It's the end of the world, as we know it...

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Stoic
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Posts: 525
Joined: Fri May 25, 2018 8:58 am

It's the end of the world, as we know it...

Post by Stoic »

After a pause that seems to take forever, the ley line begins to flicker. It’s subtle at first, but after a minute or two it’s full out agitated, like a big blue whip cracking. A dozen or two tendrils of electric light, with a pink tinge, curiously, shoot out from the ley line, and when the tendrils return, they leave a figure in their place. There are roughly twenty figures standing before you, a wide assortment of genders and races, the only thing in common is that they all appear to be physically fit, and are holding psi weapons in hand. You see a giant with four psi-blades, one for each hand, a frogman, holding a glowing pink psi-trident, his big bulbous eyes scanning the immediate area, A cyberhorseman, holding a massive two handed psi axe, and then, there is one that is clearly out of place. A short, plump African American woman with a shaved head. Something about her just radiates peace, and you instantly feel inclined to want to make her like you. She is wearing a simple gray robe, and what appear to be sandals. She looks to your party, and smiles warmly. She is just about to speak when all hell breaks loose. Psychics and Spellcasters feel it, but even those who are not adept in the arcane can hear it. It sounds like the world breaking in half, and as soon as the noise mercifully ends, the sky turns a dark red, and is marred by a strange alien assortment of celestial objects, including at least three moons that you can see. The gray robed woman starts to scream.
OOC Comments
Just kind of open roleplay here. How does your character react to these events?

Interlude Opportunity: Name a time your character faced a strange event, and how they got through it. After doing so, take a Benny.

Just going to let this post marinate for a bit, then we’ll get to the next part. Try to keep it to dialogue, no combat type actions just yet.
GM Bennies 9/9
Wild Card Bennies ?

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Alison
Posts: 55
Joined: Fri Sep 06, 2019 5:02 pm

Re: It's the end of the world, as we know it...

Post by Alison »

Alison’s heart rends along with the world.

”No...” she whispers as the alien moons invade the sky.

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Sig
Posts: 136
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Fort Detroit/Wilds/Ley line
Afternoon
Round 0

Sig tensed as a group of well-armed individuals emerged from the ley line, armed with psi-weapons. And that robed woman was awfully suspicious.

Then the world seemed to break, and an ear-splitting shriek rent the air. Sig cringed, flicking on his armor’s noise suppressants to save his hearing. He stared at the blood red sky, filled with three moons and alien celestial objects. What the hell was happening?

Sig hadn’t seen anything like this since Gloomtown, when that necromancer had nearly wiped the town out of existence with an annihilation wave.

“What is this?” Sig called out to the magic experts in the party. “And who are you?” he asked the new arrivals.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 5/4
Deflector screen: 10/10 PP; deflection and protection
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
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 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
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
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
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

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Carlos
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Diamond Patron
Posts: 213
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-loez screams and falls to the ground as the alien environments overwhelm his ecologically sensitivity.
OOC Comments
This is probably an open rift and we are seeing the other side, assuming we were not swept through. However, either way, the sudden change is going to be overwhelming to an Eco-wizard.
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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Serival Drumm
Posts: 60
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

Serival immediately starts to evaluate the new arrivals--in particular, the short woman with the gray robes, who is most likely the leader. However, his musings are cut short, hard, as the world shatters around them. The D'norr suddenly feels a massive wave of arcane energy being funneled at him through his link with Glass.

Nggh.... Like that time I fell in the selkie's pool in the Far Lands.... How'd I get out of that? Right, just accepted it, drew it in, even though it felt like dying.... Wound up breathing water for a week, but I lived.... Instead of trying to resist the crushing wave of magic, he opens himself to it, body and soul, and suddenly, the pressure sort of... pops. He finds himself attuned to the magic in a way he'd never been before. He looks around again, as the landscape without is as altered as his internal self.

"Well, this is... unexpected.

OOC Comments
4/3 Bennies, also a narrative explanation for taking One With Magic for my most recent Advance.
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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Xiang
Posts: 36
Joined: Sat Nov 23, 2019 9:39 pm

Re: It's the end of the world, as we know it...

Post by Xiang »

Before Xiang can call dibs on the big one (ya know, if they're hostile...), the world tears itself a new one. Despite being from a place stuck halfway between here and some hell dimension, Xiang is still quite put out by the shockwaves of mystic energy and sound. His ears flatten and his stance gets lowers and he glares about for the cause.

With his tail twitching in obvious irritation, he stops the low growling he'd unconsciously been doing to ask, Anyone have a clue what the <tone and context suggest vulgarities in Mayan> is going on?"
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20 (ISP) 10/10(PPE)
Bennies: 4/3

Edit Signature

Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Danny
Posts: 150
Joined: Sun Jun 10, 2018 2:51 pm

Re: It's the end of the world, as we know it...

Post by Danny »

Danny’s last mission
The war had gone... Well it had gone about as bad as anyone couLd have expected. The resolve of the CS forces were unexpected to say the least. In the last days, Danny came into the General’s war tent and found it empty exept for a note. Victoria had summoned him. It read: With secret power, now comes the hour... I’ll find a way. The grackle swore under his breath, “Frack...” This was worse than him getting chewed out for posing for some pics with Tawdry and Tale... Much worse. The light in the tent had been extinguished and he appeared to be alone. But the hairs on his neck told him otherwise.

He whispered, “Victoria? Are you there?” The command tent was in shambles. Tables knocked over and the usual furs and arcane lanterns strewn all over the place. Even the large battle map that normally hung on the wall was burnt, smoldering and curling as a fire slowly overcame its protective laquer. The grackle’s eyes narrowed as he surveyed the room, he felt someone near even though he could not see them in the truest sense. He whispered again, “Victoria?”

A hand touched his and his commanding officer appeared out of nowhere. An invisibility spell... What game is she playing? We need to get out of here before the CS raize this position... His thoughts were cut off as she feverishly spoke.

Her eyes were blood shot, and dried spittle caked her lips, “Daniel... I found it, I found him... He was alone in the dark, but I found our savior... We must get to her, this nexus.” She gestured to the most northern part of the map that had yet to burn. “Hurry Daniel, if we must save everyone we must be quick.”

His CO had issued an order and Danny snapped too hoisting his rifle and pack ready to follow her to the ends if need be. However, as the two departed the tent he could not help but wonder She had already unleashed the Deamonix... What more horrors will she unleash now?

North of Tolkien, the layline’s criscrossed forming a nexus. Danny had just finished picking off the last CS wilderness scout patrolling the area with his particle beam rifle. He growled softly as the last headless body hit the ground, “Ok. General, the path is clear. We should move.” Carefully he lead the two up a path to the rolling hill under the nexus.

General Victoria Geist’s eyes were jet black by this time. Her voice sounded strained as if two people were simultaneously talking. “Thank you Daniel. We thank you. Soon the legendary spells will be at our grasp and the Coalition will be turned at last...” The nexus erupted in a flash of fiery blue energy and Danny found himself flung back a few dozen feet away from Victoria. A portal opened and a dark hand, larger than a house drew forth grabbing Victoria Geist. She screamed as the shadowy finger like tendrils enveloped her.

Danny could see a strange moon in the portal accompanied by a landscape of tormented shadow and barren rock. ”Nyxla thanks you Grackle. Haha.” Danny pulled his rifle into firing position as the creature’s fingers tightened around Victoria Giest. “No, let her go you-“ He was too late. The hand pulled Victoria Geist through and then the portal closed leaving Danny looking up in abject horror.

Behind him an old centaur coughed. He had a psi pike gripped him hands. His hoof stomped the ground near Danny. The centaur seemed to take pity on Danny behind his gruff exterior. The centaur’s voice was like coarse gravel, “On your feet Grackle. Nyxla has claimed another soul. I suggest you find yourself another path. One... One without such horrors. Leave the fighting to those who protect Psyscape.” Still stunned Danny watched the centaur gallop away wondering what Nyxla was, and where psyscape was. The newest centerfold for Tawdry and Tail vowed under his breath, “I’ll get you back CO... I’ll find you.” Sadly it was a promise he could never keep.
Shocked by the memory of his last days in the war Danny leveled his spirit bow and particle beam rifle not at the people who arrived but at the portal itself. Whatever his mind might think of such a strange surrounding, his body reacted reflexively as it sensed a threat. He looked at Sig as he heard the scream. It sounds just like Victoria..., “Brother, whatever comes out we have to push it back! In the last days of the war I... There was a portal, something came through and took my commanding officer.”
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: 183
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

Doc takes in his surroundings. When the world comes apart, his first reaction is to protect the boy.
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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Sig
Posts: 136
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Fort Detroit/Wilds/Ley line
Afternoon
Round 0

Sig looked over at Danny, noting his fellow Grackle looked a little pale. He nodded reassuringly. “No one’s getting taken,” he promised. “Not today.” He adjusted his grip on Winter’s Heart, aiming his plasma ejector with his tail.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 5/4
Deflector screen: 10/10 PP; deflection and protection
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
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 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
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
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
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
Stoic
Bronze Patron
Bronze Patron
Posts: 525
Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

A tall slender mutant cat woman (she has the markings of a cheetah, for those familiar) nimbly bounds over to the woman in the gray robe. She puts her hands under the womans arms just a moment before she passes out, mercilessly quiet. (Those with arcana detection noticed the psionic energy coming from the cheetah woman just before the woman in the gray robe fainted)

She tenderly lays her down and then turns her attention to the group. The rest of the warriors are holding their positions as the cheetah woman narrows her eyes a bit, and takes a good sniff at the SET. She seems content, until she gets to Allison. You see her tail flicker back and forth a few moments, before she nods. The Warriors spread out, making a protective circle around everyone, as the Cheetah woman's psi-blade vanishes, and she walks forward a few steps.

"I am Zatanya, of Psy-Scape. We preserved ourselves in this ley line for 23 years, because we knew we would be needed at this point. Mary she nods toward the peacefully sleeping woman predicted that we would be needed at this moment. Please, tell me who you are, and, if you may know, what is the current situation? Do you know of any increase in arcane activities? Any recent rise of demonic figures?[/i]
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Doc Olliday
Posts: 183
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

Doc does his best to shield the boy, then realizing that he is likely to be suffering under the psychic surge that often accomodates the nearness to the leylines, he opts to inject his subject with a sedative.

The sedative is derived from chemical formulas used in Juicers but is strictly refined to induce euphoria.

Once his patient is stable, Doc takes the young man to the mobile med unit in the vehicles and connects the young boy for observation.

He then rejoins the team in the circle of psyscape warriors.
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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Carlos
Diamond Patron
Diamond Patron
Posts: 213
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Stoic wrote:
Tue Oct 27, 2020 7:35 pm
A tall slender mutant cat woman (she has the markings of a cheetah, for those familiar) nimbly bounds over to the woman in the gray robe. She puts her hands under the womans arms just a moment before she passes out, mercilessly quiet. (Those with arcana detection noticed the psionic energy coming from the cheetah woman just before the woman in the gray robe fainted)

She tenderly lays her down and then turns her attention to the group. The rest of the warriors are holding their positions as the cheetah woman narrows her eyes a bit, and takes a good sniff at the SET. She seems content, until she gets to Allison. You see her tail flicker back and forth a few moments, before she nods. The Warriors spread out, making a protective circle around everyone, as the Cheetah woman's psi-blade vanishes, and she walks forward a few steps.

"I am Zatanya, of Psy-Scape. We preserved ourselves in this ley line for 23 years, because we knew we would be needed at this point. Mary she nods toward the peacefully sleeping woman predicted that we would be needed at this moment. Please, tell me who you are, and, if you may know, what is the current situation? Do you know of any increase in arcane activities? Any recent rise of demonic figures?"
Khar-Loez activates his headband, so that everyone can understand what he says, and then replies, "We are members of the Tomorrow Legion, we are currently on a rescue mission involving this child, but we were sent to this area because there is a report of increased demonic activity nearby. If you will accompany us back to the area base, perhaps they can brief you more thoroughly."

Persuasion is not his forte, so hopefully what he is saying is persuasive enough without a pleasant personality behind 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
Sig
Posts: 136
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Persuasion 7
Persuasion 1d4!!: [7!!] = 7
Wild 1d6!!: [1] = 1
Fort Detroit/Wilds/Ley line
Afternoon
Round 0

The new arrivals didn’t seem hostile, and appeared to be from friendly-ish territory. Khaer-loez explained who they were.

Sig lowered his weapons and approached, a small halo of the ley line energy seeming to avoid sparking around him. “She gonna be okay?” The big grackle nodded to the unconscious woman. “You have wounded you need tending to? Food or anything you need? If you’ve really been in there that long, I know I’d be starvin’. We gotta get this boy back to base with his family and the docs. We’d be happy to give you a ride and talk about what’s next. The folks at the base are more knowledgeable about the demons and such around here. We just arrived yesterday.”

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 5/4
Deflector screen: 10/10 PP; deflection and protection
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
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 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
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
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
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
Danny
Posts: 150
Joined: Sun Jun 10, 2018 2:51 pm

Re: It's the end of the world, as we know it...

Post by Danny »

Thankful that @Doc Olliday took the kid, he whispered to his friend, “Keep that kid alive Doc... I doubt we will be getting back to base soon.” He commed sig as he scanned the horizon for an incomming threat. He commed @Sig, ”Stay frosty Sig... This is just the Lull before the storm. Be ready for anything.”

Danny only lowers his weapons half an inch. Not so much pointing them at the psyscapers, but keeping a warry eye on the strange landscape. A dark red sky with a flotilla of moon was not normal.

Still the grackle cracked a grin at the leyline sleepers, “Demons are on the rise for sure. A few weeks back we killed a Necromancer who turned into a bunch of bugs, probably some major demon inside him. So... It seems you are not Humbas, or evil, what do you know about the sky and moons there... ” Danny’s voice trailed off as he remembered the final words of the necromancer. “Blood Red... It’s Wro'etth!“ The necromancer was just a vessel, and the kid... Is he now a vessel!?”

User avatar
Doc Olliday
Posts: 183
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

@Danny, "The kid and sister have great potential as psychics."

"They need formal training."

Doc thinks back to the Wild Psychics he had encountered in the past.
Little Secrets of the Past
Occult 1d10!!: [1] = 1 Wild 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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Carlos
Diamond Patron
Diamond Patron
Posts: 213
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-loez starts disassembling the Resurrection Hut, he figures we will need it again sometime.
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
Stoic
Bronze Patron
Bronze Patron
Posts: 525
Joined: Fri May 25, 2018 8:58 am

Re: It's the end of the world, as we know it...

Post by Stoic »

Zatanya waits patiently while the group says their piece. At one point she casually nods toward the four armed giant, who immediately cancels his psi-blades and goes over to the passed out woman, scooping her up like a child might pick up a doll. After the group is done with their questions, she replied.

"Tomorrow Legion?" she wrinkles her nose, thinking. "I'm afraid I've never heard of the Tomorrow Legion before...are you a new organization?"

Zatanya smiles at Sig, her tail drops a bit, relaxing.

"That's very kind of you to offer, sir. We are well prepared. We knew we would be undergoing a great ordeal, so have quite a well stocked larder. Not only that, but we are more than capable of living off of the land. Still, it speaks well of you to make such an offer, and we greatly appreciate it. We would be honored to accompany you back to your base, it's important to find the right kind of people as we know we are up against a great ordeal."

Zatanya turns her attention to Danny, and you swear she cocks her head for just a moment, as if she recognizes him. "Wro'etth? Is that who caused this? She looks toward the child, sniffing the air. She immediately relaxes but takes one more sniff, this time in Alison's direction and after another pause, she shakes her head. "The kid seems clean to me."

Seeing the SET get their things together, she nods again and the Psi-Warriors immediately start pitching in where they can, looking to get going.
Instructions

Does anyone have any further questions/instructions/actions they want to do before we move on? If not I will move this along on Sunday.
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Danny
Posts: 150
Joined: Sun Jun 10, 2018 2:51 pm

Re: It's the end of the world, as we know it...

Post by Danny »

At the begging of the war for Tolkien
The man’s sweaty hand grasped Danny’s well oiled bicep and let go. Danny never really liked the touch of Sweaty Kelly, and yet still the man could never take a hint. Sweaty Kelly smiled big and wide like he was about to sell Danny on the worst oppertunity ever. Over jazzed he stepped back and said to the poised grackle, “ Look Daniel, we got some major mojo here. Its time to capitalize my man! T&T issue 13 is flying off the shelves, now is the time to move. Heck even Erin Tarin is writing about it.”

Danny shifted and brought his arms akimbo for the camera shoot. The flash bulb made his skin glisten. In between shots he shook his head at Sweaty Kelly mouthing no. But still the shameless promoter continued as Danny raise his tail into his signature double 8. ”Think about in man! You could be bigger than... Uh Nostro! Or Prosek! I know a guy who knows a guy that’ll blanket all of North America with those leyline observation spheres. They got this new arcane magics in them that will project your likeness all over man.”

Why couldn’t these people realize he was just in it for the money. He needed a new suit of armor, and the war was about to go nova. He was a soldier about to go kill people so they could maintain their sultry way of life. He was not in it for the fame or glory, he needed cred to go buy machinations of death. Danny snorted fed up and disgusted, “Whatever Kelly, just get out of here. I got ten days left on my contract and then I am out.”
Sensing that these psyscapers were not going to kill the team Danny eased up on his doom and gloom posture for a bit. He hoisted his rifle and bow onto his broad shoulders. Addressing the question he smiled one of his famous Daniel T. Striker 100k smiles and nodded, “Yeah, Wro'etth. I thought was about to rear his head. Again. A few of us about a month or two ago tracked his meatbag to a small town. They had something like a necromaster raising the dead. After killing him, the guy yelled something about being a vessel and that he would return when the moon was red.” Danny took a look at the red sky and many moons, “The kid was used in a ritual, and I guess I got carried away a bit.”
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: 136
Joined: Mon May 28, 2018 5:41 am

Re: It's the end of the world, as we know it...

Post by Sig »

Fort Detroit/Wilds/Ley line
Afternoon
Round 0

Confrontation avoided, Sig helped get the unconscious woman and boy comfortable in the truck. He did a mental head count, trying to see if they were all going to be able to fit. “We might need some to hang around on the outside,” he warned. There were plenty of external handholds, and hopefully it wouldn’t be too long before they were back at the base.

When everyone was ready, Sig levered in behind the wheel and they started off back to base.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 5/4
Deflector screen: 10/10 PP; deflection and protection
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
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 45/48 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
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
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
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
Doc Olliday
Posts: 183
Joined: Sat Aug 18, 2018 11:07 am

Re: It's the end of the world, as we know it...

Post by Doc Olliday »

Doc knows the boy is stable even though he is unconscious. Gently he secures the unconscious form in one of the two traveling medsurge beds.

He motions for the four armed man to set the unconscious woman in the other.

Doc admires the new allies, realizing that study of them may not happen at all.

Turning back to the unconscious woman, he runs some tests and
Science 1d8!!: [1] = 1 Wild 1d6!!: [2] = 2
Benny to Reroll - Unless her state is psychic in nature and beyond Doc's capabilities. (2 of 3 Remaining)
Science 1d8!!: [6] = 6 Wild 1d6!!: [2] = 2
.
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
Carlos
Diamond Patron
Diamond Patron
Posts: 213
Joined: Sat May 13, 2017 5:55 am

Re: It's the end of the world, as we know it...

Post by Carlos »

Khar-Loez tries to explain, "The CS made war against Tolkeen and destroyed it, the survivors fled and have created a new force, which they call the Tomorrow Legion. Some of the founders were Cyber Knights and they seek to recruit those who are ethical and accepting of the different."

He will be riding his steed, not taking up room in the vehicle. He might carry someone else. The Ostrasaurus is strong enough to carry two.
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
Serival Drumm
Posts: 60
Joined: Sat Aug 24, 2019 9:21 pm

Re: It's the end of the world, as we know it...

Post by Serival Drumm »

Serival is largely silent, simply observing the new arrivals and keeping Glass ready to act if needed.
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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