Adventure 1: Tracking Down Darwin

When weird just gets weirder...
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Pender Lumkiss
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Adventure 1: Tracking Down Darwin

Post by Pender Lumkiss » Thu Jul 11, 2019 12:37 pm

Serina Stargazer one of the highest members of the white council at Castle Refugee sent a team of special wild card operatives to track down Darwin Nethios, a cult leader. Not much was known about him, other than Erin Tarin herself beseeched the Tomorrow Legion to find him before something terrible happened.
Weeks ago
Serina looked at those assembled in the grand hall. The hall itself was far too large a space to meet and yet she asked you to meet anyways. Her voice was a bit sing song, as if she was carrying a tune while she spoke. “ Legionnaires, I called you today in the hopes you could be persuaded to locate, find, and bring back Darwin Nethios.” She paused looking for recognition in the name, “ He was one who had answered the call for heroes in Africa a while back, and now it is critical we bring him in. It appears he is leading a radical cult called The Doomsayers. After much meditation I know he is around the ruins of Tolkeen. Erin Tarin our friend, has asked this of us. We are forming a special designation X SET, off the books. Step forward if you wish to answer the call…. You must bring him back alive. I have seen the signs, he has information we need to stop something terrible.”
That was where you came in. A designated member of the X SET, you have been hot on Darwin and his cult’s tale for weeks. Chasing him through the ruins of Tolkeen was especially fun, only not really as he consistently slipped through your grasp s he pursued artifact after artifact. You almost had him cornered up in the colorado baronies only to have him and his followers mysteriously disappear. Given his penchant to keep one step ahead of you he was rumored to be a mystic. Two things were for certain…. One he is targeting magical items and artifacts, and two, you finally got him cornered at a leyline…. Only so did the CS!

The team located Darwin and his Doomsayers at the bottom of a well concealed gorge. Rocks and a thick tree line nearly concealed its entrance. A leyline ran across the south part of it. Artillery fire would have an awful time targeting from a long distance, and besides if you fired from long range he would probably escape as you had found out previously in the baronies . Two tents marked where many of the cultists were. They were waging a pitched magic and laser blast fire fight against a squad of skelebots, and a MK III heavy APC all terrain vehicle. Overhead coming from the south was a squadron of 4 SAMAS in a staggered formation. The lead SAMAS was all red, it had a light rail gun a bit bigger and polished than most. It also wielded vibro vambraces instead of a vibrosword. Radar was a bit spotty this far down so it was unknown if more CS troops were on there way. Darwin was nowhere to be seen.
Notice -4
Darwin was crouched low between two boulder’s that intersect with the leyline. He seemed to be carving something into the boulders with a knife of some sort…. Succeed roll kn Arcana-2: those are dragon eggs not boulders!
Common Kn -4
You must read Legion after action reports regularly because that SAMAS is way to similar to one that the 77th CIT encountered. Piloted by an ACE pilot Lt. Daniels, the only thing she is better at than piloting are two things really: Torture and Hand to Hand combat. She went toe to toe against the 77ths True Atlantean Undead slayer (Antipas) and clearly lived to tell about it. Reports on Antipas’ survival were conflicting…
Over the Mark III’s loud speaker a smooth voice came, like listening to milk chocolate over the radio, “ This is Commander Mac Maverick the second, I will need all D-bees and magic users to lay down their arms and prepare for processing.” Not a bad start. Finding such a reasonable CS officer while rare was a nice surprise. But then the Medium sized vehicular railgun a top the black APC chewed through three cultists like Swiss cheese. The easy voice laughed, “ Or not…. Haha, we should just tape your weapons to your hands so we can kill you all…. Hahaha…”

With the sun having set about an hour ago the gorge the team had wandered into filled with deep pockets of darkness that play tricks in the starlight. Its was if something in those shadows was moving towards the group!
Round 1: Map placement and Action oriented!
Step 1 Roll your initiative: Players have this turn to get on the map in the zone indicated (by the three yellow squares) and act on their turn. If you could you could snip or cut and past your location that would be super cool. Players go first then bad guys go.

Roll d56 for your initiative card.
Quick rerolls 20 or less
Quickness with a Raise rerolls 28 or less
53, 54, 55, 56 are considered Jokers
Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


CS: skelebots(1card) -2 to hit from cover
Skelsbots Details
Attributes: Agility d4, Smarts d6, Spirit d4, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d6, Shooting d6
Cha: −2; Pace: 8; Parry: 6; Toughness: 11 (4)
Hindrances: Ugly, Vow (Major—Obey programming and Coalition commands)
Edges: Ambidextrous, Fleet-Footed, Rock and Roll!, Steady Hands
Gear: CV-212 VLF Laser Rifle (Range 30/60/120, Damage 3d6+2, RoF 3, AP 2, Mega Damage).
Special Abilities:
„ „
  • Armor +4: Advanced alloy structure.

    „ „ Construct: +2 to recover from Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.

    „ „ Sensor Suite: +4 to Notice checks; can detect chemicals, radiation, and electrical fields up to 500 feet.

    „ „ Weapon Mount: Grenade launcher (Range 24/48/96, Damage 3d6, RoF 1, Mega Damage, LBT)

    „ „ Weapon Mount: Retractable vibro-blade (Str+d10, AP 4, Mega Damage)e
)
CS: SAMAS(quick) (1card) -2 to hit from speed
CS: mark III ( lvl headed)(2 cards)
Cultists and leader ( 1card) Darwin is not immediately visible, cultists are -2 to hit from cover

Map coming soon!!!! Please wait...
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Jonah
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Re: Adventure 1: Tracking Down Darwin

Post by Jonah » Fri Jul 12, 2019 8:29 pm

Initiative 30
Initiative 1d52: 51
Nope. Should've been a d54. Let's do that right this time: 1d54: 6
Nope. Still wrong. One more time. 1d56: 30
Notice 12 for Noticing Things, Notice 10 or 8 for Psychic Sense/Detect Arcana, I'm Actually a Little Unclear on How The Rules Work But Either Way It's a Raise
Notice 1d8: 8 + 1d8: 6 (Ace) = 14
Wild 1d6: 5
-2 for Darkness = Notice 12 for actually seeing things on the battlefield
-4 for being near a Ley Line = Notice 10 for Presence Sense (i.e., detect arcana is workin!) Maybe another -2 for being near some crazy supernatural stuff? I'm not clear on whether these modifiers on p 64 are meant to affect the Notice roll or a Survival roll for trying to track someone.
Psionics for Arcane Protection 24
Psionics for arcane protection 1d8+1 = 9: 8 + 1d8: 8 + 1d8: 7
Wild 1d6+1 = 6: 5
Note: +2 ISP spent for +1 to roll, per Major Psionic Edge
+1 ISP for +2 Pace for the duration, if successful
Common Knowledge 7, Failure after -4 Modifier
Common Knowledge 1d8: 7
Wild 1d6: 2
The battlefield lights up to Jonah like noonday, with all the arcane power flying around. Fortunately, he is able to adapt before his senses are overloaded, and his Psychic Sense functions normally, even in such close proximity to a ley line. In fact, it seems to be working even better than normal, which is great, because he sees Darwin down in the canyon carving something into dragon eggs!

He hops on the radio and calls out Darwin's location to the rest of the SET, adding, "I've got eyes on our target; he's down there carving runes or something onto dragon eggs, which is obviously not going to end well."

Moving quickly, he finds a decent spot behind some rocks and takes what cover he can, bringing his JA-11 around and pointing it out toward the battle raging in front of him. This not being his first rodeo, he spares some willpower and ISP to activate Resist, giving it a little extra juice, and prepares his next move.

Active Powers: Detect Arcana with a Raise, Arcane Resistance with a Raise, +2 Pace. Power Descriptions Behind This OOC Tag
Detect Arcana: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).

Arcane Resistance: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!
Position on Map: Top Right Square. Light Cover imposes a -2 on attacks against him.
Playtest Map.jpg

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Squidge
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Re: Adventure 1: Tracking Down Darwin

Post by Squidge » Sat Jul 13, 2019 12:21 pm

Init: 1d56: 30
Notice: 6 after penalty
1d6-4 = 2: 6 or 1d6-4 = -1: 3 Ace 1d6: 4
Common Knowledge: 1d6-4 = -2: 2 or 1d6-4 = 0: 4
Psionics for Protection (Toughness and Greater) 1d10: 6 or 1d6: 4
Start Location: Square immediately to the east of Jonah

"I see him," Squidge says quietly, her eyes narrowing a little. "I'm gonna go for him. If his guys can keep the Deadboys away for a few seconds, I might be able to convince him to come with us and no one will even know."

She concentrates for a moment on defense for a moment first though, telekinetic power narrowly focused into a sheathe around her that stirs the dust and gravel at her feet into swirling up around her ankles and legs before being pushed far enough away to drop back down.

(5 ISP spent, 25 remaining)

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May
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Joined: Fri Apr 07, 2017 11:27 pm

Re: Adventure 1: Tracking Down Darwin

Post by May » Sat Jul 13, 2019 12:57 pm

Dice Rolls
  • Init D56 1d56: 49 Jack of Diamonds
  • Notice at -4 1d8: 8 Aced, 1d8: 8 Aced 1d8: 5 = Notice 21 "I see Dragon Eggs?"
    wild for notice 1d6: 3
  • kn Arcana-2 1d4: 3
    wild arcana roll 1d6: 6 Aced, 1d6: 4 at a -2 = 8 so yeah, I see Dragon Eggs.
  • Comm. Kn at -4 1d4: 4 Aced, 1d4: 2 = 6-4, Com Kn 2 (failed) What pilot? Never heard of her.
    wild for comm. kn 1d6: 1
  • Stealth roll as May follows Squidge: 1d6: 6 Aced, 1d6: 4 = Stealth 10
    wild stealth roll 1d6: 4
  • Start Position = Same as Squidge
May is successful at Stealth and sees the Darwin is carving on Dragon Eggs! She is however unfamiliar with who the SAM pilot is.

Narrative (Notice 21 / Kn Arcana 8 / Stealth 10)


Seeing Squidge move down towards Darwin, May frowns at the sight of Darwin carving away on Dragon Eggs. What is he doing? Broadcasting via secure Legion comms, "Heeeey guys, Darwin seems to be fooling around with Dragon Eggs. Hmm, I'm headed in closer to him, sneaking closer now."

With extreme care, May moves closer to Darwin.
May Juicer X SET

Player Name: Daniel (Lars)
Rank: Novice
Advances: 1
Race: Human
Attributes
  • Agility d10
  • Smarts d6
  • Spirit d6
  • Strength d10
  • Vigor d10
  • Pace: 16 (Running d10)
  • Parry: 6 and -2 to be hit
  • Toughness: 8
    In Armor: 18 (7) -2 to be hit
  • BURN DIE @ D6 wrote:Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of any Agility, Strength, or Vigor based Trait roll. The Burn Die is a d6 that cannot Ace, which may be rolled with the Trait roll or afterwards. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point. BURN BRIGHTER: then add 6 to the roll but still reduce rating. The roll of the Burn Die is considered a separate roll for the use of Bennies—a Benny spent to reroll the Trait check does not affect the Burn Die, nor does a Critical Failure on the Trait roll (though Critical Failures still automatically fail, regardless of the Burn Die result). When a Juicer reaches a Burn Rating of three his Burn Die becomes a d8, at Burn Rating of two it is a d10, and at a Burn Rating of one it is a d12.
Skills (12 points SWADE)
  • Athletics (Ag) d6 (2)
  • Common Knowledge (Sm) d4
  • Notice (Sm) d8 (2)
  • Persuasion (Sp) d4
  • Stealth (Ag) d6 (1)
  • Fighting d8 (3)
  • Shooting d6 (2)
  • Survival d6 (2)
Hindrances
  • (Major): Heroic - This noble soul never says no to a person in need. He doesn’t have to be happy about it, but he always comes to the rescue of those he feels can’t help themselves. He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Death Wish (Minor) The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by.
  • (Minor): Wanted - Owes the Chi Town Black Market one year of service or 50,000 credits.
  • (Minor): Vengeful - As a Minor Hindrance she usually seeks vengeance legally. The method varies by situation. Some plot and scheme for months while others demand immediate results.
Edges
  • IF: Quick - Discard draw of 5 or less for a new & higher card for Initiative.
  • IF: Fleet Footed - Pace increased.
  • IF: Brawny - Toughness +1; load limit is 8 x Str.
  • Human: Tough As Nails - Can take 4 wounds instead of 3.
  • Hindrance: Split the Seconds - This Edge grants an extra action/attack to the character each round. No multi-action penalty.
  • Hindrance: Charge - no penalty to Fighting roll after running.
  • N1 / PbP: Burn Brighter - Any time a Burn Die rolls a 1 add 6 to the roll.
Gear
  • ARMOR: Juicer Assassin Plate, Armor Value: +5 Armor / +3 Toughness (Modified to +7 Armor from HJ upgrade)
  • PISTOL: NG-56 Light Ion Pistol, R 10/20/40, Damage: 1-3d6, 12 shots.
  • RIFLE: JA-9 Variable Laser Rifle, R 24/48/96, Damage: 3d6+1 AP 5, 30 shots, Notes: Mega Damage (uses 10 Shots, applies Snapfire). Ignores laser resistance. Integrated targeting scope is +1 Shooting, cancels two points of Range penalties, ignores Illumination penalties.
  • SWORD: (HJ) WI-C8 Juicer Chainsaw Sword, Damage: Str + 2d6 +4 AP 2 Notes: Parry –1, two hands, raise adds d12 to damage.

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Rose
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Re: Adventure 1: Tracking Down Darwin

Post by Rose » Wed Jul 17, 2019 12:30 pm

Notice 3
Notice -4
Skill 1d6-4 = -1: 3
Wild 1d6-4 = -2: 2

Darwin was crouched low between two boulder’s that intersect with the leyline. He seemed to be carving something into the boulders with a knife of some sort…. Succeed roll kn Arcana-2: those are dragon eggs not boulders!
Common Kn 5
Common Kn -4
Skill 1d6-4 = 1: 5
Wild 1d6-4 = 2: 6
Wild Ace 1d6: 3

You must read Legion after action reports regularly because that SAMAS is way to similar to one that the 77th CIT encountered. Piloted by an ACE pilot Lt. Daniels, the only thing she is better at than piloting are two things really: Torture and Hand to Hand combat. She went toe to toe against the 77ths True Atlantean Undead slayer (Antipas) and clearly lived to tell about it. Reports on Antipas’ survival were conflicting…
Initiative 30
1d56: 30

Round 1: Map placement and Action oriented!
Step 1 Roll your initiative: Players have this turn to get on the map in the zone indicated (by the three yellow squares) and act on their turn. If you could you could snip or cut and past your location that would be super cool. Players go first then bad guys go.

Roll d56 for your initiative card.
Quick rerolls 20 or less
Quickness with a Raise rerolls 28 or less
53, 54, 55, 56 are considered Jokers
Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).
"SAMAS incoming, that leader looks like it is Lt. Daniels, the on that encountered the 77th." Rose watches as the Mark III starts killing the cultists. "I think that Mark III is going to be a problem. Nothing Smith can't handle though." Rose readies her Impact Maul, Mr. Smith, from her vantage point in the top left area.


Mission
CS: skelebots(1card) -2 to hit from cover
Skelsbots Details
Attributes: Agility d4, Smarts d6, Spirit d4, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d6, Shooting d6
Cha: −2; Pace: 8; Parry: 6; Toughness: 11 (4)
Hindrances: Ugly, Vow (Major—Obey programming and Coalition commands)
Edges: Ambidextrous, Fleet-Footed, Rock and Roll!, Steady Hands
Gear: CV-212 VLF Laser Rifle (Range 30/60/120, Damage 3d6+2, RoF 3, AP 2, Mega Damage).
Special Abilities:
  • Armor +4: Advanced alloy structure.
  • Construct: +2 to recover from Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.
  • Sensor Suite: +4 to Notice checks; can detect chemicals, radiation, and electrical fields up to 500 feet.
  • Weapon Mount: Grenade launcher (Range 24/48/96, Damage 3d6, RoF 1, Mega Damage, LBT)
  • Weapon Mount: Retractable vibro-blade (Str+d10, AP 4, Mega Damage)
CS: SAMAS(quick) (1card) -2 to hit from speed
CS: mark III ( lvl headed)(2 cards)
Cultists and leader ( 1card) Darwin is not immediately visible, cultists are -2 to hit from cover
Status Tracker: 3rd
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Pender Lumkiss
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Re: Adventure 1: Tracking Down Darwin

Post by Pender Lumkiss » Fri Jul 19, 2019 7:05 am

Gritty Damage
Whenever a Wild Card takes a Wound, roll on the Injury Table and apply the results immediately (but roll only once per incident regardless of how many Wounds are actually caused). A hero who takes two Wounds from an attack, for example, rolls once on the Injury Table. Injuries sustained in this way are cured when the Wound is healed. Injuries sustained via Incapacitation may be temporary or permanent as usual.

A Shaken character who's Shaken a second time (from damage) receives a Wound as usual but does not roll on the Injury Table.
02E19532-B64A-409F-9CA8-C4FC62355FF5.jpeg
@Rose you found that the CS skelebots near the huts detected your presence as you surveyed the landscape. Grendades launched from the mechanical creatures weapon mounts and laser fire from their pulse rifles peppered your position. Few shots hit you, and most merly made you sweat. One laser blast, a quick succession three bursts hit you squarely in the chest. Then two bots closed in on your position brandishing their vibro swords, despite their furry and lack for personal safty the two skelebots merely made Rose’s forearm work extra hard to block their attacks. The two bots engaged in melee repeat the stand coalition drivel, ”Happy happy day D-bee. Prepare to be slaughtered!”
Rose damage
laser fire: 2 hits,
Hit 1 wounded
Hit 2 shaken
Melee one hit: shaken.

No hits dealt were gritty damage hits
Across the way the trio of @Jonah, @May and @Squidge saw four SAMAS closing in on their position only to have them remarkabley stop as their sensor suit fritz’s out. The cultits took advantage of this pointing and yelling at the malfunctioning squadron of death. ”The sky! Take them out and protect yourselves.” Half the cultists launched red balls of flame up at the SAMAS while the other half cast the familiar armor of Ithan spell on not only themselves but their brethren.

The CS samas captain Daniels twirled narrowly dodging the incoming blast. Her cromed out railgun rattled off a few shots killing a cultist, her icey words were issued through the PA, ” Put a hex on me mage? I’ll send you home in pieces. I nearly lost my daughter once. No way am I loosing her because I died in battle with you.”

Unfortunately for the trio a pair of skelebots did detect their presence and launched a pair of grenades at them to various effects. One thing about skelebots all three knew was that once one detected you it was a sure bet all three could detect you. Although given the grenade trijectories @May was pretty certain she was just unlucky to be near two no stealth members of X-set.
Click here from grenade damage
Squidge: 1 wound shaken no gritty
May shaken for just being there
Jonah: 1 wound gritty damage
All three also saw four shimmers to their east rounding a hill, @Jonah was fairly certain he smelt brodkill, more than four. It was like you coukd see the air move and warp. Classic Brodkill invisibility. How many different groups wanted Darwin?

Speaking of which as the CS and Cultists call lightninged and laser rifled or railgunned each other Darwin as all three could attest too had some luck with whatever he was doing. The leyline shimmered and one large dragon egg started to crack! His errie voice projected into the night, ”Hahaha... To late CS scum! Legionaires I know you are out there... My reckoning is at hand!”

The Mark III opened fire with its rail gun cutting down a few more unlucky cultists, it moved forward with its sekelebots. The voice of the CS commander cut through the screams of dying cultists, ”Common mages time to die! My neice has a wedding in a few days, I can’t be late.”

Having delt with Darwin often the X-Set knew his standard operating prodedure was protect himself from magic giving insight to which he thought was more powerful tech or magic, and then he and a shifter ally would rift out along with as many cultists as possible. But perhaps whatever he was doing with these dragons would force him to stick arround. He was a man of indomitable will and laser focus, plus charsmatic as hell. This might be the best shot to capture him.

Suddenly the earth shook throwing the team off balance! Then shook again and again. Finally stopping. What was that? Please make a notice check at -2 as you see something large burrowing through the rock near by.

Ok players go, then brodkill go. No jokers for players were drawn.
Note to players gritty damage is only applied when MD strikes non MDC and you take a wound. Soaking the wound of course avoids this issue.
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Squidge
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Re: Adventure 1: Tracking Down Darwin

Post by Squidge » Fri Jul 19, 2019 8:10 am

The four Brodkil were a total bummer, and forced Squidge to reassess her plan. Not to mention the fact that Darwin was so close to whatever it was he was doing. She'd intended to use her cloak to sneak in closer, then try to convince him to come on over to the good guys' team. Now she was just going to have to show off a little. Total drag.

She inhaled and closed her eyes. The sounds and smells and feels of the battlefield dwindled to nothing. When she opened her eyes again, she was standing in the black void of the mindscape. The four Brodkil, invisible to the eye, but clearly depicted here, crept towards Darwin, looking around warily. Darwin laughed and exulted as he poured ley line energy into the dragon eggs. There was nothing else here.

Squidge split into five copies of herself, and each one moved over to one of the others in the mindscape.

And Darwin realized something abruptly. His plan to draw the Coalition to the Ley Line, his feint, had succeeded beyond his wildest dreams! Truly they were the fools he'd known they'd be. Even now, their spies...the spies he'd known about all along, the spies he'd USED to feed the Coalition false information...were glaring at him from the purple cowls of the cult, and Darwin could see the faint outlines of the weapons...mortal tools for mortal fools!...they hoped to assassinate him with. AS EXPECTED!

The time had come, he knew, to enact the REAL plan. The plan so secret he'd even removed it from his own mind until the time was right! North of his position was a team of loyalists...people he could trust!...who would protect him as they moved to the ACTUAL ritual location! He just had to get past these traitors and team up with his allies to the north.

Meanwhile, the Brodkil stopped as an explosion tore the ground in front of them. Cries among the Coalition troop alerted the demons that their invisibility had failed! Perhaps they had Dog Boys with them, or Psi-stalkers. Regardless, stealth was no longer an option. They'd have to MURDER ALL THE COALITION TROOPS before they could get their prize!

And truthfully, they would have it no other way.

Back in the real world, Squidge opened her eyes and wobbled as that momentary heady feeling of power faded away. A dull headache pounded in her temples, and her fingers and toes felt a little numb. She looked at her fellows and said, "Don't shoot the brodkil. Or Darwin. Not unless they attack us first."

Rolls: Soak 6, 2 bennies, Psionics 12 (-4 to be resisted) to puppet the 4 Brodkil and Darwin, 19 ISP spent
Soak: 1d6: 1 or 1d6: 3; 1 benny spent
I guess another benny then, dangit... 1d6: 6 or 1d6: 3 - Soaked!

Detect Arcana to pierce the invisibility!
Psionics (+2 on the contested roll) 1d10+2 = 9: 7 or 1d6+2 = 6: 4

Psionics to use Puppet on Darwin AND the four Brodkil: 1d10+4 = 8: 4 or 1d6+4 = 10: 6 OR 1d10+4 = 8: 4 or 1d6+4 = 5: 1 with the mind melter reroll.
I'll take that Ace 10... 1d6: 2

Final result is a 12, and all targets are at -4 to resist due to raise.

3 base ISP, +3 Mind Control (targets resist at -2, or -4 on raise), +1 to double range, +8 for 4 additional targets, +4 for +2 to Psionics roll)
Last edited by Squidge on Fri Jul 19, 2019 9:08 pm, edited 3 times in total.

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Jonah
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Re: Adventure 1: Tracking Down Darwin

Post by Jonah » Fri Jul 19, 2019 5:20 pm

Soak Success, No Wound, Shaken, or Nitty Gritty
Vigor 1d8: 6
Wild 1d6: 2
Jonah takes a hit on a shoulder pad, but the rocks around him take the brunt of it. Thank the the gods for cover.

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Rose
Posts: 55
Joined: Tue Oct 30, 2018 3:00 pm

Re: Adventure 1: Tracking Down Darwin

Post by Rose » Fri Jul 19, 2019 5:56 pm

OOC Comments
1d10: 3
1d6: 5
1d6: 2
1d6: 3
1d8: 2
1d6: 1
1d8: 2
1d6: 3
Spent 4 bennies
No wounds or shaken
Used Protection with More Armor and Toughness

Toughness is now 24(8)
ISP 13/15

Rose uses her protection power to increase her resistance to damage, hoping she doesn't get pounded into the ground as the skelebots surround her.
Last edited by Rose on Sun Jul 28, 2019 5:15 am, edited 10 times in total.
Status Tracker: 3rd
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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May
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Re: Adventure 1: Tracking Down Darwin

Post by May » Sat Jul 20, 2019 4:44 am

  • Spirit Roll to get rid of Shaken: 1d6: 2 = nope. So will spend a Bennie. To Get Rid of Shaken: Spend a Bennie.
  • Notice check at -2 as you see something large burrowing through the rock near by: Notice (Sm) d8 (2) // 1d8: 1, wild die 1d6: 1.
  • Carried over from last post:
    • Stealth 10
    • Pace: 16 (Running d10)




    May looks around after the quakes and sees nothing that would explain the shaking ground.

    "The hell?"

    The concussion from the explosion rattles her a little but she moves on.

    Squidge says, "Don't shoot the Brodkil. Or Darwin. Not unless they attack us first."

    May nods, "Copy that."

    May continues south towards Darwin, moving Stealthily and with the speed of a Juicer.
May Juicer X SET

Player Name: Daniel (Lars)
Rank: Novice
Advances: 1
Race: Human
Attributes
  • Agility d10
  • Smarts d6
  • Spirit d6
  • Strength d10
  • Vigor d10
  • Pace: 16 (Running d10)
  • Parry: 6 and -2 to be hit
  • Toughness: 8
    In Armor: 18 (7) -2 to be hit
  • BURN DIE @ D6 wrote:Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of any Agility, Strength, or Vigor based Trait roll. The Burn Die is a d6 that cannot Ace, which may be rolled with the Trait roll or afterwards. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point. BURN BRIGHTER: then add 6 to the roll but still reduce rating. The roll of the Burn Die is considered a separate roll for the use of Bennies—a Benny spent to reroll the Trait check does not affect the Burn Die, nor does a Critical Failure on the Trait roll (though Critical Failures still automatically fail, regardless of the Burn Die result). When a Juicer reaches a Burn Rating of three his Burn Die becomes a d8, at Burn Rating of two it is a d10, and at a Burn Rating of one it is a d12.
Skills (12 points SWADE)
  • Athletics (Ag) d6 (2)
  • Common Knowledge (Sm) d4
  • Notice (Sm) d8 (2)
  • Persuasion (Sp) d4
  • Stealth (Ag) d6 (1)
  • Fighting d8 (3)
  • Shooting d6 (2)
  • Survival d6 (2)
Hindrances
  • (Major): Heroic - This noble soul never says no to a person in need. He doesn’t have to be happy about it, but he always comes to the rescue of those he feels can’t help themselves. He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Death Wish (Minor) The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by.
  • (Minor): Wanted - Owes the Chi Town Black Market one year of service or 50,000 credits.
  • (Minor): Vengeful - As a Minor Hindrance she usually seeks vengeance legally. The method varies by situation. Some plot and scheme for months while others demand immediate results.
Edges
  • IF: Quick - Discard draw of 5 or less for a new & higher card for Initiative.
  • IF: Fleet Footed - Pace increased.
  • IF: Brawny - Toughness +1; load limit is 8 x Str.
  • Human: Tough As Nails - Can take 4 wounds instead of 3.
  • Hindrance: Split the Seconds - This Edge grants an extra action/attack to the character each round. No multi-action penalty.
  • Hindrance: Charge - no penalty to Fighting roll after running.
  • N1 / PbP: Burn Brighter - Any time a Burn Die rolls a 1 add 6 to the roll.
Gear
  • ARMOR: Juicer Assassin Plate, Armor Value: +5 Armor / +3 Toughness (Modified to +7 Armor from HJ upgrade)
  • PISTOL: NG-56 Light Ion Pistol, R 10/20/40, Damage: 1-3d6, 12 shots.
  • RIFLE: JA-9 Variable Laser Rifle, R 24/48/96, Damage: 3d6+1 AP 5, 30 shots, Notes: Mega Damage (uses 10 Shots, applies Snapfire). Ignores laser resistance. Integrated targeting scope is +1 Shooting, cancels two points of Range penalties, ignores Illumination penalties.
  • SWORD: (HJ) WI-C8 Juicer Chainsaw Sword, Damage: Str + 2d6 +4 AP 2 Notes: Parry –1, two hands, raise adds d12 to damage.

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Jonah
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Re: Adventure 1: Tracking Down Darwin

Post by Jonah » Sun Jul 21, 2019 4:26 am

Soak Roll in Post Above
He’s okay.
Notice 5, After Penalty
Notice 1d8-2 = -1: 1
Wild 1d6-2 = 4: 6 + 1d6: 1
Into his radio, Jonah says, "Heads up, team. There's some kind of creature or something burrowing through the rock over here, and I smell more brodkil than just the little pack Squidge just possessed; they're off to the west of Squidge's group. Everyone keep your eyes open!"
@Squidge
@May
@Rose

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May
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Re: Adventure 1: Tracking Down Darwin

Post by May » Sun Jul 21, 2019 12:25 pm

May wrote:
Sat Jul 20, 2019 4:44 am
  • Spirit Roll to get rid of Shaken: Original post: 1d6: 2 = nope. So will spend a Bennie. To Get Rid of Shaken: Spend a Bennie.
  • Notice check at -2 as you see something large burrowing through the rock near by: Notice (Sm) d8 (2) // Original post: 1d8: 1, wild die Original post: 1d6: 1.
  • Carried over from last post:
    • Stealth 10
    • Pace: 16 (Running d10)




    May looks around after the quakes and sees nothing that would explain the shaking ground.

    "The hell?"

    The concussion from the explosion rattles her a little but she moves on.

    Squidge says, "Don't shoot the Brodkil. Or Darwin. Not unless they attack us first."

    May nods, "Copy that."

    May continues south towards Darwin, moving Stealthily and with the speed of a Juicer.
Per Pender in Hangouts I need to made a new Stealth check.

New Stealth roll 1d6: 1
Wild Die 1d6: 6, aced 1d6: 1
May Juicer X SET

Player Name: Daniel (Lars)
Rank: Novice
Advances: 1
Race: Human
Attributes
  • Agility d10
  • Smarts d6
  • Spirit d6
  • Strength d10
  • Vigor d10
  • Pace: 16 (Running d10)
  • Parry: 6 and -2 to be hit
  • Toughness: 8
    In Armor: 18 (7) -2 to be hit
  • BURN DIE @ D6 wrote:Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of any Agility, Strength, or Vigor based Trait roll. The Burn Die is a d6 that cannot Ace, which may be rolled with the Trait roll or afterwards. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point. BURN BRIGHTER: then add 6 to the roll but still reduce rating. The roll of the Burn Die is considered a separate roll for the use of Bennies—a Benny spent to reroll the Trait check does not affect the Burn Die, nor does a Critical Failure on the Trait roll (though Critical Failures still automatically fail, regardless of the Burn Die result). When a Juicer reaches a Burn Rating of three his Burn Die becomes a d8, at Burn Rating of two it is a d10, and at a Burn Rating of one it is a d12.
Skills (12 points SWADE)
  • Athletics (Ag) d6 (2)
  • Common Knowledge (Sm) d4
  • Notice (Sm) d8 (2)
  • Persuasion (Sp) d4
  • Stealth (Ag) d6 (1)
  • Fighting d8 (3)
  • Shooting d6 (2)
  • Survival d6 (2)
Hindrances
  • (Major): Heroic - This noble soul never says no to a person in need. He doesn’t have to be happy about it, but he always comes to the rescue of those he feels can’t help themselves. He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Death Wish (Minor) The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by.
  • (Minor): Wanted - Owes the Chi Town Black Market one year of service or 50,000 credits.
  • (Minor): Vengeful - As a Minor Hindrance she usually seeks vengeance legally. The method varies by situation. Some plot and scheme for months while others demand immediate results.
Edges
  • IF: Quick - Discard draw of 5 or less for a new & higher card for Initiative.
  • IF: Fleet Footed - Pace increased.
  • IF: Brawny - Toughness +1; load limit is 8 x Str.
  • Human: Tough As Nails - Can take 4 wounds instead of 3.
  • Hindrance: Split the Seconds - This Edge grants an extra action/attack to the character each round. No multi-action penalty.
  • Hindrance: Charge - no penalty to Fighting roll after running.
  • N1 / PbP: Burn Brighter - Any time a Burn Die rolls a 1 add 6 to the roll.
Gear
  • ARMOR: Juicer Assassin Plate, Armor Value: +5 Armor / +3 Toughness (Modified to +7 Armor from HJ upgrade)
  • PISTOL: NG-56 Light Ion Pistol, R 10/20/40, Damage: 1-3d6, 12 shots.
  • RIFLE: JA-9 Variable Laser Rifle, R 24/48/96, Damage: 3d6+1 AP 5, 30 shots, Notes: Mega Damage (uses 10 Shots, applies Snapfire). Ignores laser resistance. Integrated targeting scope is +1 Shooting, cancels two points of Range penalties, ignores Illumination penalties.
  • SWORD: (HJ) WI-C8 Juicer Chainsaw Sword, Damage: Str + 2d6 +4 AP 2 Notes: Parry –1, two hands, raise adds d12 to damage.

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Pender Lumkiss
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Re: Adventure 1: Tracking Down Darwin

Post by Pender Lumkiss » Sun Jul 21, 2019 9:03 pm

GM notes:
@Squidge Darwin does not respond the mind control( more to come about this next round)
@Squidge 4 brodkill turn and seem to set their eyes on the skelebots that had fired on you.
@May You find a cultist unnaware lf your approach. However, you are pretty sure striking him down will also give folks a good chance to locate you.
  • VULNERABLE: Actions and attacks against the target are made at +2 until the end of his next turn. This doesn't stack with The Drop (see below)—use only the highest.
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Jonah
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Re: Adventure 1: Tracking Down Darwin

Post by Jonah » Mon Jul 22, 2019 7:38 pm

Shooting Hit Cultist Nearest May for 29 MD AP 4; Hit Other Cultist With a Raise for 24 MD AP 4
Shooting cultist one (closest to May) 1d8: 3 (MAP canceled out by +1 from TM weapon and +1 from built-in scope)
1d6: 5

Shooting cultist two 1d8: 7 (MAP canceled out by +1 from TM weapon and +1 from built-in scope)
1d6: 6 + 1d6: 3 (ace!)

Using MD setting in case they have protection up w/mega modifier. Mages are tricksy!

Damage to cultist one 3d6: 6, 6, 2 + 2d6: 6, 4 (aces!) + 1d6: 5 (ace) AP 4 MD

Damage to cultist two 4d6: 4, 2, 6, 3 + 1d6: 6 + 1d6: 3 AP 4 MD
Jonah does his best to plow the road for @May, lining up his JA-11 at the two cultists nearest the juicer and (hopefully) turning both into red mist.

Active Powers: Detect Arcana with a Raise, Arcane Resistance with a Raise, +2 Pace. Power Descriptions Behind This OOC Tag
Detect Arcana: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).

Arcane Resistance: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!

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May
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Re: Adventure 1: Tracking Down Darwin

Post by May » Sat Jul 27, 2019 9:21 am


Information for Round
Darwin = VULNERABLE: Actions and attacks against the target are made at +2 until the end of his next turn.
Called Shot to Face = -4 and +4 damage
Darwin face 8(2), Parry 5

Split the Seconds - This Edge grants an extra action/attack to the character each round. No multi-action penalty. (((Multi-Actions Characters can perform up to three actions on their turn: SWADE. If May does third action all three actions are at -2)))


Charge - no penalty to Fighting roll after running.

As the nearby Cultist are shot by @Jonah the Juicer aims herself at Darwin. Running the last bit of distance towards Darwin, May punches the mage in his face, twice.


Shaken + 1 Wound to Darwin.
Rolls
Fighting (Punch Darwin in face) 1d8: 1
Wild Die for Fighting 1d6: 6, Aced add 1d6: 3
Burn Die added to Fighting 1d6: 1 = Subtract 1 from Burn however add 6 to the result.
Result of Fighting, -4 to hit head, unarmed foe +2, Vulnerable +2: 16 vs Darwin's Parry of 5.

Damage from Punch: 1d10: 9 +4 head shot = 13

Split the Seconds Edge (Second Fighting Attack)

Fighting (Punch Darwin in face) 1d8: 7
Wild Die for Fighting 1d6: 4
Burn Die added to Fighting 1d6: 6 (Burn Die do not Ace in new rules)
Result of Fighting, -4 to hit head, unarmed foe +2, Vulnerable +2: 13 vs Darwin's Parry of 5.

Damage from Punch: 1d10: 6 +4 head shot = 10
May Juicer X SET

Player Name: Daniel (Lars)
Rank: Novice
Advances: 1
Race: Human
Attributes
  • Agility d10
  • Smarts d6
  • Spirit d6
  • Strength d10
  • Vigor d10
  • Pace: 16 (Running d10)
  • Parry: 6 and -2 to be hit
  • Toughness: 8
    In Armor: 18 (7) -2 to be hit
  • BURN DIE @ D6 wrote:Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of any Agility, Strength, or Vigor based Trait roll. The Burn Die is a d6 that cannot Ace, which may be rolled with the Trait roll or afterwards. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point. BURN BRIGHTER: then add 6 to the roll but still reduce rating. The roll of the Burn Die is considered a separate roll for the use of Bennies—a Benny spent to reroll the Trait check does not affect the Burn Die, nor does a Critical Failure on the Trait roll (though Critical Failures still automatically fail, regardless of the Burn Die result). When a Juicer reaches a Burn Rating of three his Burn Die becomes a d8, at Burn Rating of two it is a d10, and at a Burn Rating of one it is a d12.
Skills (12 points SWADE)
  • Athletics (Ag) d6 (2)
  • Common Knowledge (Sm) d4
  • Notice (Sm) d8 (2)
  • Persuasion (Sp) d4
  • Stealth (Ag) d6 (1)
  • Fighting d8 (3)
  • Shooting d6 (2)
  • Survival d6 (2)
Hindrances
  • (Major): Heroic - This noble soul never says no to a person in need. He doesn’t have to be happy about it, but he always comes to the rescue of those he feels can’t help themselves. He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Death Wish (Minor) The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by.
  • (Minor): Wanted - Owes the Chi Town Black Market one year of service or 50,000 credits.
  • (Minor): Vengeful - As a Minor Hindrance she usually seeks vengeance legally. The method varies by situation. Some plot and scheme for months while others demand immediate results.
Edges
  • IF: Quick - Discard draw of 5 or less for a new & higher card for Initiative.
  • IF: Fleet Footed - Pace increased.
  • IF: Brawny - Toughness +1; load limit is 8 x Str.
  • Human: Tough As Nails - Can take 4 wounds instead of 3.
  • Hindrance: Split the Seconds - This Edge grants an extra action/attack to the character each round. No multi-action penalty.
  • Hindrance: Charge - no penalty to Fighting roll after running.
  • N1 / PbP: Burn Brighter - Any time a Burn Die rolls a 1 add 6 to the roll.
Gear
  • ARMOR: Juicer Assassin Plate, Armor Value: +5 Armor / +3 Toughness (Modified to +7 Armor from HJ upgrade)
  • PISTOL: NG-56 Light Ion Pistol, R 10/20/40, Damage: 1-3d6, 12 shots.
  • RIFLE: JA-9 Variable Laser Rifle, R 24/48/96, Damage: 3d6+1 AP 5, 30 shots, Notes: Mega Damage (uses 10 Shots, applies Snapfire). Ignores laser resistance. Integrated targeting scope is +1 Shooting, cancels two points of Range penalties, ignores Illumination penalties.
  • SWORD: (HJ) WI-C8 Juicer Chainsaw Sword, Damage: Str + 2d6 +4 AP 2 Notes: Parry –1, two hands, raise adds d12 to damage.

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Pender Lumkiss
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Re: Adventure 1: Tracking Down Darwin

Post by Pender Lumkiss » Mon Jul 29, 2019 1:33 pm

Working on next post, please bear with me.
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Re: Adventure 1: Tracking Down Darwin

Post by Pender Lumkiss » Mon Jul 29, 2019 6:17 pm

Darwin staggers back under @May’s assault GM benny to soak (5, sorry dice got messed up)
He snarles at the juicer, ” Blast! Usurpers have been after me for too long!” His eyes briefly glow green as the bruise from the fist seemingly heals. The juice also sees one of the dragon eggs with an elegent glowing rune carved onto it. Multiple fissures crack over its surface and it seems moments from hatching.

The two cultits spin and hit the ground with laser blasts in their chest giving @Jonah moments to feed if he so desires... Rumble rumble goes the tummy. Its in that moment Jonah realizes he needs to feed, feed bad. Despite the hunger The psi stalker can smell the rest kf the brodkill on the move. Rounds until fatigue: 1d6: 4
Jonah must feed in 4 rounds
Psychic Vampire: Though Psi-Stalkers can absorb PPE from ley lines, the energy is distasteful. Even when not stalking targets with an Arcane Background, the wilds of Rifts Earth teem with supernatural critters, demons, faerie folk, entities, and elemental beings which constitute a veritable buffet for Psi-Stalkers. They must consume at least 5 Power Points (PPE or ISP) a day or suffer Fatigue, and starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP consumed restores a level of Fatigue— these Power Points cannot fuel psionic powers. As an action at a range equal to Spirit, the Psi-Stalker makes an opposed Spirit roll against an injured supernatural target (must be successfully Shaken or Wounded with an attack, fully Soaked attacks don't count). On a success they consume their Spirit in Power Points from the target. With a raise— or when the target is Incapacitated/ killed—they consume all of their target's Power Points; any excess is available for nearby comrades (this is how entire Psi-Stalker tribes can feed on one large kill).
@Squidge the Brodkill snap to your command and move off unleashing laser fire against the Skelebots and becoming visible. They start chattering while going awol. ” What are we doing? I want to kill some CS, lets leave that mystic alone!” They grumble and growl but get the job done.

However, your attempt to invade Darwin’s mind is blocked but not by Darwin’s own... But by another. A snide insidious voice full of bolster chortles against your own, Hello... I am Charles shall we play a game? Its called poor little mimd melter died. Hahaha. You have encountered a lot of strong minds, this one would give you a run for your money any day of the week.

@Rose it goes from bad to Ok as four brodkill come to your aid?? Must be tuesday or your mind melter ally is assisting you. The brodkill drop their invisibility engaging the skelebots firing grenades and lasers at you, leaving you to deal with the two skelebots in hand to hand. One thing you do notice is that their are a pair of CS grunts hinkered down in one of the tents. They seem to be on a radio doing something. Over the commotion you hear them say something like, ” We need Melort.”

Then the Brodkill came over the rise and struck targeting @Squidge and @Jonah while two raced towards @May’s position. Squidge is hit for 15 damage from a laser, and Jonah is hit for 17 damage from a laser. With the exception of the pair running to Darwin the brodkill reveal their terrifying selves howling into the night air, ” We come... We come!”
Laser info
Cauterize: Anyone Incapacitated by a laser adds +2 to his Vigor rolls to avoid Bleeding Out. No Recoil: Lasers ignore the Recoil penalty.
Far to south another pair of SAMAS come onto the scene providing air support. For now the rumbling in the hillside near squidge and Jonah has subsided. One thing really has you guys wondering, where are the rest of the cultists. You guys have been following them for sometime and this is but a fraction of their numbers... Its pretty impossible they could have been following you right? Right? Right?
Sgt Bic from the TL
” Kshhh... X-set.... Kssshhh the rest of the team was delayed, on their final approach now. Ksshhhh over and out. It seems reinforcements are close.

Player directions...
1) Everyone fear check (spirit tn 4) from brodkill
2) @Squidge, @Rose, @Jonah can make a notice roll at -8 to see cultists sneaking up on you guys from the north. Danger sense can be rolled instead and gives a feeling that something bad is coming from the north. Detect arcana can cut the notice to -4.
3) you go, no joker, Initiative: Players, Brodkill, CS, cultists

Cultists: parry: 5, toughness 9(4)
Darwin: parry: 5, toughness 9(4)
Samas: Cha: 0; Pace: 10; Parry: 6; Toughness: 17 (10)
Grunts:Cha: 0; Pace: 6; Parry: 5; Toughness: 13 (6), two in a tent -2 to hit from range
Skelebots: Cha: −2; Pace: 8; Parry: 6; Toughness: 11 (4)
CS Mark III: Toughness 25 (14)
Brodkill: Pace: 8; Parry: 6; Toughness: 11 (2)


Ok players go first, action happens as you post.

New players, choose a yellow box and place your character there, make an action( movement is used getting there, but a run is possible)
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Brodkill
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Blondie
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Re: Adventure 1: Tracking Down Darwin

Post by Blondie » Mon Jul 29, 2019 7:19 pm

Blondie walks into the upper left box. He nods politely to Rose "Sorry for my tardiness Miss Rose."
OOC Comments
Smite -2 MAP
Psionics 1d8-2 = 0: 2
Wild Die 1d6-2 = -1: 1

First Shot forgot to include +2 for Trademark Weapon
Shooting 1d12: 5
Wild Die 1d6: 1
Damage 2d6+1 = 3: 1, 1

Second Shot forgot to include +2 for Trademark Weapon
Shooting 1d12: 4
Wild Die 1d6: 1
Damage 2d6+1 = 7: 1, 5
Ghost (Free action, Intangibility and Invisibility at base level)
He pulls a pair of Colt 1911's from his Inside the Waistband Holsters, and casually shoots each of the CS Troops in the chest. His aim is true, but the bullets seem to have little to no effect. He mutters something and then fades away into his ghostly form.

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Akechetta
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Re: Adventure 1: Tracking Down Darwin

Post by Akechetta » Wed Jul 31, 2019 9:12 pm

OOC Comments
Arriving in the middle zone coming down onto the Brodkill.
Terry Attacks:
Diving wild frenzy attack from at least 6 up at the brodkill. 2 attacks to each.
Brodkill 1:
Fighting: 1d8: 1
Fighting: 1d8: 6
Hit: 2d6+4 = 9: 4, 1
Damage 9 AP4 = Shaken

Brodkill 2
Fighting: 1d8: 1
Fighting: 1d8: 2

Akechetta Atacks:
Free Action Boost Riding (Mounted combat apparently takes the worse of your combat roll or riding) 1 PPE
Faith: 1d8: 4
Wild: 1d6: 1

1 PPE Activate bow
The other two brodkill nearby.
Shooting: 1d10: 3
Wild: 1d6: 1
Benny to reroll
Shooting: 1d10: 5
Wild: 1d6: 3
Hit: 4d6+2 = 21: 6, 1, 6, 6 AP6
Rolling 3 Aces 3d6+21 = 37: 6, 4, 6
Lets see how far this goes: 2 Aces: 2d6+37 = 47: 5, 5
Damage: 47 AP6

Shooting: 1d10: 10 Ace: 1d10: 6
Wild: 1d6: 5
Hit with Raise: 5d6+2 = 22: 6, 3, 4, 6, 1 AP6
Rolling 2 Aces 2d6+22 = 32: 5, 5
Damage = 32 AP6
Screeching from the sky Terry the Leather Wing announces their arrival as he dives toward the brodkill shooting at the legionaries. The wild attacks of the beast are held back as they scramble to bring their weapons to bear on the new arrivals. During the descent Akechetta lets out a prayer to the earth mother straightening the beasts descent he pulls his bow back striking a couple of the brodkill dead before they manage to turn and realize what is going on. Shouting to the legionaries nearby "The earth mother has told me this battle will be good. She said you could use my aid against the unnatural forces arrayed here against us. They should be afraid as she fights with us."

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Jonah
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Re: Adventure 1: Tracking Down Darwin

Post by Jonah » Fri Aug 02, 2019 7:36 pm

Jonah can't help it... all this psychic energy in the air, going to waste...

In a split second, he makes up his mind and moves, heading south towards where he just killed two cultists, getting close enough to take advantage of the bounty of energy being released.

He gets close enough and then crouches low, trying to keep as small a profile as possible while also taking in every last scrap of PPE he can get.
Movement and Feeding
Jonah moves 8 squares south to get in range, and then snacks on the dead cultists' PPE. Their PPE was doubled at death, and, per, S. Roberson in our AMA, no roll is required for him to feast. It does take up an action, though, so Jonah will take a multi-action penalty for anything else he does this round.
Of course, moving in to feed also means moving closer to the brodkil he sensed earlier, and that's not the smartest thing Jonah has ever done. Hoping to go unnoticed is unlikely, so he instead tries to flank them, catching them between his fire and the attention of the brodkil commanded by Squidge.
Shooting 6, Damage 9 AP 4
Shooting 1d8: 6 (multi-action penalty cancelled out by +1 from JA-11 and +1 from Trademark Weapon Edge
1d6: 4

He's using the normal (non-MD) laser this round. Less concern with brodkil having MD armor spells up than he had with cultists.

Damage 3d6: 2, 5, 2 AP 4
He lands a hit on one of the beasts, but can't immediately tell if it did any damage.

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Squidge
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Re: Adventure 1: Tracking Down Darwin

Post by Squidge » Thu Aug 08, 2019 7:26 am

Laser beams bend in the air around her as Squidge turns her psychokinesis to defensive effect, but when she realizes that they're being flanked things start getting a bit hot for her tastes!

"Nope," says the psychic. With a thought, she brings the Brodkil she has controlled back to attack the ones who just appeared to shoot her. Then she looks for a place to hide...ideally someplace with some shadow to it. Somewhere that those Brodkil can't close the gap and cut her to ribbons.

Rolls
Fear: 1d8: 3 or 1d6: 1
MEH...benny 1d8: 5 or 1d6: 4
Detect Arcana: 1d12: 6 or 1d6: 3, +2 if it's opposed
Notice: 1d6: 5 or 1d6: 6, -4
Ace 1d6: 2 so that's 4 total...weee!

And actions!
Control brodkil to attack the other brodkil in melee.
Look for a shadowed hiding place.

And if she can SEE the cultists, maybe prepare a little surprise for them? I'm unclear on exactly what the notice check means.

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Pender Lumkiss
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Re: Adventure 1: Tracking Down Darwin

Post by Pender Lumkiss » Sun Aug 11, 2019 5:51 am

Gm post forth coming.
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Rose
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Re: Adventure 1: Tracking Down Darwin

Post by Rose » Sun Aug 11, 2019 5:54 am

Fear Test 5
Spirit 1d6: 4
Wild 1d6: 5
Notice failed
Test -8
MOH +2
Notice 1d6-6 = -4: 2
Wild 1d6-6 = -3: 3
With the pressure off Rose, as the Brodkill seem to come to as an unexpected assist, she makes her move.
Fighting 8 Damage 10
Improved Trademark Weapon +2
Fighting 1d12: 6
Wild 1d6: 5

Damage Code: STR+2d6+2 Mega Damage
Current STR: d12+1

STR Damage 1d12+1 = 3: 2
Weapon Damage 2d6+2 = 7: 3, 2
Rose swings her large hammer, SMith, down on one of the Skelebots she is engaged in but it fails to get past it's armor.
Status Tracker: 3rd
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Pender Lumkiss
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Re: Adventure 1: Tracking Down Darwin

Post by Pender Lumkiss » Tue Aug 13, 2019 6:11 pm

Cluster F...

Battles sometimes go this way where all the completing forces just F.

The brodkill engage each other switching to vibro swords. ” Bro... Kill the CS, or TL not me Bro...” One seems dazed by Jonah’s blast and terry’s assault.

They seem to fight to a standstill but not before @Akechetta’s mount take a good blow to the stomach via a vibro sword by a tall Brodkill wielding a big bloodied sword that had never been cleaned. ” Dino meat on the menu Bro!”
Terry Takes a wound
He does have two if he is an extra given his size.
The CS forget the TL and cultists, even the two skelebots walk away from @Rose peltting the brodkill with lasers, grendades, and the SAMAS soar overhead laying down an impressive amount of rail gun fire. Sadly @Akechetta’s mount Terry catches a burst in the head. AKechetta takes a grazing burst barely even fazing him. The lead CS pilot’s cold femine voice echoes over the battle feild as the CS MK III moves forward, ” MEMBERS OF THE TOMORROW LEGION, STAND DOWN. WE ARE TAKING DARWIN INTO CUSTODY ONE WAY OR ANOTHER.” In the end all the brodkill except the two fighting @May are dead.
Terry takes another wound from friendly fire
Then the invisible cultists supported by the handful of cultists left alive struck back with the fury and splendor of magic bringing their arcane gifts to bare against the tomorrow legion’s best and brightest. Darwin cackled maddenly, ” Arise Brack, and Arise Drack! Your master commands you! Arise! Arise!” The leader’s knuckle popped off bathing the two dragon eggs in white light. Darwin’s eyes glow green and a silver medallion jingles on a gold chain around his neck. A swirl of rock and wind attempt to crush @May and the two brodkill against the rocks 10” away. While the two brodkill were impaled on two deadly spiked crags would the same be true of May?
May vs Greater Havok

Str -2 or be flung 10” back into the rocks to the north, take 16AP6 MD and a lvl of fatigue


Two of the three cultists near squidge drop their greater invisibility and flee backwards. One stands their ground but miss @Squidge with a telekinetic bolt of energy.

A pair of cultists channel their arcane energies into powerful bursts of fire and Ice. While the fire one glances off the simvan and leather wimg’s armors, the ice one chills to the bone frosting @Akechetta and Terry over something feirce. The errie voice of the ice cultist capatalizes on the damaging frozen effect, ” Haha, Master Wright will grant me a seat at the silver table!”
Terry and Akechetta take 39 points' of frost damage, Terry does provide Akechetta the chance to evade at agility -2.
Terry and @Akechetta take 39 pts of damage! Remember wound caps at 4!
One Cultist comes up behind @Rose still invisible but she gives her position away temporaily by whispering in her ear, ” Shhh... Master will reward those who sacrifice themselves for his life... Darwin must finish...” Rose feels a cold chill run down her spine disorienting her awareness.
Rose vs Greater Stun
Vigor -2 or stunned, read below.

Stunned characters • Are Distracted (and remain so as long as they're Stunned) • Fall prone (or to their knees, GM's call) • Can't move or take any actions • Don't count toward the Gang Up bonus • Are subject to the Drop Recovery: At the start of a Stunned character's turn, he makes a Vigor roll. Success means he's no longer Stunned but remains Distracted and is now Vulnerable (these fade at the end of his next turn). A raise on the Vigor roll removes all ill effects.
2 cultists fleeing from the CS react as they see the feared psi stalker feed on their friends. One chants quickly nearly sapping @Jonah’s will but was rebuffed by the arcane protection, while the other one turns the evil eye onto Jonah trying to paralyze him from head to toe.
Jonah vs greater sleep

Greater slumber: Spirit -4 or fall asleep.
Near @Blondie the ground shifts indicating something massive and serpent like may be near yet invisible. By the amount of dirt being moved around, Blondie might hazzard a guess that it is 60-70ft and well plumed if it were not for the invisibility.

Finally Darwin cries out to the hevens urging his cultists to him, ” Now! The moment is now!” He raises a box with many armor plates held high but frowns when no effect occurs. The three cultists that the team can see unless they can perice greater invisibility move from your plane to a near one passing through rock as they move towards Darwin.

The CS SAMAS captain’s loud speaker issues again cooly and decidedly feminine, ”THIS IS YOUR LAST WARNING, TOMORROW LEGION MEMBERS VACATE THE AREA IMMIDIATELY.” The rumble of the CS Mark III is a constant reminder it would be in range shortly.

The legions radio’d crackled with Sgt Homer, ” X-set... Kssshhh Xset.... Ksshhh reinforcements incoming, a metal head, and elementalist... warning... Our mystic just had a premonition... Storm... Valuable intel... Ksshhhh...” It would seem the CS is jamming transmissions. Kn electronics as an action at -2 to get them going.

Players go! Action happens as you post. New combatants place your self in any of the yellow squares (counts as your movement) then take your action.

Brodkill all dead.
All cultisits excelt the two that ran from squidge are intangible.

Initiative order: Cultists(all except darwin went intangible, darwin failed barrier gaget), players, CS (no jokers)
Blue blobs are greater invis cultists
Large orange blob near blondie is a plumed serpent (kn arcana roll at -2 for Blondie and Rose, everyone else kn arcana -4)

Green may is where you end up on a failed str roll.

As a note everyone except for squidge and blondie have a roll or rolls to make. Terry I am sorry...
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Akechetta
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Re: Adventure 1: Tracking Down Darwin

Post by Akechetta » Fri Aug 16, 2019 8:46 pm

Dodge Rolls from Terry's back before he bites it.
Agility: 1d10-2 = 1: 3
Wild: 1d6-2 = 3: 5
Benny to reroll
Agility: 1d10-2 = 2: 4
Wild: 1d6-2 = -1: 1
Second benny
Agility: 1d10-2 = -1: 1
Wild: 1d6-2 = 2: 4
Third Benny
Agility: 1d10-2 = 3: 5
Wild: 1d6-2 = 3: 5
Last Benny this is ridiculous
Agility: 1d10-2 = 2: 4
Wild: 1d6-2 = 4: 6
WIP

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Jonah
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Re: Adventure 1: Tracking Down Darwin

Post by Jonah » Sun Aug 18, 2019 7:21 am

Spirit to Resist Slumber, Fail
Spirit 1d8-4 = -2: 2
Wild 1d6-4 = -3: 1

Benny to reroll
Spirit 1d8-4 = -2: 2
Wild 1d6-4 = -3: 1
Jonah suddenly can’t keep his eyes open and falls asleep right on the battlefield.

Active Powers: Arcane Resistance with a Raise, +2 Pace. Power Descriptions Behind This OOC Tag

Arcane Resistance: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!

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Goswin Aigner
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Re: Adventure 1: Tracking Down Darwin

Post by Goswin Aigner » Mon Aug 19, 2019 6:32 pm

Goswin Actions: Lightning Speed 4, Summon Lightning Sprite 10, Static Barrier 11; -1 Benny, -15 PP; +4-16 PP
Activating Lightning Speed (2 PP +4 PP for Exalted Quicness= 6 PP -2 PP for Range & Aspect Limitations=4 PP) 11/15 PP
Focus: 1d12-4 = 1: 5 (-4 for 2 MAPs)
Wild: 1d6-4 = -2: 2
Free reroll for Fusion Synergy
Focus 1d12-4 = 0: 4
Wild: 1d6-4 = -1: 3
Benny
Focus: 1d12-4 = 4: 8
Wild: 1d6-4 = -1: 3
Summon Lightning Sprite (Novice: 2 PP + 3 PP Force Multiplication = 5 PP) 6/15 PP
Focus: 1d12: 3
Wild: 1d6: 5
Free reroll for Fusion Synergy
Focus: 1d12: 10
Wild: 1d6: 1
Static Barrier (2 PP +2 PP Stalwart Walls +2 PP Shped = 6 PP) 0/15 PP
Focus: 1d12: 3
Wild: 1d6: 6
Edit: I rolled a 5 on the Ace, but the dice roll has seemingly disappeared? Either way a 6 is a success, and a raise is useless on Barrier. If needed I can reroll the wild ace.
Lightning Sprite Actions: LS2-4 Support LS1 (5,4,5); LS1 Tests nearest enemy (8)
LS2 Support LS1: Shooting 1d6: 5
LS3 Support LS1: Shooting 1d6: 4
LS4 Support LS1: Shooting 1d6: 5
LS1 Tests Nearest Enemy: Shooting 1d6+3 = 8: 5 (+3 from Support)
Goswin streaks onto the battlefield with gusts of wind seemingly pushing him to great speeds. He stops at the northern fringes of the battlefield on top of a small hill. The gusts die down and eddies of wind kick dust and debris up before dissipating completely. He scans the battlefield for a moment then drops to one knee.

Placing one hand to the ground and flinging the other towards the sky, Goswin seems to be striking a strange pose. Suddenly, small arcs of electricity play over his armor an seem to be rising towards his finger tips. Lightning blasts down into his outstretched hand and infuses Goswin.
The elementalist stands up, arcing electricity around him.

Goswin flings his arms out wide and calls out, "Little brothers, come to me! Grow strong from this offering and manifest!"

The electricity sizzles as it strikes the earth in four spots all around him. The ground chars, but the lightning does not fade completely. A small static-y form hovers wherever the electricity strikes.

He stretches his arms in front of him and releases the majority of the remaining lightning. A solid half-dome shape manifests in front of him and the elementals. Goswin drops to one knee after this display of elemental power, but the half-dome dose not falter. Most of the electricity has left him, although small arcs still play across his armor.

"I am spent, little brothers. Give of me a portion of your essence, I beg you. Then harry our foes as you see fit," Goswin beseeches the Sprites.

Sparks fly forth from the sprites into Goswin. Then three of the sprites shoot lightning into the fourth which grows in size. The large sprite approaches the edge of the static barrier and fires a barrage of lightning blasts at the nearest enemy.

Active Effects
Lightning Speed: Doubled Pace/Running; No MAP's. 4/5 Rounds
Static Barrier: 24 (12 MDC) Hardness Barrier (+2 Hardness Lightning Synergy) Half-Dome shaped. 4/5 Rounds
4x Lightning Sprites summoned with a raise: Resilient (+1 Wound Level). 4/5 Rounds
Lighting Sprite (4 PP Each)
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Fighting d4, Notice d4, Shooting d6
Pace: 6; Parry: 4; Toughness: 4
Edges:
Special Abilities:
  • Lesser Elemental: No additional damage from Called Shots, doesn’t breathe, immune to disease and poison.
  • Zap: An arc of electricity bursts forth from the Lightning Sprite, dealing 2d6 Mega Damage with a range of 12/24/48
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 4; Toughness: 10(4)
Combat-Relevant Edges & Abilities:
  • Thin Skinned: -2 to resist Taunt attacks.
    Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
    Primal Conduit: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
    Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. Gain a bonus damage die to bolt, as well as a +2 Hardness bonus to barrier.
    Wounds: 0/3; Fatigue: 0/2; PPE: ??/15
    Bennies: 2/3
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Rose
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Re: Adventure 1: Tracking Down Darwin

Post by Rose » Mon Aug 19, 2019 8:30 pm

Vigor
vigor -2
vigor 1d10-2 = 0: 2
wild 1d6-2 = -1: 1

Need information on the stun as Rose has environmental body armor that may provide bonuses.
Status Tracker: 3rd
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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