Part 1: The Trip

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Xiang
Posts: 19
Joined: Sat Nov 23, 2019 9:39 pm

Re: Part 1: The Trip

Post by Xiang » Sat Jan 18, 2020 10:37 am

Occult
Occult 1d4-6 = -3: 3
Wild 1d6-6 = -1: 5
"If they are evil then should we not help Niyol? Fighting them sounds much less terrible then sitting idle in a foul smelling place such as this for a whole week. Towns were decidedly not the werecats favorite place in general and this one was even more noisey and smelly that most others he had visited. And some of the people here were so rude. One human tried to kick him just for being a cat. That person was not presumably looking for someone like Doc to fix his near severed foot.

Maybe he could find somewhere to fight tho, humanoids did enjoy a bit of violence nearly as much as his people. "While I am no in need of any equipment I can think of I could use some money. Just in case. Is there somewhere people fight each other for prizes?" He asks Doc not long after they arrive. "I would do so in my human form of course, to be a bit more fair." He chuckles knowing even that form is immune to mortal weapons.

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Doc Olliday
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Re: Part 1: The Trip

Post by Doc Olliday » Sat Jan 18, 2020 11:14 am

Xiang wrote:
Sat Jan 18, 2020 10:37 am
Occult
Occult Original post: 1d4-6 = -3: 3
Wild Original post: 1d6-6 = -1: 5
"If they are evil then should we not help Niyol? Fighting them sounds much less terrible then sitting idle in a foul smelling place such as this for a whole week. Towns were decidedly not the werecats favorite place in general and this one was even more noisey and smelly that most others he had visited. And some of the people here were so rude. One human tried to kick him just for being a cat. That person was not presumably looking for someone like Doc to fix his near severed foot.

Maybe he could find somewhere to fight tho, humanoids did enjoy a bit of violence nearly as much as his people. "While I am no in need of any equipment I can think of I could use some money. Just in case. Is there somewhere people fight each other for prizes?" He asks Doc not long after they arrive. "I would do so in my human form of course, to be a bit more fair." He chuckles knowing even that form is immune to mortal weapons.
"The Hub Battledome. Gladitorial contests abound everyday it seems."

"I rarely offer my services there. The place exudes brutality and death. Not much need for saving if you are dead." He taps his head, "Brain dead."
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
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Doc Olliday
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Re: Part 1: The Trip

Post by Doc Olliday » Sat Jan 18, 2020 11:38 am

Carlos wrote:
Sat Jan 18, 2020 5:11 am
During the trip, Khar-loez sees if he can restore the Centaur further. It should be possible, though at his best guess it will take at least five castings of his strongest magic on a ley line to do it. One casting for each leg and one to restore the internal organs, minimum. Unless there is something preventing it from working, in which case he will attempt to find a way to overcome the block.
OOC Comments
What happened to Niyol - Occult Original post: 1d10-6 = -3: 3, Wild occult Original post: 1d6-6 = 0: 6, WO Ace Original post: 1d6 = 4: 4
Common Knowledge Original post: 1d4-6 = -5: 1, Wild CKOriginal post: 1d6-6 = -5: 1

Healing the centaur - Spellcasting Original post: 1d10 = 8: 8, Spellcasting Original post: 1d6 = 2: 2
If magic fails - Occult Original post: 1d10 = 8: 8, wild Occult Original post: 1d6 = 6: 6
Once in town, Carlos will take his pay and look around...there has to be someone who sells things like dino hide and bone or raw Steeltree Wood in the area, he needs materials to work with for crafting. He will also look for a place that is more natural to stay at...cities are not his thing.
"You and @Xiang might be interested in the National Park @ Botanical Gardens. Certainly worth a stroll if you are looking for relief from the city."
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Carlos
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Re: Part 1: The Trip

Post by Carlos » Sat Jan 18, 2020 1:44 pm

Khar-loez has an understanding of what a Gene Splicer is, from the point of view of an Eco-wizard. Explaining it in English...well that may be rough. He will try.

"Gene-Splicer come from Rift. They take living thing, take apart, take other living thing, take apart...then put two together into one thing and let go. Watch and see if live or die. Not care how much trouble new mix thing causes."
Alvidan explains, as best he can.

Gene Splicers are something Ecowizards despise, they disrupt nature without care for he consequences.

In Town, he will not STAY in town long. He will collect his pay, check on the Centaur, and look for what he needs for crafting. Then he will exit he town and find the camp outside town, where he will be more comfortable (preferably near the edge of camp, and with other Simvan or primitives). He will set up a crafting area and start working on creating more magic items.
Last edited by Carlos on Sun Jan 19, 2020 6:15 pm, edited 1 time in total.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3

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Danny
Posts: 130
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sat Jan 18, 2020 1:52 pm

Danny nodded to @Doc Olliday taking the cred chip. Sure glad Doc is here... Without him, well I would be in a bit of a mess.
“Doc, think they got a talent agency here? Maybe I could do some modeling or something to get some more cred. Not that I don’t appreciate it, but often times armorers and gun smithies require a bit more to make something for my hands and girth.”
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 » Sat Jan 18, 2020 9:43 pm

Please Read
I am going to have a few different task/challenges you may choose to participate in. Each player may only select one task. I will erase this sentence when all the challenges are presented. As long as you still see this part, know I am still working on it. Feel free to choose as they roll out though. So far a Fight Club and exploring the outside of the town are in progress. Feel free to make up something you'd like to do and if it's beyond just pure rp, I will design something for it.
Serival's 11

Serival greases a few palms and ultimately finds a seller looking for a buyer. Johnson, he calls himself. Trader Johnson. Trader Johnson is a tall thinly built man that glows a light blue. He's looking to get a certain item back, the Electric Spider, he calls it. It turns out this Electric Spider was stolen from one of Mr...Trader..Johnson's couriers a couple of weeks ago. Stolen by a Mr Hopper, a high ranking member of the local version of the mafia and owner of Kokopelli's, the towns only respectable place for games of chance. Johnson offers Serival a cool 200,000 credits
Or does he?
Roll persuasion or intimidation (Feel free to support if multiple people are working this task), a success nets you an extra 5%, a raise an extra 10%, multiple raises offer no further gain.
to retrieve a metal box about the size of a shoebox securely nestled deep in the casino's vault. He asks that you don't open it, but doesn't seem too concerned if you do. He lights a thin black cigar and puffs at it, a pink cloud forming in the air between you. "The way I figure it, is you might need a few people. You need to finagle your way into the vault area, I guess you could pretend to be a whale or something, and then you gotta break into the vault, which from what I heard has both physical and magical protections. It's in slot number 13A. Do me a favor and takes some other stuff too to divert suspicion. I don't want a cut of that or anything, just good as a diversion. I honestly can't get any intel of the guards, etcetera, so that's on you. Once you get it, bring it to the bar called the blind pig and give it to a guy named Vinnie. He'll hand you a briefcase. Understood?"

The team has two options, go in blind, or do some advance scouting. The advance scouting will involve narration and an appropriate skill at a -2 (Jon if you participate, a great time to let Danny's gambling shine). If the team accumulates 1 success per participant, any future rolls for this task will have a smaller negative penalty than it would have. Once you decide on who is participating and everyone rolls, I will set up a series of tasks to accomplish.
GM Bennies 9/9
Wild Card Bennies ?

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Doc Olliday
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Re: Part 1: The Trip

Post by Doc Olliday » Sun Jan 19, 2020 9:38 pm

Danny wrote:
Sat Jan 18, 2020 1:52 pm
Danny nodded to Doc Olliday taking the cred chip. Sure glad Doc is here... Without him, well I would be in a bit of a mess.
“Doc, think they got a talent agency here? Maybe I could do some modeling or something to get some more cred. Not that I don’t appreciate it, but often times armorers and gun smithies require a bit more to make something for my hands and girth.”
Doc glances at @Danny "Really if you need more, I am sure I can cover you. The consierge business if very lucrative."

He pats the big lizard on this bicep, "You have been making good use of our downtime I feel."
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: 106
Joined: Mon May 28, 2018 5:41 am

Re: Part 1: The Trip

Post by Sig » Wed Jan 22, 2020 12:25 am

MercTown
Afternoon
Round 0

“Klingmar Spa an’ Resort sounds promisin’, brah,” Sig told Doc with a smile. “I’ll check it out.”

Sig pulled out his comm unit and waved it at the others. “Keep in touch,” he said. “Check in every four hours or so, unless yer snoozin’. Then just let someone know yer location. Don’t wanna lose anyone.”

With that, Sig hiked up the duffel bags of trash laser rifles and headed for the market to sell, trade, or swap.
Downtime
We have 11 generic laser rifles as loot. Sig will try and sell those. Then he wants to buy some grenades and mini missiles. Do we need anything for the vehicle? Weapons? Mods?
***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 4/4
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.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
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
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


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


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

[/list]

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

User avatar
Carlos
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Posts: 172
Joined: Sat May 13, 2017 5:55 am

Re: Part 1: The Trip

Post by Carlos » Tue Jan 28, 2020 1:21 pm

It seems to Khar-loez that this camp outside of town would be a good place to find the materials he needs to construct goods. People pass through here on their way into and out of town, hunters bringing in food and hides and trophies have to be among them. It is just a matter of finding them and convincing them to sell to him.

The first thing to do is observe, find the places where food is prepared and hides are tanned, the places where goods that are not high technology are crafted. Once those places are found, then convincing the people to sell is the next step...and the harder one.
OOC Comments
Notice 1d8+2 = 3: 1, Wild Notice 1d6+2 = 7: 5 to locate a place where what he wants is available
Persuade 1d4 = 2: 2, Wild Persuade 1d6 = 3: 3 To try to convince someone to sell to him
Not having much luck, he tries again, pausing to watch which dealers tend to deal more with D-bees like himself so that he can, he hopes, find one more amenable to his business. Benny Elan Persuade 1d4+2 = 5: 3, Benny Elan Wild Persuade 1d6+2 = 4: 2
If possible, he will look for another Simvan or other less human D-bee to deal with, as they are more likely to do so.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3

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