The Shoe Smells

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Koshnek
Diamond Patron
Diamond Patron
Posts: 134
Joined: Tue Jul 17, 2018 8:43 pm

The Shoe Smells

Post by Koshnek » Mon Nov 12, 2018 8:51 pm

Alexis doesn't let off the gas once everyone piles into the Mountaineer. It's a harrowing trek, and her skills are pushed to the limit, but Alexis gets the team to the Devil's Arch in record time. As the she pulls up to the edge of the bluff, the Trouble Shooters can see the ley line running through a small encampment containing a large, secure tent and a mountaineer ( the mountineer is near the camp, in the camp is a sky cycle) approximately 120 feet (20") below. There is a steeply inclined path littered with loose rocks and jagged outcroppings from the plateau to the floor where the camp is located.
Map
Most of the combat will be theater of the mind, but hopefully this gives you some idea of where you and the badguys are located.
EEA69251-F73A-470F-8CAD-7B6296B6B1F5.jpeg
5ECCB6D5-84F9-4117-B0AF-B9EC2075345B.jpeg
20” to the far right edge, APC vehicle is off to the far left edge.
A rift is shimmering in the middle of the camp, and surrounding it are several individuals sporting the Black Market colors and markings of El Oculta. A malicious looking Head Hunter is lounging on top of a hover cycle nearby, eyeing the Trouble Shooters from afar. The HH has shades on, and a bone necklace. A keen ear might even pick up an enforcer or two call him Parsons. One slight unassuming man is barking out orders to pair of thugs who emerge out of the tent carrying a large, black device. Another two brutes in shinning metalic armor appear out of nowhere at the small man’s sides. These two borg esque men seem to radiate magic and supernatural evil if anyone were to check. They carefully watch the thugs move a circular device to the rift. The way the thugs move and stand at attention as this nepolionic figure commands them is enough for you to tell that they fear him.
Players
You guessed it. Parsons, Rita, Black Dow are all here.
Once it is set into position, another - much cleanlier - El Oculta begins to do something to the device. As he fiddles with it, tentacles swarm out of the device, knocking him backwards and vaporizing the body. A blazing light erupts out of it and upwards into the ley line above. Anyone sensitive to such things can feel intense arcane energies stirring.
Kn Engineering or Arcana, both at -4
Its called Hades Cradle... legends say it will open a gate to the underword, or perhaps bring the underworld to earth. A bio wizard device made by Lord Splyncrnn himself.
What you assume must be a Rift Runner is maintaining the Rift, and beside him is a Sunji assassin. The two seem to look at each other for a moment. The rift runner has blazing pink hair and a loud outfit to match. Moments after cresting the rise, a familiar, cool female voice pipes through your comms, overriding all encryption, "I'll tell Captain Claude you regret you could not save him because you couldn't even save yourselves... Enjoy your final moments, sadly you will not see the surprise."

Beeping noises go off all around the bluff and down the incline as the assassin steps through the rift. A keen eye would note that the devices are Black Market Betties, knock-offs of Triax's T50 fusion missile. They extend even through the nearby treeline, and there seems to be no quick option save to peril the incline. The cool female voice echoes on your radios, ” Death awaits you in this life and the next.” The rift closes, the bombs on the bluff explode, and the battle is joined. It seems like the black market outfit was long expecting you.
Photos and relevant stats
AA07E550-4D1D-4CC7-B1C4-4C673CE8005F.png
Sunja Assasin, went through a rift.
92CCF7D2-6773-4DDB-8107-1ED8CF403FD2.jpeg
Rhinstone Rita, rift runner. Cha: 0; Pace: 6; Parry: 6; Toughness: 9 (3) -4 to hit due to greater deflection “dark shroud”
88361A02-BAD8-4E2C-985F-F17BE3A598E1.jpeg
Death Dealer Parsons, Cha: 0; Pace: 6; Parry: 7; Toughness: 17 (8)
A65A6261-72E0-4E12-8D4F-D6D3721459DD.jpeg
Black Dow, expiditer, Cha: +2; Pace: 6; Parry: 6; Toughness: 11 (5) -2 to hit frome range Improved dodge
5B14B293-85E6-4011-95BC-4E618E1D06BF.jpeg
Bio-Borg gun brothers, Dow’s body gaurds, 2 total, Cha: −2; Pace: 8; Parry: 7; Toughness: 24 (12) MDC
3073017A-3768-4EE0-A679-B6E978DB7E29.jpeg
Black Market Thugs, 8 total, Cha: 0; Pace: 6; Parry: 6; Toughness: 12 (5)

Player Instructions:
Step 1: Hard Road Traveled. Vigor roll vs a level of fatigue as the journey might possibly have been arduous. Describe part of the journey that indeed might have taken a lot out of you in occ comments and get a benny. Maybe you had to scout a nasty forest with poisonous spiders or a treacherous rock face. Just a few sentences is all that is needed.

Step 2: Black Market Surprise. Roll agility or driving/piloting if driving a vehicle. Bombs go off along the ridge the characters arrived at. Danger sense roll can be made to gain a +2 to the agility roll. SIXTH Sense can make their defensive action.
Damage on a failure:
  • Inside Vehicle: level of fatigue from bumps and bruises
  • Outside Vehicle and vehicle itself: 4D6 AP15 MD
Step 3: All characters can make the above two rolls and narrate the results and their reactions. Azumi, Remington, Antipas, and Mike can proceed to step 4. All players gain a benny.

Step 4: Time for Action. Azumi got a joker and Rem, Antipas, Mike all got cards high enough to beat the black market bad guys. It is your turn to act. Think about it like this. You four find yourselves in a position to act as the bombs go off. After everyone posts, bad guys will post, and then PCs can react as well as rest of PCs will have a opportunity to take action.

Other notes about the scene:
  • The inclined path makes for unsteady footing and counts as an unstable platform for this combat's purposes. However, the outcroppings provide ample cover granting each character a +2 cover bonus. This cover would not apply to any dragons stomping about, but redheaded teenagers would get the bonus.
  • Any player able to detect comm frequencies may make an Electronics roll at -4 to intercept an encrypted broadcast. This does take an action.
  • To learn more about the device, roll an appropriate Knowledge or Tech skill. K/Arcana would be applicable here as well.
  • Attempting to disable the device requires an appropriate Knowledge or Tech skill roll at -4. Three successes are required.
Initiative
Rolling 1d56 for initiative. A joker is drawn on 53-56.

Azumi: 1d56 = 55: 55 Joker! Everyone gets a Benny and Azumi makes all actions at +2 this round.
Remington: 1d56 = 37: 37 Queen of Clubs
Antipas (LH): 1d56 = 29: 29 4 of Clubs ? / 1d56 = 23: 23 Jack of Hearts
Mike: 1d56 = 49: 49 Jack of Diamonds

BM Expiditor: 1d56 = 55: 55 Joker! NPC makes all actions at +2 this round. (On Hold over Everyone except Azumi, who he could attempt to interrupt).
BM Merc Guards: 1d56 = 26: 26 Ace of Hearts (On Hold over everyone except Azumi)
Rift Runner (Dow Black): 1d56 = 36: 36 Jack of Clubs

Alexis (Q): 1d56 = 46: 46 8 of Diamonds
Alenys: 1d56 = 17: 17 5 of Hearts
Tsume: 1d56 = 29: 29 4 of Clubs ?
Luke: 1d56 = 41: 41 3 of Diamonds

HH: 1d56 = 31: 31 6 of Clubs (On hold over Alenys, Tsume and Luke)
BM Enforcer: 1d56 = 3: 3 4 of Spades (On Hold over Tsume and Luke)
Trouble Shooters GM Bennies: 7/7

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Antipas
Posts: 42
Joined: Wed Sep 26, 2018 10:19 pm

Re: The Shoe Smells

Post by Antipas » Thu Dec 06, 2018 3:58 pm

Set up rolls
Notice 1d6 = 3: 3
Wild 1d6 = 4: 4

Vigor 1d8 = 7: 7
Wild 1d6 = 2: 2

Agility 1d8 = 7: 7
Wild 1d6 = 2: 2

Knowledge Arc to ID the device 1d4 = 1: 1 -4
Wild 1d6 = 4: 4 -4


As they start to climb the ridge Antipas disembarks to approach from a flank. Still a bit sore from fighting the spiders who assailed Luke and the bouncing, uncomfortable ride in the mountaineers cargo bay he does so as much to stretch before any problems can arise as any tactical concerns. While the battle was brief, things got a bit rough for a minuet before the bulk of the team caught up. So while not really wounded the undead slayer was still feeling the effects of being telekinetically thrown into a tree. All worth it though since he got to see more of his teammates in action and they identified a threat very near to the castle.

Reaching the crest at the same time as Kaylee, he only has a moment to survey the scene before things go sideways. Again. Noticing a small gully he breaks for it while the Sunaj waxes villainous, sliding into cover as the missiles detonate. Rolling gracefully to his feet he begins to descend the slope, his casual pace looks unnatural when enhanced by super science. A small tight smile is on his face born of the satisfaction of being in ones element. Reaching up behind his back and inside his shirt to activate his tattoo of a carytid, comming back out with Nemisi in hand. His tattooed rune tracery glows an blue white and his skin takes on the look of marble.
Greater Armor, basic success
Tattoo Magic 1d8 = 5: 5
Wild 1d6 = 2: 2
Calling out in a cold calm voice to the mercs, "Only the bio-borgs Have to die, lay down your arms or share their fate."

Over the teams comms, "We'll want to not kill the rifter unless one of you know how to open them."

((Combat action was to move 10 down the slope placing himself so that the borgs can reach him if they run. Draw a weapon(free), and cast Armor))
Last edited by Antipas on Sat Dec 08, 2018 8:39 am, edited 8 times in total.
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 12(6) Parry:8 Toughness:12
Wounds: Fatigue
PPE: 10/25
Constant Effects:Apocalypse Now: Antipas receives +1 benny per session and enemy agents in direct confrontation with him crit fail on 1 or 2, even extras!
Powers on: Exalted Armor base success
Combat Edges:Level Headed (draw two init cards use the better), Combat Reflexes (+2 to remove shaken)
Bennies: 3/4
Adventure Cards:
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Characters Seswarick (main acc), Barinthasheer, Antipas

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Alenysturathe
Posts: 27
Joined: Wed Aug 29, 2018 11:29 am

Re: The Shoe Smells

Post by Alenysturathe » Fri Dec 07, 2018 4:09 am

K. Arcana 1
-4 difficulty
K. Arcana 1d4-2 = 1: 3
Wild 1d6-2 = 4: 6
Ace 1d6+4 = 5: 1
K. Engineering -1
-4 difficulty
K. Engineering 1d4-2 = 2: 4
Ace 1d4-2 = -1: 1
Wild 1d6-2 = 0: 2
Vigor 1; Crit fail
Vigor 1d8 = 1: 1
Wild 1d6 = 1: 1
Agility 8
-2 Exhausted
Agility 1d8-2 = 3: 5
Wild 1d6-2 = 2: 4
Benny for Extra Effort Elan 1d6+5 = 8: 3
Devil’s Gate
Afternoon
Round 0

Alenys curled up in the back of the Mountaineer, groaning, clutching her stomach. Occasionally she belched out a spurt of fire, scorching the inside of the truck, the upholstery, or almost a teammate, not something she should be able to do in human form!

“Remy! Your devil cakes are evil!” the dragon girl groaned.

Then she threw up all over the upholstery. Dragon vomit. Not fun.

“Hey, you got any of that orange powder stuff?”
Fond Memories
Ah, the fond school bus memories of vomit and orange barf powder. I can just feel myself gagging now.
When they pulled up to the top of the bluff, Alenys pushed back her sweaty red hair and looked down at the Black Market people below. “What are they doing?” she asked. “Oh! That’s Rhinestone Rita!” she exclaimed. She gave a low growl, but then tried to fix her hair. “Do I look okay? She’s so cool. Look at her hair! Did I get all the barf off my shirt? Do I have time to change?”

The Black Market people did something with some device in the ley line, and tentacles came out. The roiling of the magic in the air made Alenys almost upchuck again. “Tentacles are bad, right?” Alenys asked.

"I'll tell Captain Claude you regret you could not save him because you couldn't even save yourselves. Enjoy your final moments. Sadly you will not see the surprise," a woman’s voice said over the comms. “Death awaits you in this life and the next.”

And then the world exploded.

Alenys was bounced around, but managed to push her feet and hands against the sides of the Mountaineer to keep from getting hurt as the ground gave out beneath them.
Mission
Go to Devil’s Gate and find the assassin.
Code word: Pomegranate
Character Tracker
-2 Exhausted
+2 Cover on the incline in human form
Unstable Platform penalty on incline
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 7
ISP: 10/10; PPE: 10/10
Rifle: 20/20 shots
Grenades: 0/8
Metamorphosis: 6/6 hours
Bennies: 6/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Adventure Card:
  • Inspiration: Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.

User avatar
Azumi Archambault
Posts: 25
Joined: Thu Aug 30, 2018 3:19 pm

Re: The Shoe Smells

Post by Azumi Archambault » Fri Dec 07, 2018 11:26 am

Hard Road Traveled
Vigor: Trait= 1d6 = 5: 5; Wild= 1d6 = 1: 1=Success!
Black Market Surprise
Agility: Trait= 1d8 = 3: 3; Wild= 1d6 = 2: 2+EE 1d6 = 5: 5=Raise!
Azumi's attempts at trailblazing through psionic spider infested forests, dodging invisible spiderwebs, sudden stops and lurches in the truck cabin (especially the stops, the brakes are stiff in this piece!), and studying personnel dossiers by dim reading light would have fatigued a lesser person. But the life of adventure, travel, and discomfort is the calling of a Cyber-Knight. Her face is that of a seasoned sojourner, her attitude remains upbeat with her elegance and charm intact, despite the bumpy journey.

Azumi approaches the ridge from the flank on foot, accompanying Antipas and takes stock of the camp below. As the explosions occur, she takes a quick moment to look back at the truck carrying her companions. Seeing the vehicle rocked but not rolled, and mostly intact, she radios to her team:

"Is everyone okay?"
Antipas wrote:Calling out in a cold calm voice to the mercs, "Only the bio-borgs Have to die, lay down your arms or share their fate."
She smiles to herself.

Well... let's see how cooperative 'ol Norm decides to be before we make decisions on who has to die today.

Dammit. Bad thought Azumi.


She decides to observe the emerging melee before jumping in just yet... [goes on hold]
Agility Roll = Success!
Trait: 1d8 = 6: 6; Wild: 1d6 = 2: 2
Lady Azumi Archambault
Human Cyber-Knight
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Statistics: Charisma 8, Pace 8, Parry 8, Toughness 14 (6), Strain 0
Skills: Fighting d10, Healing d6+2, Notice d6, Persuade d10+8, Psionics d6, Shooting d4, Stealth d10, Streetwise d8+8
Hindrances: Heroic, Loyal, Wanted (Rogue Agent of the Coalition States)
Edges: Assassin, Champion, Charismatic, Connections (Black Market), Healer, Improved Frenzy, Minor Psionic, Scrounger, Strong Willed, Tricky Fighter and Very Attractive
Special Abilities: Cyber-Armor (+2 Toughness as Free Action), Cyberkinetic Combat (−2 to be hit by tech attacks), Psi-Sword (2d8+1d4, AP 6 or AP 2 w/ 2 blades), Right Behind Me (Choose any spot on map to start / Stealth roll = The Drop) [1st Rd only], +2 Common Knowledge with creating forgeries
Powers: Knight’s Inspiration [Boost Trait] (2 ISP), Preternatural Reflexes [Deflection] (2 ISP), Adrenaline Surge [Quickness] (4 ISP), Warrior’s Repose -from armor [Healing] (3 ISP)
Equipment: CK Medium Armor (+6 Arm, +1 TN, FEV, Healing), Wilk’s 320 Laser Pistol (18/36/72, 2d6, AP2, RoF 1, Shots 20, SA), NG-L5 Laser Rifle (25/50/100, 3d6+2, AP 2, RoF 1, Shots 20, SA), NG-S2 Survival Kit, Silver Cross, 600 crs.
Wounds: 0/3; Fatigue: 0/2; ISP: 10/10
Bennies: 5/3
Adventure Cards
  • #35: Seize the Day - Azumi acts as if she had drawn a Joker this combat round.
Azumi's Character Sheet
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