
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
Stoic
Bronze Patron
Bronze Patron
Posts: 468
Joined: Fri May 25, 2018 8:58 am

Re: Part 1: The Trip

Post by Stoic » Thu Oct 17, 2019 7:34 pm

Glass and Serival expertly case the entire town. They slip in and out of each structure, faithfully radioing in at the pre-determined intervals. The search takes a couple of hours, and not a single living creature is seen during the entire time.

They see:

Plates set for a meal with no food on the table. One particular house has a candle burnt down to a nub set as well.

Collars for pets, with no pets. There are no people, not pets, not even any pests as far as you can tell

The signal. The signal is set to repeat, and from what you can tell has been transmitting for 13 days in a loop.

Sludge. Curiously, Serival and Glass find a small sample of a strange viscous black sludge. Serival is not foolish enough to touch it himself, so Glass dutifully scraps it up.
K/Science or K/Medicine roll
A successful roll will make you realize that, from Serivals descriptions, only organic matter was destroyed. A raise will tell you that some rapidly acting agent may have simply dissolved the living and left their possessions intact.
Occult Roll
Make an occult roll at a -2. If you were in the Tolkieen war, make an occult roll with no penalty.

Success: This sounds like something you heard about in the war. A weaponized spell called Ravager. It summons a horde of hungry shadow creatures that eat all organic matter.

Raise: You know that Ravagers are actually summoned by a particular spell from a special warfare division of the Tolkieen forces. They are all powerful shifters and since the war have spread across the land, causing havoc and storing p.p.e. toward some unknown goal.
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Thu Oct 17, 2019 10:44 pm

Occult 4, Success
Occult 1d8 = 4: 4
Wild Occult 1d6 = 1: 1
During his sweep, Serival's messages contain notes about his non-findings, discussing the odd conditions and absences in clipped, unemotional detail.

Having found the signal generator, and letting Glass take up the sludge, Serival returns to the others. "This is not good. I've seen this before--Ravagers, I think they were called. Another branch of Tolkeen's many pacts with dark forces. This is exactly what the towns that were hit would look like afterwards."

He motions Glass forward. "I brought back a sample for analysis." He looks back at the dead town. "I am honestly at a bit of a loss as to why the effect stops with the town's fencing. There might be a clue in that. Or maybe they were just targeted that way."
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
Diamond Patron
Diamond Patron
Posts: 181
Joined: Sat May 13, 2017 5:55 am

Re: Part 1: The Trip

Post by Carlos » Sat Oct 19, 2019 4:59 am

Trek 1d4 = 3: 3 3=Diamonds Finding something helpful along the way

The return of the 4th to Castle Refuge was inglorious, they had lost a lot in the final three-way fight with the CS and the Tectonic Entities. One thing they had brought back was a new member, the Simvan Eco-wizard they called "Carlos". He was questioned and his skills assessed before he was officially induced. During the fight, he lost his communications band. Not speaking American well and being illiterate, it was fortunate that they had tother Simvan about to assist in translation.

Given his arcane background and his survival skills, he was sent out as an advanced scout to check for trouble in advance of the main group being sent to investigate a missing ATT in Old Detroit. Taking his Ostrasaurus and his communicator, as well as his basic gear, he set out to fulfill his orders.

A solo Simvan is not greatly welcome in most places, as he is often suspected to be either a scout for raiders or an outlaw who is without even the barbaric code of honor of the normal Simvan. While Khar-loez is neither of these things, he finds it easier to avoid trouble by avoiding people.

Khar-loez encounters the first area of Faerie activity. For many, this would be dangerous, or even deadly, but Khar-loez is an Eco-wizard, he carries a minimum of upsetting technology and understands natural magic. He only gathers fallen wood for his fires and respects how dangerous fire can be by only lighting small fires in well-cleared areas and properly putting the fires out when finished.

As he rested in the forest, a small faerie came to him and begged for his help. He took a chance and followed the creature, which lead him deeper into the forest. He soon heard the sounds of machinery, it was a party of loggers, probably from a nearby settlement seeking wood for construction and to use as fuel.

Now Faeries do not like loggers in general, as trees are the homes to many of them, and some of them...such as Dryads...are bound to their trees to such an extent that they can be hurt or killed by harming their tree. They also dislike machines, because technology is a way of separating oneself from nature. Tech-using loggers are, thus, twice bad to Faeries.

Khar-loez tries to talk to the loggers but has trouble making himself understood and can not convince them to leave peacefully. Eventually, he is forced to take more drastic measures. He uses his telekinesis to steal items, he sets swarms of insects to carrying dirt into machinery to make it stop working, he causes vines to invade their tents and tie them down when they are sleeping. The Faeries use their own magic to help, in increasing numbers as they enjoy playing pranks.

The loggers, eventually, understand that the pranks are only harmless because the guiding hand wants them stopped, not hurt or killed. They leave, though whether they intend to return is hard to determine. The Faeries reward Khar-loez with a strange staff of unknown wood.

When he finishes aiding the faeries, they show him out of the woods to a town. Outside the town is an ATV bearing the markings of the Legion, it appears the team caught up to him while he was in the woods. He sends a signal on his communicator, "Khar-loez, Simvan, Ecowizard, premit to join."
OOC Comments
Notice 1d8+2 = 9: 7, Wild Notice 1d6+2 = 5: 3
Occult 1d10 = 2: 2, Wild Occult 1d6 = 1: 1
Last edited by Carlos on Sat Oct 19, 2019 6:53 am, 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
Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sat Oct 19, 2019 6:40 am

Danny looked down at the samples Glass had retrieved. The reports of what had happened here sounded odd. He had seen alot of odd during the war...

With a little help from his scientifically minded tail which fished out his bio analysis kit Danny made a few readings and educated guesses on the goop that was brought back. While his tail fiddled carrfully his eye was trained mercilessly on the town waiting for the next shoe to drop. PLEASE DON’t let it be a raging horde of Zombies. Just traveling with two is all I can take.
Science 11, occult failure
Science 1d8+1 = 2: 1 Wild 1d6 = 6: 6 ace 1d6+7 = 11: 4
Occukt 1d8 = 2: 2 Wild 1d6 = 3: 3
After a bit he had his results and shared them with the team. A strange radio communication came over his wave and he responded in kind drawing on his military background calling for a counter sign, ” Authenticate Traveler. This is Danny from the Tomorrow Legion Alpha Tango Tango twenty Four... Over. Be advise we maybe dealing with hostiles or a contagion.”
Authenticate Traveler
Make it up.
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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Carlos
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Posts: 181
Joined: Sat May 13, 2017 5:55 am

Re: Part 1: The Trip

Post by Carlos » Sat Oct 19, 2019 7:07 am

When the communicator replies, Khar-loez has to think for a moment, "Authentication, Khar-loez, Tomorrow Legion Charlie Omichron Tango Four. Know spell if need cure. Know how keep safe from sick."

He really has almost no practice with radio communication processes, so it takes him an effort. He does know his mind over body trick to keep safe from environmental hazards..at least as safe as environmental armor anyway. He also knows healing spells well enough to cure disease, assuming his magic is strong enough.

He observes the condition of the village and is certain it is not natural, though he has no idea what caused 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
Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sat Oct 19, 2019 7:47 am

Danny smiled at the reply. It was nice the Legion sent another out to join them. He did not know this @Carlos but he couldn’t help but wonder if whomever he was would be a sitter or a baby needing care. He send their position over the comms and waited patiently for the next team member to arrive.

He tapped on the top of the mountaineer and commed @Sig and @Doc Olliday. ”Looks like we got another joining us. Break out the welcome wagon.”
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
Doc Olliday
Posts: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Mon Oct 21, 2019 6:08 pm

Doc pulls out all the stops and digs into the scene around him and the quiet city.
Science 6, success
[*] Science (1d6) 1d6 = 1: 1
[*] Wild (1d6) 1d6 = 6: 6
Healing 10, success
Healer Edge: +2
[*] Healing (1d8) 1d8 = 8: 8
[*] Wild (1d6) 1d6 = 3: 3
Occult 6, success
Scene Modifier: -2
[*] Occult (1d10) 1d10 = 8: 8
[*] Wild (1d6) 1d6 = 1: 1
"Folks. This town was part of a weapon's test."

Poiniting to the sample that the automaton returns with and which Doc has analyzed, "All organic tissue was ... dissolved. Inanimate objects were uneffected."

"What I am uncertain of is how the weapon was delivered and administered."

@Danny
"Probably wouldn't hurt to get an idea of how long the town has been this way. I am no scout, regretfully. Would be wise to know if we are being watched and if we are likely to be the recipient of similar treatment."

@Alison
"It looks like there is no one here for you to speak with, otherwise I would recommend a little spiritual conversation."
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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Dorn Forgehammer
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Posts: 146
Joined: Fri Oct 06, 2017 5:48 pm

Re: Part 1: The Trip

Post by Dorn Forgehammer » Tue Oct 22, 2019 11:05 am

"So we have a village of magically dissolved people on our hands. That's just skippy." Dorn snorts with an annoyed look. "Serival, I don't suppose you know if this stuff is still contagious? Maybe you and your robot there need to engage in some decon protocols to be safe? I don't want anyone dissolve because you forgot to wash your hands."

Dorn walks toward the fence a few paces and stares at it a few moments deep in thought. "I wonder about the village itself, too. Should be leave it intact? Could it pose a danger to others? Maybe we should just torch the place just to be on the safe side?"

Dorn snorts again and turns back to the others. "By the nineteen hells I hate this kind of magic contagion crap."
Dorn Forgehammer
Bennies 4 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

User avatar
Dorn Forgehammer
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Posts: 146
Joined: Fri Oct 06, 2017 5:48 pm

Re: Part 1: The Trip

Post by Dorn Forgehammer » Tue Oct 22, 2019 11:14 am

Hearing Doc's comment about being observed reminded Dorn of the perfectly serviceable electronic suite of sensors in the Mountaineer. "Well Doc, we a have whole truckload of sensors right here." Dorn smiles patting the flank of the Mountaineer. "How about we see what she can see, eh?"

Clamoring up into the vehicle it only takes a few moments to interface with its electronics systems and get it running a full sweep of the area.
Electronics 13, Raise
Electronics 1d10+4 = 13: 9
Wild Die 1d6+4 = 6: 2
+2 from Core Electronics Package
+2 from Vehicle Interface Package
"Give me a minute and if there is anything solid out there this baby should find them." Dorn calls out to the others as he concentrates on the readouts.
Dorn Forgehammer
Bennies 4 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

User avatar
Doc Olliday
Posts: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Tue Oct 22, 2019 3:37 pm

Doc just smiles at the dwarf @Dorn Forgehammer , "I was wondering when you would offer to use yer gadgets."

"Fire it up and let's see what she gives us."

"In the meantime, everyone stay alert. Any additional intel, make sure it gets delivered to everyone asap. I will be in the Mountaineer with Dorn."

Doc leaves the ghost town and heads to the Mountaineer to join Dorn in performing an electronic sensor sweep.

Electronics Support for Dorn, +1 _
[*] Electronics (1d6) 1d6 = 5: 5
[*] Wild (1d6) 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
Edit Signature

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Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Tue Oct 22, 2019 3:53 pm

Kn battle 8
Where would they attack from? Kn battle 1d4-2 = 1: 3 wild 1d6-2 = 4: 6 ace 1d6 = 4: 4
Danny was not a battle field commander. Back in the war he had relied on his superiors to lay out the plan, cheif amongst them the commander of the western front Victoria Geist. But he had picked up a thing or two in his time. Basically he just looked the spot he would use.
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: 111
Joined: Mon May 28, 2018 5:41 am

Re: Part 1: The Trip

Post by Sig » Thu Oct 24, 2019 4:33 am

Town
Morning
Round 0

Sig listened to the reports from the scouts and the arrival of the new member of the team. He greeted the Simvan. “Welcome, Carlos,” he said, distractedly watching the empty town.

“You said there’s no one?” Sig asked. “Okay. No one in non-sealed armor goes past that fence,” Sig instructed. “Can you determine if this contagion it still operative? Are we exposing ourselves? Or has it run the course? I think we should quarantine and burn it, if so. Any other clues? Who did it?”

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
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
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.
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 48/48 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
Bennies: 4/4
Unclaimed Loot
12 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4) - one to Clarence
1 Plasma ejector (Range 24/48/96, 3d12 Mega Damage, RoF 1, It Burns) - Danny
TW Flaming Sword (Str+d10 Mega Damage, AP 4, It Burns) - Serivol
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: 181
Joined: Sat May 13, 2017 5:55 am

Re: Part 1: The Trip

Post by Carlos » Sat Oct 26, 2019 7:35 am

Khar-loez considers, then says, "Have spell may tell."

His command of the language leaves much to be desired, what he is thinking is, My detection spell detects more than just magic and entities, it also detects environmental threats. It may work to detect an active danger here.
OOC Comments
That is how the spell works for ecowizards. It also connects with his danger sense edge.
Spellcasting 1d10 = 1: 1, Wild Spellcasting 1d6 = 1: 1

Dice roller is hating me today. Perhaps it is best explained as a side effect of the destructive spell...No natural forces for him to draw upon?
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: 157
Joined: Sat Aug 18, 2018 11:07 am

Re: Part 1: The Trip

Post by Doc Olliday » Sat Oct 26, 2019 10:10 am

Carlos wrote:
Sat Oct 26, 2019 7:35 am
Khar-loez considers, then says, "Have spell may tell."

His command of the language leaves much to be desired, what he is thinking is, My detection spell detects more than just magic and entities, it also detects environmental threats. It may work to detect an active danger here.
OOC Comments
That is how the spell works for ecowizards. It also connects with his danger sense edge.
Spellcasting Original post: 1d10 = 1: 1, Wild Spellcasting Original post: 1d6 = 1: 1

Dice roller is hating me today. Perhaps it is best explained as a side effect of the destructive spell...No natural forces for him to draw upon?
One of those oddities that is attributed to a pale skinned D'norr without horns, Doc speaks back to the Simvan across a the speaker system in the Mountaineer. [In Simvan: "I understand you. Speak your native tongue and I will act as a translator."]
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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