10.2 Baby Sitting, or watching saving the profits

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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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10.2 Baby Sitting, or watching saving the profits

Post by Ndreare »

As the triplets consider their options walking around the ship overseeing things. The workers and engineers on the ship are well cowed and know that the dragons are in charge. With Howard and his men on the surface looking to find a ride back to some place called Earth, what kind of people name their planet something so generic as earth. May as well call it stone or dirt. But without money, they may be in over their head for the challenge.

Hum, that's strange...
Make a Notice roll (Danger sense applies) versus a
Notice 1d6!! Group Roll 1d6!!: [4]+[3] = 7
.
Failure: They have the drop, Your Quick Encounter is -4!
Success: Indicates you are not ambushed and they do not have the drop.

If you have Danger Sense
Raise: Indicates you perform the Quick Encounter at +2

Failure means they have the drop!


Suddenly each of you finds a magic net encasing you and your minds are assaulted as the need to sleep pulls at you!

Instructions
Okay this is a Quick Encounter;
About half of the remaining crew have decided they can take you and then escape with the ship after ejecting you into space. Their ambush was planned and coordinated to hit all three of you at the same time!
Roll for Quick Combat, this is a dangerous encounter. It will cost 3d6 Power Points as you fight them off and secure your position as kings of this vessel. Roll; Spirit +0, Fighting-2, Psionics-2, or Spellcasting-2 players choice. Add Arcane Resistance if you have it.
Check you Notice roll above!
  • Critical Failure (or modified 1 or less): You take 1d4 Wounds!
  • Failure: You take 1 wound.
  • Success: Bumps and Bruises, you take 1 fatigue. Unlike normal fatigue this may be soaked (it only makes sense to me.)
  • Raise: You are a dragon after all. You come through unharmed.
  • Two or More Raises: You not only rock, you are the prince of dragons and come out on top of your opponents so quickly that you can aid one of your brother! As above, but also add +2 to which ever of your brothers rolled the lowest.
Include in your story and name one of the Mind Mages or Techno Wizards and a pleasant encounter you had with them leaving you liking them as a person in the post and you earn a Benny. Include two and you earn two bennies.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Kalaetheryan
Posts: 47
Joined: Thu Feb 27, 2020 9:16 am

Re: 10.2 Baby Sitting, or watching saving the profits

Post by Kalaetheryan »

Dragons do NOT like surprises
Notice: 1d8!!: [6] = 6
WD Notice: 1d6!!: [4] = 4
Psionics: 1d10!!-2: [9]-2 = 7
WD Psionics: 1d6!!-2: [9!!]-2 = 7
Benny to Soak Fatigue: 1d10!!: [5] = 5
WD Soak: 1d6!!: [2] = 2
Kalaetheryan spends his time striding boldly around the ship in his minotaur form, learning as much as he can about the layout and systems in case he should come into possession of such a craft later. When you have thousands of years to invest in the acquisition and growth of power, you should assume that any object of military or strategic importance should be studied for future ownership or conquest. And so it goes that he takes the opportunity to engage some of the more knowledgeable members of the crew to pick their brains.
"So this conducts power from the battery to the weapon systems?"
TW enemy 01.jpg

The techno wizard nods as the dragon begins identifying the power relays and their terminal locations. Grig, as he called himself, was exceedingly obsequious, playing heavily to the dragon's ego. "You see where the weapon and shield conduits diverge. The backups run like they're mirrored. Just one of many failsafes on this hulk, Mighty One." Kal is quite guarded in general, and exceedingly suspicious in particular. Still, this human's flattery did almost endear him to the dragon. Grig even topped it off. "Most people never get the chance to remain in the presence of such a creature without being devoured, let alone get to talk shop. You know, if you decided to take the helm, I would be the first to vow allegiance. Between your power and my know-how, your ship would be the envy of the Three Galaxies and beyond." Even Kal's suspicious nature was tempered slightly as this human practically jumped to answer the next query.
Before long, Grig's instructions have drawn the attention of another crew member.
mind mage enemy.jpg
mind mage enemy.jpg (19.22 KiB) Viewed 3476 times
"This is the new captain, Grig? I am called by name of Prodos." He bows deeply to the minotaur-shaped dragon. "You are worthy of the chair, Master." He begins pointing around at various details of the ship, directing Kal's attention to various design or defensive features. Prodos' pace is frenetic, almost...distracting. Kal's mood grows more and more agitated. He puts his hands up to try to calm the alien's wild gesticulations...
A glimmer catches his eye. The net slips over Kal's head, but snags on one of his horns. He turns to find a dozen crew members armed with neural maces and other non-lethal means of subdual and restraint. In an instant, the net energizes and Prodos' mind latches onto Kal's.
sleeeep....
His eyes flutter momentarily. 50 years of misery flash before his eyes and jolt him from slumber. His mind pushes back against the psion, and in an instant, the minotaur's form is replaced by an enraged dragon.
"I WILL SEE YOU ALL RIPPED ASUNDER!"
He means every word. He reaches out grasping two attackers in each clawed hand. An ear-shattering roar is followed by a blast of gaseous toxins, and is punctuated by a single snap of his jaws. Four bodies are gnawed into eight halves, becoming thrown and spat projectiles. He turns about-face violently, his tail raking several fleeing mutineers. "Grig, you miserable little filth. GET BACK HERE! You owe me a debt of blood, and my vengeance calls it due! COME HERE, WRETCH!" He leaps towards the panicked techno wizard while telekinetically flinging tools and repair material at his head. Suddenly, he feels a tugging at his mind, stopping him in his tracks. "Prodos! You have trifled with your better. Let me show you the true power of the mind!" Kal turns back towards the alien to begin a war of psionic wills. The panicked mind mage puts up his best effort but realizes soon that he is well outmatched and bite-sized. His corporeal form melts into intangibility just as a large energy hammer is cast towards him. The alien sinks beneath the floor in an effort to escape the dragon's wrath. Kal bellows after him. "I know your face. I will see it torn from your skull!" The mutineers who were unable to flee and survived the initial outburst soon find Kal standing over them. "Now, you pissant, tell me how to find the ones who planned this poorly executed mutiny. Be truthful and I shall end your existence swiftly. Dishonesty, well..."
The dragon smiles, baring the swords he calls teeth.
Kalaetheryan
Kalaetheryan
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Parry: 5; Toughness 42 (22)
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Zilaetheryan
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Re: 10.2 Baby Sitting, or watching saving the profits

Post by Zilaetheryan »

Notice 1d6!: [2] = 2 1d6!: [5] = 5
Spirit 1d8!: [6] = 6 , Wild 1d6!: [1] = 1
Power Points: 3d6: [4, 6, 3] = 13
Soak 1d10!: [7] = 7 , Wild 1d6!: [3] = 3



Zil feels the net coming, mystically tightening around him. He is heartened to see @Kalaetheryan break free so easily, and smiles at his brother's restrained reaction. Kal had always been the kind-hearted one.

For his part, Zil expends a portion of his own internal might to blast the net away, and then he sets to killing.
He's Arrogant, after all.
; he wants these pests to know that despite their best effort, they hadn't come close to earning his best effort in return. He doesn't say much while he works; killing such weaklings is like putting down animals, and he has little desire to trade words with a rabid beast.

He does spare a moment to look over at @Malaetheryan and check in on his other brother. Mal? What is your status?
Zilaetheryan
Humanoid Form Pace: 6; Parry: 7, 9 w/FIWS; Toughness: 22(11)
Dragon Form Pace: 6; Flight Pace: 18; Parry: 7; Toughness: 38(18) MDC; Size: 6
Notes: Causes Fear checks (in dragon form); Resistant to fire and cold (-4) (in dragon form); Enemies (human supremacists)
Zil
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Malaetheryan
Posts: 21
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Re: 10.2 Baby Sitting, or watching saving the profits

Post by Malaetheryan »

OOC Comments
Notice 1d6!!: [2] = 2
Wild Notice 1d6!!: [3] = 3

Spellcasting 1d10!!-6: [6]-6 = 0
Wild Spellcasting 1d6!!-6: [11!!]-6 = 5
Success: One level of Fatigue from Bumps & Bruises.

PPE Spent 3d6: [4, 4, 6] = 14

Maleatheryan was caught in the net, and stunned badly by it, but still managed to keep his head, using his arcane might to first dispel the techno-wizard's snare, then again to turn the uppity crewmen on one another. In all honesty, he hadn't yet bothered to learn their names, so it was mostly a matter of enslaving one, then pointing to another and saying, "Kill that guy, painfully." Unsurprisingly, most of the mutineers were no more loyal to one another than to the current captain; it was almost appallingly easy to get them to try to eliminate each other.

I am tired, Zilaetheryan, tired of various lesser beasts who think they can just do with us as they please, or discard us at will. I am thinking we will need to make an example of the ringleaders.
Malaethryan
Seasoned Celestial Dragon Hatchling
OOC Comments
Agility d6, Smarts d12, Spirit d6, Strength d12+3, Vigor d10
Pace: 6"/Fly 12"; Parry: 4; Toughness: Dragon: 36 (18)/Oni: 21 (7); Size: Dragon: 6 (+2)/Oni 1 (0)
Skills:
Athletics d4; Common Knowledge d4; Notice d6; Persuasion d4; Stealth d4; Psionics d8; Spellcasting d10; Fighting d4; Occult d8
Edges:
AB: Magic/Psionics, Master of Magic, Dragon Psychic Master, Adept, Concentration, Twin Soul
Hindrances: Tongue-tied, Thin-Skinned, Loyal, Curious, Major Outsider
Natural Weapons/Attacks (Dragon Form):
Claws: Str+3d4 MD, AP 10
Bite: Str+3d4 MD, AP 6, Reach 1
Gear (Oni Form):
Juicer Titan Plate Heavy Armor Multi-Optics Helm, +1 Shooting, +2 Notice, Integrated Naruni Medium Force Field
TX-30 Ion Pulse Rifle: Range: 20/40/80; Damage: 1–3d10; RoF: 3; Shots: 50
Notes: Heavy Pulse (+1 Shooting/+3 Damage, 3 Shots); Shotgun Rules (+2 to hit)
Auracles of Spineas: +2 Visual Notice, farsight, darksight, exalted detect arcana
Powers:
Psionic (Adept): boost Trait (Auto-Raise); mind link; speak language; speed
Magic: dispel, growth/shrink, elemental manipulation, puppet, stun
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 10.2 Baby Sitting, or watching saving the profits

Post by Ndreare »

The dragons successfully fight off their betrayers. Their revenge is total as no traitors survive when they are done. The few remaining crew fully terrified by the results want off the ship and down to civilization as son as possible...


Continued in 11 Return to Phase World.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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