Chapter Four: Minnesota Wilds

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Venatus Vinco
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Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Minnesota Wilds
PROGRESS MAP
Reeling a bit from their stunning defeat at the hands of the Coalition, the heroes of Adventure Inc. plod along their original mission - to get to the Colorado Baronies and scale the Great Barrier Wall. Spurred by a sense of purpose the sting of loss fades every so slightly as they push into the heavy forests of Minnesota. Skirting north around CS controlled territory takes longer and runs the risk of more Xiticix, but cutting south will go through the more heavily controlled areas.

Once they make their decision the group gears up in the Mammoth APC and drives off carefully.

North or South?

Once you choose please find someone to fill, and Support, each of the following Journey (TLFM page 17) tasks. Rolls are at -2 as you enter more dangerous territory.

Navigator: Survival
Lookout: Notice
Pilot: Driving
Scout (Optional): Stealth
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Phoenix
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Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

Support for driving +2
Support driving: repair: 1d10! 1d6!: [8]+[6!, 5] = 19
“South sounds good.”
Pheonix doesn’t say much having realized the truth about their mission and who exactly was driving it. But he did his part and kept the group’s big driving machine operational.

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Tiny Tim
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Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Scout 5
Stealth +2 (-2 due Difficulty, +4 Instead of -4 to Notice)
  • Stealth: 1d8+2!!: [2]+2 = 4
    Wild: 1d6!!+2!!: [3]+2 = 5
    Result: 5 - Success.
    • The party is forewarned of what lies ahead. Draw for Encounters as normal.
"After that, I need to go for a run. I will go looking for what difficulties there might be up ahead. I believe we should risk the Xiticix instead of the Coalition with our recent... difficulties. We also have our Radioactive Xiticix Pesticide Rocks if things turn south."

With that, Tiny Tim lopes off ahead, quickly vanishing from sight. His Chameleon Scales make following him with your eyes next to impossible as he makes his way into the forest.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 8/20
PPE: 5/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 0/3
Base Amount
+1 due Joker vs. Shadow Beast
-2 to Remove Shaken due Shadow Beast
-1 to ATTEMPT to Soak vs. Shadow Beast
-1 to Reroll Damage vs. Shadow Beast

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William Rufus
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Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

Driving d8
Driving d8!!: [3] = 3 -2=1
Wild Card d6
Wild Card d6!!: [2] = 2

William seems to be having a tough time at driving he acts as the defeat at the hands of the CS doesn't mean much, because the civilians and refugees got out. But that isn't the case, he hates that they were so easily brushed away . .

thank heaven that phoenix and his pet were there to help him keep the vehicle from crashing. I say north to get out of this place , but the bugs are up there right > so we need to watch for them. is this going to ake a lot of extra time. Boy there are a few lakes here. (Minnesota land of 10,000 lakes)
Last edited by William Rufus on Sat Jul 04, 2020 7:41 am, edited 1 time in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Icosa
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Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

"Considering that the Coalition may well have circulated descriptions of us, avoiding them seems wise. I would suggest north."

Having weighed in on the route question, Icosa clambered out to ride atop the team's vehicle and keep watch. This was ostensibly because she enjoyed a larger field of view that way...but it was also because her own sensors were vastly superior to those she could access from inside. Multispectral electromagnetic sampling, radar and lidar target acquisition, electronic magnification and light amplification...ARCHIE 7 had spare no trick to ensure that Icosa could succeed at her first mission objective. That of observation and recording.

Also, the feeling of wind blowing around her was rather pleasant and it lowered the energy cost of homeostasis.

Rolls: Lookout 13
Notice 1d6!!+4: [5]+4 = 9 Wild 1d6!!+4: [11!!]+4 = 15
Ack, at -2, but the s'plosion makes it all ok
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Phoenix
Posts: 57
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Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

Support driving, +2
Notice: 1d10 1d10! 1d6!: [10!, 9]+[1] = 20
Huxley, Pheonix’s white wolf was severely less jaded that her friend. She nuzzled @Mars as if to say, Its ok that you are bat shit crazy, everyone is. She had a ton of fun racing @Ajax around, he was fast for a human. It was nice to have so many new friends because her old friend @Tiny Tim was almost never around. During the battle she had gone and gobbled up the fallen and feasted on their raw psychic energy, so her belly was full and life bright. Super happy to get a move on she bounded around in front of the large noisy vehicle yelping in an effort to keep the human on point. At one point the large wolf crossed path’s with @Icosa and sniffed, wonderIng by just how much did the wind lower the robots homeostasis cost?

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Tex Arcana
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Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Supporting Navigation

Spellcasting: 1d10!: [2] = 2 (@ -2)
Wild Die: 1d6!: [3] = 3
Total: Durp! 1

Tex says to @Phoenix, "South is the dead man's path. The commander of that base was smart and we were dumb. She knows we got away, she'll have notified her superiors. When we get to a town with an Operator or two, we need to get this APC painted as a token effort in camouflage. The centaur and the wolf are most likely to give us away. We need to go north. If we come across the bugs, we can use the rock we found as a deterrent. I don't mean deep to the north, we just need to skirt the territory. If we can find a ley line heading in the same direction so much the better."

Tex reaches out with his magical senses to try and sense the nearest ley line, but has no luck.

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Phoenix wrote:
Thu Jul 02, 2020 4:30 am
Huxley, Pheonix’s white wolf was severely less jaded that her friend. She nuzzled @Mars as if to say, Its ok that you are bat shit crazy, everyone is.
Mars reaches out to absently pet Huxley’s head and finds herself grinning. ”Who’s a good girl?” she asks the wolf in between pats.

What a cute wolf, Lace thinks, and then freezes. Wait a second. She holds her hand up in front of her face and flexes her fingers a little, as if testing the air.

”It’s me,” she mumbles, her own tongue feeling fat in her mouth. ”It’s me!” she holds one fist up triumphant, while her other hand keeps patting Huxley.

It’s the first time in months she’d been in control; Mars is still in there, of course. Lace can hear her moping around, still reeling from the defeat.

But not Lace. With a smile on her face, she pulls out her compass, looking for a heading and feeling free for the first time in forever.

Survival 1d6!+1: [6!, 6!, 5]+1 = 18 , Wild 1d6!+1: [3]+1 = 4


Mars and Lace
Mars now shares her head more regularly with Lace, her pre-Crazy, mortal personality, as a side effect of growing more powerful in her MOM-induced psychic abilities. In game mechanics, she ranked up and picked up rapid recharge and a new hindrance reflecting her multiple personalities.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Phoenix
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Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

Tex Arcana wrote:
Thu Jul 02, 2020 7:13 am
Supporting Navigation

Spellcasting: 1d10!: [2] = 2 (@ -2)
Wild Die: 1d6!: [3] = 3
Total: Durp! 1

Tex says to @Phoenix, "South is the dead man's path. The commander of that base was smart and we were dumb. She knows we got away, she'll have notified her superiors. When we get to a town with an Operator or two, we need to get this APC painted as a token effort in camouflage. The centaur and the wolf are most likely to give us away. We need to go north. If we come across the bugs, we can use the rock we found as a deterrent. I don't mean deep to the north, we just need to skirt the territory. If we can find a ley line heading in the same direction so much the better."

Tex reaches out with his magical senses to try and sense the nearest ley line, but has no luck.
The jig was up. Pheonix scowled at Tex’s apt description of the situation. There is always one guy too smart... The demo man had indeed hoped to encounter the CS again. It was simple really he would most likely survive such an encounter but the rest would not. He then be free to set his own course presumed dead, and all debts to New Lazlo erased. Instead he nodded hating that Senator fancy pants had blackmailed him into accompanying this gang of murderers. “Sure Tex, good point. North it is.” For a time the psi ghost had believed that they were out here to do good and extol the virtues of New Lazlo, heck he even had 30k worth of pamphlets made so he could sarcastically brow beat the natives into their way of thinking. But after what happened to O’claire he new the truth: they were out here to kill. He had never seen such a lack luster defense of a town, and during the war he had seen some real shit shows. He nodded again keeping his thoughts to himself, ”Yeah Tex... North is fine.”

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Ajax
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Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Stealth - support failure
Stealth
1d8!!: [4] = 4
WD Stealth
1d6!!: [4] = 4
Ajax concurred with Tex's assessment of their path. The Xiticix held no special ire for them, and even if they were provoked, the company had Xiticix repellent on board. They had no such deterrent against the CS.
Ajax's mood is increasingly sour as the thoughts of a free and happy folk, displaced from their homes by the failure of Ajax and his party to turn aside the CS, took an unpleasant residence in his mind. Had they picked the fight themselves? Had the company drawn the ire of the CS? The thoughts muddled with his focus. He did his best to scout ahead stealthily, but his normally nimble conduct gave way to the blundering of a horse stomping through the increasingly thick underbrush. He was of little use to the company in this endeavor.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Erebus Caine
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Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Stealth - success and 2 raises
Stealth (-2 task, +2 Armor, +2 Skill bonus)
1d12!!+2: [10]+2 = 12
WD Stealth
1d6!!+2: [7!!]+2 = 9
Erebus Caine flitted about the wildlands, a whisper on the wind, sneaking ahead of the group and scouting out what troubles may lie ahead.

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William Rufus
Posts: 73
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

Hey this Monmouth it is watertight, right? Does it float or settle to the bottom? We can connect the lakes and go across them, might be easier than busting through the woods?
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

That’s Bunk
Location: 50 miles north of the former city of Tolkeen
Map: https://www.google.com/maps/d/edit?mid= ... sp=sharing
Conditions: Midday. Overcast.
After a short deliberation, the team turns north to skirt CS Minnesota. After five days of uneventful driving they reach the St. Croix River, the old border to the state of Minnesota, and cross at a point where a major ley line cuts southwest and is connected to the nexus in Tolkeen. On the other side, their route must thread a needle between the CS outpost of Fort Barron, which is mainly concerned with Xiticix incursions and pass within fifty miles of the former city of Tolkeen. The area is CS patrolled but is still a hotbed of resistance from Tolkeen Retribution Squads.

On the second day of traversing the wilderness the terrain begins to change into an overgrown city ruin. Signs of the war are still evident with burned out buildings, destroyed structures, and stripped down wrecks everywhere. Fortunately, by this time the team is a well oiled machine. Inside the mammoth Mars, seeming to have changed her demeanor since the battle of OClaire, proves to be an efficient navigator, helping the team make good time and steer clear of any major obstacles. Tex does his best to help, but the area to the south is thick with ley lines and picking one out to navigate by is nearly impossible. In the turret, Icosa provides an ever watchful eye. As always William is at the wheel while Pheonix and Huxley help keep the Mammoth in good working order.

The odd couple, Tiny and Caine, range ahead of the Mammoth scouring the ruins for anything interesting. For his part Ajax tags along providing a noisy distraction to keep others from spotting the real scouts. As they pick their way through the ruins the trio uncovers what appears to be the entrance to a former Tolkeen defense force bunker...
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Mars
Posts: 80
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Lace’s eyes go wide. ”Is that a Tolkeen bunker? Oh, wow. The things we might find in there. I’ve, well never actually been in a real war zone. Most of my work before the procedure was one-on-one type stuff; if we had a large-scale fight, it might involve as many as ten people. This is... this is a different scale.”

Grabbing her gear and buckling on her sword, she gives the group a quick smile. ”Shall we go in?” she asks, just before jumping down and heading towards the entrance.

Curious
Whether Mars or Lace, her mind is naturally curious and she follows her hindrance.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Ajax
Posts: 61
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax snaps to attention, curiosity piqued. He radios back to the Mammoth. "We've spotted a bunker. There's no telling what wonders...or horrors...might await us. Better we discover the truth than the skulls seize it and destroy whatever might be found. I'm going in." Never one to wait, Ajax brandishes his greatsword and begins trotting towards the entrance.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Tex Arcana
Posts: 55
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Common Knowledge: 1d6!: [5] = 5 | What kind of defenses are typically in place.
Wild Die: 1d6!: [6!, 6!, 6!, 3] = 21

Occult: 1d10!: [6] = 6 | Effective counter strategies (based on the first roll)
Wild Die: 1d6!: [3] = 3

Tolkeen! Tex can't help but think back to his artifact retrieval missions during the war. He looks down at the discolored stone on his ring. It was on one of those missions I found you.

"Good job, @Ajax . We've been traveling for days, if the bunker is relatively undisturbed, we might find some useful items. Things we might be able to use or trade later on," Tex says over the radio. [Curious Hindrance at play]

"We just need to be careful of any slumbering juggernauts or constrained entities that might be within or surrounding it," he continues. "@Phoenix , are you and Huxley willing to do a fast recon to see if we can stir anything up while we are at a distance? If anything stirs, get the hell out of there; otherwise I say we stop and check it out."

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Tex Arcana wrote:
Sat Jul 04, 2020 5:03 pm

"We just need to be careful of any slumbering juggernauts or constrained entities that might be within or surrounding it," he continues. "@Phoenix , are you and Huxley willing to do a fast recon to see if we can stir anything up while we are at a distance? If anything stirs, get the hell out of there; otherwise I say we stop and check it out."
Lace comes up a little short, but doesn't stop moving towards the bunker entirely. "A 'constrained entity?' Sorry, for us non-wizards, what in the hells is a 'constrained entity?' That sounds less than good."

In the back of her mind, Lace feels Mars begin to rouse herself as if from a long sleep.

Constrained entity, Lace thinks. Oh, I can imagine what that might be like.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Phoenix
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Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

Pheonix nodded phasing through the vehicle and hopping on Huxley. He looked down at his pocket watch. It was an older style, silver with brass hardware. It only worked in the hands of the psi-ghost and it was how They told him what to do. The minute hand was pointed squarely at the bunker. That is that then.

Pheonix radioed back before he went silent for a good while, “If I am not back in an hour don’t come looking for me. During the war these bunkers were a prime target of the CS, and the Tolkeen defenders got very good at keeping my kind out.” Maybe it was the truth maybe it wasn’t. Hopefully an hour is all I need.

Huxley growled slightly and Pheonix patted her white shimmering mane. Easy Huxley, stick to the tree line. Lets go slow and easy, try not to warn anyone of our coming.

Hindrence at play: Obligation

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

As Phoenix begins to pass through the bunker door he suddenly finds himself being violently ejected and pushed back to where he started. Obviously, this bunker has magical barriers in addition to standard walls.

OOC: He’s shunted to the nearest open space and Stunned.
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Ajax
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Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax watches the psi-ghost and wolf get violently rejected by the arcane wards in place. In the blink of an eye, the juicer is at @Phoenix's side. "Phoenix! Are you okay?" He stoops to check the demolition man for any visible injuries. "We will have to find another way to open this door." Assuming the cursory inspection reveals no serious injuries, Ajax drags both the psi ghost and his wolf back away from the door.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Lace’s eyes go wide, and then she crouches down, suddenly wary. ”Right. We’ll need a mage to look at this door before we try and go through. @William Rufus or @Tex Arcana, this thing just kicked @Phoenix out with prejudice. One of you able to figure out how we get past the door?
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Tex Arcana
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Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Notice 1d6: [2] = 2 | Notice supernatural
Wild Die: 1d6: [5] = 5

Exalted Detect Arcana | Examine Bunker Entrance
Cost: 2 (Normally 4 - 2 for self and range)
Duration: 10 (Concentration)
Spellcasting: 1d10+1: [4]+1 = 5
Wild Die: 1d6+1: [1]+1 = 2

Occult: 1d10: [5] = 5 | Assist deduction in what can be done to get past the door.
Wild Die: 1d6: [1] = 1

PPE: 18/20
Bennies: 3


Tex looks over at @Mars, he clicks on the radio so everyone can hear his answer, "The Tolkien summoners would often by various spirits, elementals, or other summoned creatures to areas, creating traps for the unwary. To say that those beings are pissed at being contained is an understatement."

Watching from the relative safety of the APC, Tex winces as he sees both @Phoenix and Huxley be rebuffed by the bunkers defenses. "This is both a good and bad sign. Most likely there's something of value inside, but the defenses are active. Thanks @Pheonix for taking the first run at it. I guess it's time to earn my pay."

Tex hops out of the APC and moves over to the bunker's doors. He uses his magical senses to see how to best deactivate whatever is warding the entrance. He casts Exalted Detect Arcana, his eyes begin glowing an unnatural blue.

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Looking at the door Tex recognizes many magical wards and sigils, namely around protection. His wizard's sight reveals the pulsating presence of magic reinforcing the mundane walls not only making them stronger but also specifically designed to keep incorporeal beings from passing through - what he can't tell if that is to keep intruders out or to lock something else in!

Examining the door shows a techno-wizardry locking mechanism, it may be possible for someone talented in engineering to bypass it with the right help from someone knowledgeable in the Arcane.

Open the door: Repair -4. Can only be Supported by Occult at the same penalty.
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Phoenix
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Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

Natural healing 1 wound: 1d8! 1d6!: [6]+[6!, 2] = 14

Not the first time he had been shunted out of a Tolkien bunker he dusts himself off and nods at the help from @Ajax. Maybe the centaur is alright after all.

He crouched near the door where Tex was looking at it. Of course Phenoix could have used his own arcane sight but with a name like Arcana Tex probably knew what he was doing. From his pocket he pulled out a tool set, he had lost his good tools during the war, but these ones had not let him down yet.

“Guide me Tex, you’ll need to point out the wards so I can bypass them. Ajax, stay close... If this goes bad we will need to get out quick.” Last time it went bad the CS had lost a whole platoon in a ball of plasma fire.

Overcome stun: 1d8! 1d6!: [6]+[3] = 9
Repair -4(difficulty) +2 Mr. fixit, +2 armor (he has some Other bonuses I think to disable bombs): 1d10! 1d6!: [9]+[3] = 12

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Icosa
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Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Icosa, watching intently from a little further back, digs out her holocom and does a quick scan for radio or wireless signals in the area. She had no idea if the strange technology this door used was accessible by her tech, but even a null result was important information to gather.

Rolls: Electronics 10, Hacking 4
Checking to see if there's any communication signals she can intercept first...
Electronics 1d4!!: [6!!] = 6 Wild 1d6!!: [10!!] = 10

Then attempting to use Mind Reading ability of Holocom to see if there's a computer nearby she can interface with
Hacking 1d4!!+1: [3]+1 = 4 Wild 1d6!!+1: [3]+1 = 4
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Tiny Tim
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Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Occult 1
Occult (-4 due Difficulty)
  • Occult: 1d4!!-4!!: [5!!]-4 = 1
    Wild: 1d6!!-4!!: [4]-4 = 0
    Result: 1 - Fail. No Help
Craning his head over Phoenix's shoulder, Tiny Tim has a look at the door.

"Ummm… it looks like some sort of Techno-Wizardly door lock... not my specialty. If you need me to help with my claws, Phoenix, please let me know. Otherwise, I may go for another run around the area."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 8/20
PPE: 5/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 0/3
Base Amount
+1 due Joker vs. Shadow Beast
-2 to Remove Shaken due Shadow Beast
-1 to ATTEMPT to Soak vs. Shadow Beast
-1 to Reroll Damage vs. Shadow Beast

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Unable to really do anything useful with the door, and with @Phoenix looking none the worse for the wear, Lace un-slings her rifle and finds a good spot to keep watch from a tree.

An entity trapped by magic? Yeah, I can imagine they'd be pissed. If it were possible to glare with her thoughts, she'd have glared at Mars.

Need I remind you, mortal, that this was your idea? came the non-verbal reply.

Lace starts to get a headache.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Despite the very unusual arcane nature of the door lock it still follows some basic mechanical principles and Phoenix is able to get the blast door to open. Peering inside the team can see its dark, very dark. Even those with advanced optics and natural night vision have trouble peering more than a few feet into the inky blackness. A set of metal stairs descends down into the dark...

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Well, then, Lace thinks, slinging her rifle back across her back and sliding out of the tree.

"That was quick work." She draws her pistol and her sword and starts into the facility, relying on the advanced optics in her helmet and holding her psionics in reserve.

This is combat, child. Let me out! Mars demands inside her head, but Lace pushes it back down.

Quiet, you. Last time we had combat, you spent your time daydreaming about horses and soldiers wearing skirts and sandals. My turn.

Lace can feel Mars seething, but she ignores the god in her brain and presses forward.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Icosa wrote:
Sun Jul 05, 2020 6:33 pm
Icosa, watching intently from a little further back, digs out her holocom and does a quick scan for radio or wireless signals in the area. She had no idea if the strange technology this door used was accessible by her tech, but even a null result was important information to gather.
Nothing of note. No electronic signals.
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Ajax
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Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax stands up, assessing the height of the doorway and the stairway beyond. "Let me be the first to descend. If whatever lies below can overcome me, then you'll know you have a fight on your hands." Greatsword in hand, he strides boldly into the blackness.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Ajax wrote:
Mon Jul 06, 2020 11:08 am
Ajax stands up, assessing the height of the doorway and the stairway beyond. "Let me be the first to descend. If whatever lies below can overcome me, then you'll know you have a fight on your hands." Greatsword in hand, he strides boldly into the blackness.
Lace barely stifles a laugh. "I like you. You can go up front with me." She twirls her sword with a flourish and flashes the centaur a wicked grin.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Ajax clomps down the stairs with little trouble moving into the darkness. At the bottom of the stairs he progresses down the hallway for about forty feet before encountering another door. Unlike the last door there are no mechanical mechanisms whatsoever. Instead it is covered in weird sigils and writing. Looks like this one requires a special touch.
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With Exalted Detect Arcana you are able to see which wards need to be pushed to open the door. However activating the unlock spell requires investing 5 PPE into the door mechanism
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Tex Arcana
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Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Tex gives a clap as @Phoenix triggers the mechanism and opens the door. He activates the TW enchantments of his armor (1 PPE)

The mage moves forward, his flashlight from his NG-S2 Survival Pack on and in hand and examines the entrance looking for any control panels or computer stations.

Tex asks @Phoenix , "Now that the doors are open, are you able to penetrate the walls without resistance?"

When @Ajax stops further along and mentions the next barrier, Tex moves down the hallway and examines the wards.

"These will require an investiture of PPE, but I don't sense any ley lines nearby to allow us to easily recover what we spend. I'd rather hold on to my reserve for now. @William Rufus or @Tiny Tim? I can tell you the order to press, if one of you are willing to do it," Tex says.

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Tiny Tim
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Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

"Sure. I can do that! Which ones do I push?"
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 8/20
PPE: 5/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 0/3
Base Amount
+1 due Joker vs. Shadow Beast
-2 to Remove Shaken due Shadow Beast
-1 to ATTEMPT to Soak vs. Shadow Beast
-1 to Reroll Damage vs. Shadow Beast

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William Rufus
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Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William is glad to get out and walk around for a bit so that his butt doesn't have a permanent seat imprinted on it. He goes with the others to the doors, bending and stretching, When asked if he could help he steps forward and say, "Sure I would love to give it a try. just make sure I can sidestep this if things go sideways."

Then Tiny Tim volunteers and williams steps away.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Icosa
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Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Icosa comes up alongside the others and peers closely at the 'control panel' of this new door.

"These symbols look like the sort of thing I'd expect from occult lore. It seems very unusual to have that paired with a high-tech facility though. I've seen tools and weapons that combine the occult and science, but I had no idea it happened on this scale."

"Who do you think made this place?"
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Mars
Posts: 80
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Icosa wrote:
Mon Jul 06, 2020 6:50 pm

"Who do you think made this place?"
Lace taps the top of her head with the flat of her blade.

”You know, that’s a really good question. Did the Tolkeenites make all of this from scratch, or do you guys think some of it was already here? Like, pre-Rifts type stuff?”
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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William Rufus
Posts: 73
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Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William steps back as Icosa and Mars discusses who made this he says to himself, Whoever made this ,they sealed it up for a reason. get your head in the game, Outworlder !

He then pulls out his sword and pistol, and activates the cloak. he tells the others, "You might want to step away from the opening before it opens."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Following Tex's instructions Tiny imbues the door with mystic energy, almost like activating a techno-wizardy device. As Tiny pushes the last symbol a thrum goes through the entire facility like the sound of a generator powering up. The door hisses open and light shines through the cracked entryway. It appears the magic energy activated a mystical lighting system that penetrates the darkness.

Peering through the door reveals an open chamber bathed in blue light atop square pillars, casting eerie shadows along the walls. In the middle of the chamber is a pile of dismembered bodies wearing standard Coalition body armor.
Notice
If you can detect supernatural creatures in line of sight then please include a Notice (mystic, LLW, dragon) roll at no penalty. Everyone else, Notice at -6
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Icosa
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Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

"Those are Coalition uniforms," muses Icosa aloud on seeing the bodies within. "But there aren't Coalition insignia in here, and the use of occult forces seems to rule out this facility belonging to them. So...they were attacking it, perhaps."

"This happened some time ago, but we can't rule out that there are still combatants in here somewhere. There's no comm activity or other signals though."

Rolls: Notice 2
Notice (-6) 1d6!!-2: [3]-2 = 1 Wild 1d6!!-2: [4]-2 = 2
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Ajax
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Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Notice - 11
Notice: 1d6!!-6: [17!!]-6 = 11
WD Notice: 1d6!!-6: [7!!]-6 = 1
Ajax peers into the darkness past Tiny Tim's bulk. His optics compensate well when the magical lighting kick on. "More than dead soldiers...something is here."
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

"Well, that's certainly ominous, isn't it?" Lace says, peering at the pile of bodies, looking for whatever made them.

Notice 15
Notice 1d6!-2: [4]-2 = 2 (+2 from IF, +2 from helmet, -2 from one-eye canceled out by IF ability to ignore 2 points of range penalties per prior approval from GM, -6 scene modifier), Wild 1d6!-2: [6!, 6!, 5]-2 = 15
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Tex Arcana
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Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Notice: 1d6!: [1] = 1 | What does he see?
Wild Die: 1d6!: [3] = 3

Academics: 1d4!: [1] = 1 | Recognize if this bunker is pre-Rifts construction or not
Wild Die: 1d6!: [3] = 3

Occult: 1d10!: [7] = 7 | What supernatural thing is in the room with us.
Wild Die: 1d6!: [6!, 4] = 10
Mars wrote:
Mon Jul 06, 2020 8:50 pm
”You know, that’s a really good question. Did the Tolkeenites make all of this from scratch, or do you guys think some of it was already here? Like, pre-Rifts type stuff?”
"The Tolkeenites didn't forsake technology as far as I know. But I'd check for labels and symbols on the walls, pipes, etc. to see if they have any company brand on them. Many pre-Rifts artifacts had the maker's name on it," Tex says as he moves down behind the dragon.

Seeing the bodies, Tex takes step back into the hallway and hugs a wall, he peers around the lip of the opening to see if anything in the room is still moving. Not seeing anything, he asks, "What, what do you see?" hoping the description will be useful.

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William Rufus
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Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William uses his ability of Spiritual Awareness:
OOC Comments
Spiritual Awareness: detect/conceal arcana as an Innate Ability (see page 68) with the reduced Power Points cost from the Range (Self) and Aspect limitations. They can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
• Alertness: +2 to Notice rolls.
• Danger Sense: Notice roll at +2 to sense ambushes or similar events.
Faith D10
Faith 1d10!!: [8] = 8
WILD D 6
Wild 1d6!!: [4] = 4
Notice D8
Notice 1d8!!: [1] = 1
WILD D 6
Wild 1d6!!: [1] = 1
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
Tiny Tim
Posts: 59
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Notice 10
Notice: 1d8!!: [1] = 1
Wild: 1d6!!: [10!!] = 10
Result: 10 - Success with Raise.
Stealth 4 (If Needed)
Stealth (-4 to be Noticed)
  • Stealth: 1d8!!: [2] = 2
    Wild: 1d6!!: [4] = 4
    Notice: 4 on Opposed Roll (-4 to be Noticed)
Once he opens the door with Tex's guidance, Tiny Tim blinks his eyes as the lights turn on. Slinking into the room with a quick turn to his left and hiding in the shadows, the Hatchling quickly notices something that does not seem quite right.
Last edited by Tiny Tim on Wed Jul 08, 2020 11:40 pm, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 8/20
PPE: 5/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 0/3
Base Amount
+1 due Joker vs. Shadow Beast
-2 to Remove Shaken due Shadow Beast
-1 to ATTEMPT to Soak vs. Shadow Beast
-1 to Reroll Damage vs. Shadow Beast

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Erebus Caine
Posts: 47
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Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Notice 7
-6 difficulty, +2 Scope (I also have low light vision in my armor if that helps)
Notice 1d8!!-4: [7]-4 = 3
Wild 1d6!!-4: [11!!]-4 = 7
Minnesota wilderness
Afternoon
Round 0

Erebus Caine covered the rear as the team entered the bunker. The place gave him the creeps. He’d been part of assaults on bunkers like this during the war, before he deserted. They were always bad. Caine kept his rifle up, eyes glued to his scope, sweeping the place as they went.

When they reached the room with the bodies, Caine studied them. Were they fresh? The doors had been sealed. How old were they?
Turn
Free Action:
Action:
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 3/3
Rifle Ammo: 40/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

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Phoenix
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Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

Pheonix looked at the group going through the door he unlocked. This is a prison for something. He glanced down at his mechanical watch wondering if the cabal of psi ghosts wanted him to free what was down here or perhaps feed his current companions to it. They would probably send him some instructions shortly. Either way sticking close to the door just incase he needed to re lock it was the way to go.

Notice 1d6! 1d6!: [5]+[3] = 8 total: (-1)

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Between the Shadows
Seeing the dead Coalition soldiers, bathed in the magic blue lights of the facility puts everyone on edge. Beyond the edge of the lights the darkness remains impenetrable. The illuminated area is full of eerie shadows that dance about and seem to move of their own will.

Oblivious - No Cards, and can’t act this round
Icosa can’t seem much of what is happening inside the room from her position but she focuses her gaze on the dead soldiers, not on the shadows themselves. Tex ponders the nature of the facility and any creatures it might contain, but sees nothing past the bodies in front of them.

Detect Arcana - Is dealt a card
Creeping into the facility, While he can’t see anything past the shadows but gets the distinct impression that they are not alone. He senses a malevolent presence lurking in the shadows.

Notice - Are dealt Cards
Moving slightly into the bunker Tiny Tim catches the glimpse of the shadows moving...not something moving in the shadows but it’s as if the shadows themselves are alive! The movement also catches the keenly enhanced eyes of Ajax and Mars as they head toward the bodies. Bringing up the rear, Caine is about to inspect the bodies but stops cold as he catches movement out of the corner of his eye.

Suddenly the writhing shadows leap to life and massive beasts appear suddenly pouncing right on top of our heroes!
Fear (everyone)
Make a Fear check at -4 as these massive creatures leap suddenly from the Shadows!
Mars sees one of them charging directly toward her and Ajax, her uncanny senses give her just enough warning to react!

Unfortunately, Tiny and William are not so lucky as the shadow beasts emerge quickly and leap on them! The first two land atop Tiny Tim rending him with vicious claws (Four separate hits: 16, 22, 23, 24 Damage, AP 12). The second two come from the other side and leap onto William (3 hits: 13, 21, 21 Damage, AP 12). Standing in the hallway and watching the horror unfold, Tex knows that Shadow beasts are a force to be reckoned with but are suspected to light and holy power.
Pounce
+4 Damage. Improved Frenzy. Rolls are in Roll20
Surprise Round
  • Make you Fear check, if you succeed/can act then;
  • Icosa and Tex do not get cards and cannot act this round and can only take free actions.
  • Caine starts on Hold due to Danger Sense Edge (You Notice roll was +2 due to this Edge, giving you a Raise)
  • +1 benny to everyone for Mars’ joker
  • Mars can go at any time, including to interrupt the shadow beast charging at her.
  • Shadow Beasts: 26 (12), Parry 7, First Strike.
  • Athletics to Interrupt: Tiny (1, 4), William (1, 4), Ajax (5)
  • The attacks on Tiny and William could be interrupted before they happen by anyone on Hold/with a Joker
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Phoenix
Posts: 57
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Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

[*]Spirit 1d8! 1d6!: [3]+[4] = 7
Fear table 1d20!: [7] = 7 Shaken!
Caught by surprise, not good. The EOD specialist no doubt was caught by surprise and his jaw went slack. He looked at the door that he and Tex had picked wondering how he could re lock it. No doubt the psi ghost cabal has a deal with these shadows to feed them chuckle heads from time to time. His watch where he received his directives blinked slightly with a messege clarifying his mission at the bunker. All he had to do was over come his sudden dread to read it.

VV I assume he does not act, and if you want to think about what kind of repair it would take to relock the door he had just picked please let me know. Also should he read the messege from his superiors (psi ghost cabal) why did they want him to come to the bunker?

Status: Shaken

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Phoenix wrote:
Fri Jul 10, 2020 6:28 am
VV I assume he does not act, and if you want to think about what kind of repair it would take to relock the door he had just picked please let me know. Also should he read the messege from his superiors (psi ghost cabal) why did they want him to come to the bunker?
1) The doorway you are standing in on the map was opened by Tiny Tim with PPE and a sequence of symbols, you could not close it as you do not have PPE.

2) The initial door you unlocked could be closed and re-locked. You would have to run back to that position at the top of the stairs.

3) You currently have no mission orders from your superiors. I will specifically notify you, perhaps via PM if necessary, if that part of your background comes into play. Communications systems on Rifts Earth do not allow for receiving messages in the middle of nowhere without very specific magical means.

4) Closing and locking the door with your team mates inside will result in you needing a new characters because at that point you will have crossed into NPC villain territory.

5) With a failed Notice roll you do not get a card. However, you can take free actions.

VV
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Mars
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

Spirit for Fear Check: 1d8!-2: [8!, 7]-2 = 13 (-4 partially offset by +2 from Joker), Wild 1d6!-2: [3]-2 = 1
. She shouts a warning to her teammates and moves immediately to intercept the two she sees charging at @William Rufus.

Okay. Now.

She lets out a blood-curdling scream as she goes, her blade and pistol moving faster than the eye can track as she
She is Losing It and the MAP is offset by split the seconds


Fighting 1d10!: [5] = 5 (+2 from Wild Attack, +2 from Joker, -4 for headshot, MAP eliminated by Swashbuckler), Wild Wild 1d6!: [4] = 4

Benny to reroll: 1d10!: [7] = 7 , Wild 1d6!: [2] = 2
and strikes it just above the eye
Strength 1d12!+1: [7]+1 = 8 + Sword Base Damage 1d10!: [4] = 4 + 2 for Wild Attack +2 for Joker +4 for headshot, AP 10


Shooting 1d10!+3: [10!, 7]+3 = 20 (+2 from Joker, +2 from Gun Nut, +1 from Wilks balance, +1 from TM weapon, +1 from MOH, -4 for headshot), Wild 1d6!+3: [1]+3 = 4
doing
Base Damage 3d6!+3: [2, 4, 4]+3 = 13 + Raise Damage 1d6!: [2] = 2 + 2 for Joker +2 for Gun Nut +4 for headshot, AP 6


She screams incoherently as she attacks, and she fights like a creature possessed.

Current Stats
She's vulnerable but still has her uncanny reflexes, which gives her an effective parry of 8. Her Toughness while Losing It is 22(9). Also, she's wearing her signature ring, so she adds +2 Armor vs arcane powers and effects AND reduces damage from arcane powers and effects by 2.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Tex Arcana
Posts: 55
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Spirit Check: 1d6!-4: [6!, 4]-4 = 6
Wild Die: (1d6!)-4: [2] = 2
Pass the fear check.

Exalted Detect Arcana
Duration: ?/10 remaining

PPE: 18/20
Bennies: 4


Tex can't help but jerk in place as the shadows come alive. He shouts at @William Rufus , "William, use your divine magic to weaken these creatures!" To @Icosa , @Phoenix , he says, "Hold out your weapons, I am going to enchant them with solar energy. It will burn these shadowy creatures." (Next round).

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Ajax
Posts: 61
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Combat - unafraid, 17 AP 12 damage to SB
Spirit vs Fear: 1d8!!-4: [5]-4 = 1
WD Spirit: 1d6!!-4: [4]-4 = 0
Benny for reroll with Elan
Spirit w/ Elan: 1d8!!-2: [6]-2 = 4
WD Spirit w/ Elan: 1d6!!-2: [5]-2 = 3
Athletics to Interrupt: 1d8!!: [3] = 3
WD Athletics: 1d6!!: [11!!] = 11
Fighting: 1d10!!: [1] = 1
WD Fighting: 1d6!!: [8!!] = 8
Damage: 1d10!!+1d12!!: [3]+[10] = 13 AP 12
Benny to reroll Damage: 1d10!!+1d12!!: [6]+[11] = 17
The shadow beasts give him a start, but that's just enough to get his greatsword into the way of the lunging shadow beast. The centaur deftly sidesteps the beast's frenzied attacks. He responds with a swipe of his own, clipping the shadow beast and giving it something to think about. "The battle is joined! 'ware the shadows, friends! The darkness lives, but not for long! HAAAH!!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Icosa
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Posts: 628
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Icosa stops in place as she adjusts her responses to the sudden ambush. New creatures encountered, capabilities unknown, vulnerabilities unknown, high threat level. In the midst of that uncertainty, and the fact she wasn't yet under direct attack, her primary function came to the forefront.

Observe.

Fear 7
Spirit (-4, +2 Brave) 1d8!!-2: [9!!]-2 = 7 Wild 1d6!!-2: [2]-2 = 0
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Tiny Tim
Posts: 59
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Fear 4
Spirit -4
  • Spirit: 1d6!!-4!!: [8!!]-4 = 4
    Wild: 1d6!!-4: [5]-4 = 1
    Result: 4 - Success
Soaks - 1 Wound
Shaken, Shaken, 1 Wound
  • Spend 1 Bennie to recover
  • Spend 1 Bennie to Recover (I am not meta-gaming)
  • Soak
    • Vigor: 1d6!!: [1] = 1
      Wild: 1d6!!: [1] = 1
      Result: 1 - Critical Fail.
Combat
Free Action
  • Psionics at +1 (-1 due Wound, +2 due Extra 4 ISP spent -> 5) for Boost Trait - Fighting
    • Psionics: 1d8!!+1!!: [18!!]+1 = 19
      Wild: 1d6!!+1!!: [11!!]+1 = 12
      Result: 19 - Success with Raise(s). +2 Dice to Fighting (d12)
    Wild Attack on the Shadow Beast that hurt him (D12 due Boost Trait, -1 due Wound, +2 due Wild Attack)
    • Fighting: 1d12!!+1!!: [10]+1 = 11
      Wild: 1d6!!+1!!: [1]+1 = 2
      Result: 11 - Hit with Raise.
      • Damage: 1d12+3 + 3d4AP3 + 1d6+2 (Raise and Wild Attack)
        • 1d12!!+3!!: [5]+3 = 8 3d4!!: [3, 2, 6!!] = 11 1d6!!+2!!: [1]+2 = 3 = 22AP3
          Bennie Damage Reroll: 1d12!!+3!!: [8]+3 = 11 3d4!!: [1, 1, 1] = 3 1d6!!+2!!: [2]+2 = 4
Results: 1 Wound Taken, Parry -2 due Wild Attack, Fighting up to d12 (so Parry back up to 6), No Effect on Shadow Beast.
"YOUCH!!!! You little Bugger!!!"

With that, Tiny Tim bites at the Shadow Beast that bit him, but although he does seem to connect, it does not seem to be affected.
Last edited by Tiny Tim on Tue Jul 14, 2020 4:27 pm, edited 9 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 8/20
PPE: 5/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 0/3
Base Amount
+1 due Joker vs. Shadow Beast
-2 to Remove Shaken due Shadow Beast
-1 to ATTEMPT to Soak vs. Shadow Beast
-1 to Reroll Damage vs. Shadow Beast

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William Rufus
Posts: 73
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

8 Hearts
Fear
Spirit d10 rolled 9-4=5
OOC Comments
Spirit 1d10!!: [9] = 9 Spirit 1d10!!: [9] = 9 -4 =5 success
Wild Dice d6
Wild Die Fear 1d6: [1] = 1
Banishment, medium templement, CELESTIAL SILVER (+1):
OOC Comments
For +1 Power
Point, any offensive power replaces its
normal Trapping with the Celestial
Silver Trapping, which counts as
both holy and silver for purposes of
Weaknesses
. 8 PPE

Arcane Miracle skill d10 success and 3 raises
OOC Comments
Arcane roll 1d10+2!!: [10]+2 = 12 Aced Aced 1d10!!: [5] = 5
Wild Dice d6
Wild Arcane 1d6!!: [5] = 5

William thanks the gods that Mars showed up, "Gods watch out over your humble fool."

He quickly spins around and sees Timmy being attacked and so he lets out the Banishment spell, "Creatures of Darkness I cast thee out" from his gauntlets. The Angelic runes glow brightly, and a beam arches from his hands and then burst upon the dark beast that were attacking Timmy. I hope Timmy is not hurt to bad.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Erebus Caine
Posts: 47
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Fear $! Succees!
-4 difficulty
Spirit 1d8!!-4: [5]-4 = 1
Wild 1d6!!-4: [4]-4 = 0
Benny to reroll
Spirit 1d8!!-4: [7]-4 = 3
Wild 1d6!!-4: [5]-4 = 1
Benny to reroll
Spirit 1d8!!-4: [5]-4 = 1
Wild 1d6!!-4: [5]-4 = 1
Joker benny for one more try!
Spirit 1d8!!-4: [6]-4 = 2
Wild 1d6!!-4: [8!!]-4 = 4
Sigh. Fear Table 20 - Screw you! Ignore! Mwahahaha!
1d20+4: [16]+4 = 20
Possible interrupt from Hold 6; Should be able to interrupt any of them. Since I don't know who is up or down, priority will be William, Ajax, Tiny Tim
Athletics 1d8!!: [6] = 6
Wild 1d6!!: [5] = 5
Shooting 14, 23
+1 Trademark Weapon, +1 Marksman, ROF +1 Rapid Fire, Scope +1
Shooting 1 1d12!!+3: [11]+3 = 14
Shooting 2 1d12!!+3: [8]+3 = 11
Wild 1d6!!+3: [20!!]+3 = 23
Damage 20, 17
Damage 1 AP 4 4d6!!: [5, 3, 5, 4] = 17
Damage 2 AP 4 4d6!!: [4, 3, 2, 3] = 12
Forgot Raise damage.
Raise 1 1d6!!: [3] = 3
Raise 2 1d6!!: [5] = 5
Minnesota wilderness/Tolkeen bunker
Afternoon
Round 1

Erebus Caine was about to examine the bodies of the fallen when he caught movement out of the corner of his eye. “We aren’t alone!” Caine warned as he saw something coming out of the shadows. “Ambush!”

Caine whirled around, his rifle coming up with fluid ease as he took aim at one of the shadow beasts and fired, striking the creatures, though they seemed to have no effect.
Turn
Free Action:
Action:
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 1/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

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Venatus Vinco
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Posts: 2547
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Between the Shadows
  • Ajax can go, then I will reconcile the two beasts after him with a quick GM post if they are still alive.
  • Shadow Beasts: 26 (12), Parry 7, First Strike.
  • Lasers count as Weakness (Light): +4 Damage, Can't regenerate.
Image

Mars reacts with preternatural quickness as two beasts emerge from the shadows ready to pounce on William. She sprints between the mystic and his would-be assailants, ducking their slashing claws and gnashing teeth before countering with a heavy sword swing and massive pistol pulse. The two beasts fall to the ground in an instant.

Caine calls out the ambush and opens fire, doing little damage but at least pinging the target for Ajax to strike. Before Caine’s lasers dissipate, the juicer spins into action and follows Caine’s fire with his own, forcing the beast to momentarily rethink its target.

On the other flank, Tiny Tim is closely embroiled with two beasts. Their claws and teeth manage to pierce his dragon hide. Tiny slashes back wildly, hitting one of the beasts but not seeming to have much effect.

Safe from immediate danger, William does an about face and attempts to drive two of the beasts back to their home dimension. Tiny suddenly finds himself shadow boxing as the two beasts appear to wither into shadowy nothingness as they are driven from this realm back to the elemental plane of shadows. William can feel the entities being drawn back into their realm as if sucked through a nearby vortex.

Ajax has a bead on the last beast and then spots another out of the corner of his eye.
OOC: Ajax can act before the two in front of him...I’ll wait to reconcile their actions based on his.

On the ground in front of Mars inky shadows reach out toward the beasts like tentacles filling their wounds. Suddenly one of the fiends, who dies by sword, is back on its feet ready to fight again! It slashes at her with wild fury, she manages to bob and weave to avoid their blows but finally one mighty claw hits home sending her reeling (21 MD, AP 12).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Icosa
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Posts: 628
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Icosa noticed several things. The strange, shadowy nature of the creatures. The way they seemed to 'draw' on areas of darkness to recover from injury. How coherent light appeared to prevent that. She did what she'd been designed to do, combining that data to arrive at a conclusion. And from that conclusion, devising a course of action.

She opened her Northern Gun survival kit.

The durable plastic case contained very little of use to her; it was almost entirely just for show. However, it wasn't empty...it was a real kit. Inside it, among other items, was a smaller plastic case marked as being for emergencies only. Inside THAT case was a small pistol made of bright orange plastic.

Icosa removed the signal flaregun from the emergency kit and fired it directly into the rough center of the room. The device made a sort of hollow coughing noise and a small cylinder popped out and jammed up against one of the bodies there...then suddenly hissed and popped and erupted into a blaze of incandescent white light, banishing every trace of gloom from the room!

Rolls: Shooting 11
Shooting to fire signal flare from NG-S2 survival kit into room; illuminating it fully while the flare lasts.
shooting 1d10!!+2: [9]+2 = 11 Wild 1d6!!+2: [1]+2 = 3
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Ajax
Posts: 61
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Wild Attacking the beast - Shaken
Wild Attack on Shadow Beast
Fighting: 1d10!!+2: [18!!]+2 = 20
WD Fighting: 1d6!!+2: [1]+2 = 3
Damage with Raise: 1d12!!+1d10!!+1d6!!: [3]+[6]+[1] = 10
Benny to reroll damage: 1d12!!+1d10!!+1d6!!+2: [4]+[8]+[2]+2 = 16
Ajax hears Mars' shout in pain. Roaring in rage, he swings his greatsword again in a flailing arc. It's an accurate strike...but just can't seem to do more than give the beast pause. "What devilry is this?! DIE BEAST!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Mars
Posts: 80
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

1d10!: [1] = 1 , Wild 1d6!: [3] = 3
Benny that ish
Soak 1d10!: [9] = 9 , Wild 1d6!: [1] = 1
.

"This is the best you can do?!" she shouts, half mad.

Somewhere in the back of her brain, though, she recognizes that the one she shot stayed dead and the other came back...

Dropping her vibro-sword, she holds her hand out expectantly; she knows exactly where to go in this group if she needs a spare weapon.

To @Erebus Caine she shouts, ”Pistol!” clearly trusting he will throw his sidearm to her on nothing more than her word that she needs it.
Sublime Chaos
Like other Crazies with this Edge, Mars has learned to ride the waves of her insanity and can perform skills requiring concentration even whilst Losing It. I'm playing it here that the rational part of her brain would be able to pick up that the shadow is weak to lasers.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Erebus Caine
Posts: 47
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Shooting ROF 2 10, 17; Damage AP 4 laser 25, 24
+1 Trademark Weapon, +1 Scope, +1 Marksman, Rapid Fire, -2 MAP
Shooting 1 1d12!!+1: [9]+1 = 10
Shooting 2 1d12!!+1: [16!!]+1 = 17
Wild 1d6!!+1: [4]+1 = 5
Damage 1 4d6!!: [4, 4, 5, 3] = 16 + Raise 1d6!!: [5] = 5 +4 laser
Damage 2 4d6!!: [3, 10!!, 2, 4] = 19 + Raise 1d6!!: [1] = 1 +4 laser
Minnesota wilderness/Tolkeen bunker
Afternoon
Round 2

Erebus Caine barely lost a beat when Mars called out for his sidearm. He yanked it off his chest harness and threw it to the crazy.
pistol
Wilks 320 “Classic” Laser Pistol (Range 15/30/60, Damage 2d6+1, AP 3, ROF 1, Shots 20)
Then his hand was back on his rifle taking aim once more at the remaining shadow beasts and firing.
Priority
Two shots (ROF 2), prioritizing the shadow beast by Ajax, then by Mars/William.
Turn
Free Action:
Action 1: Toss pistol to Mars
Action 2: Shoot
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 1/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

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William Rufus
Posts: 73
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William Rufus
Jack of Spades

William sees two others shadows appearing near him and the two more further southwest. I got to help the others I have faith that Mars can protect me.

"Ajax, Caine have faith in me.!”

He calls upon the deadly fan of destruction (Burst 2PPE) (Blaster edge d6 goes to d8) and modifies it with CELESTIAL SILVER (+1): with a power modifier Extra Damage (raises the damage dice+2PPE) and Selectivity to make sureas the fan arches to the two shadow demons , the arc sime to curve around Ajaax and cai his teams don’t get hurt+1: total PPE 6 Champion +2 Weakness +4
8 success and a raise, Damage: 28
OOC Comments
Faith d10
Faith 1d10!!: [2] = 2
Wild Dice d6
Wild Dice 1d6!!: [8!!] = 8
Damage 4d6
Damage 4d6!!: [5, 2, 1, 3] = 11 +4 Champion =15 spending a benny to reroll Damage dice
Damage 2
Damage Dice 4d8!!: [4, 15!!, 2, 1] = 22 +4 +2= 28
Lightning arches from his hands as he raises his Drain blade, but the fan of energy seems to be controlled. The lightning fan flows around both, Cain and Ajax. they are like huge boulders in a fast roaring river, It bobs and weaves as if they were protected and then strike the fiends with solid hits. Hits the beast don't seem to like at all as they are a bit confused. (these wounds cannot be healed normally)
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Mars
Posts: 80
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Psionics 1d10!: [9] = 9 , Wild 1d6!: [6!, 1] = 7 for warrior's gift Two-Gun Kid (MAP eliminated by split the seconds)
and and brings both laser weapons around so fast it looks like she's planning to pistol-whip the shadow demon.

Instead, at the last possible moment, she lets loose with both, firing her own weapon into the creature's maw and the second into its chest.

Shooting her own pistol: Wilks 237 Backup 1d10!+1: [1]+1 = 2 (+2 from gun nut, +1 from TM weapon, +1 from Wilks, +1 from helmet, -4 from headshot) 1d6!+1: [4]+1 = 5

Benny to reroll: 1d10!+3: [4]+3 = 7 , Wild 1d6!+3: [6!, 3]+3 = 12 (additional +2 from HJ result for rerolls now factored in)

Damage: 3d6!+3: [5, 3, 5]+3 = 16 (base weapon damage) + 1d6!: [2] = 2 (raise on Shooting) +2 (Gun Nut) +4 (headshot) +4 (light)




Shooting her borrowed pistol: Wilks 320 “Classic” Laser Pistol (Range 15/30/60, Damage 3d6, AP 2, ROF 1, Shots 20) 1d10!+3: [3]+3 = 6 (+2 gun nut, +1 Wilks), Wild 1d6!+3: [1]+3 = 4

Damage: 3d6!: [1, 1, 1] = 3 (base weapon damage) +2 (Gun Nut) + 4 (light)
Benny to reroll because that is just unacceptable: 3d6!: [3, 1, 5] = 9 +2 (gun nut) +4 (light) +2 (no mercy)



Her lip turns upward in satisfaction as both shots land, and clearly the creature has had better days.

Current Stats
She's vulnerable but still has her uncanny reflexes, which gives her an effective parry of 8. Her Toughness while Losing It is 22(9). Also, she's wearing her signature ring, so she adds +2 Armor vs arcane powers and effects AND reduces damage from arcane powers and effects by 2.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Tex Arcana
Posts: 55
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Notice: 1d6!: [2] = 2 | Examine the room, look for other Shadow Beasts
Wild Die: 1d6!: [3] = 3

Still somewhat startled by the sudden appearance of the Shadow Beasts, Tex hesitates as the others move into action. He brings his hands up to begin casting only to see most of the shadow beasts go down before he can begin to speak the words. To cover up his chagrin, and glad the darkness and his helmet hides his embarrassment, he says, "Looks like it's best to save my magic for later, there's sure to be something more since this is just the first room."

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Tiny Tim
Posts: 59
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Psionics - Healing 7
Psionics - Healing at +1 (-1 due Wound, +2 due +4 ISP (7 ISP))
  • Psionics: 1d8!!+1!!: [6]+1 = 7
    Wild: 1d6!!+1!!: [5]+1 = 6
    Result: 7 - Success. Wound Healed.
Drawing on his inner strength, Tiny Tim's wound from the Shadow Beast knits itself together and heals over.

"That wasn't pleasant. They should have some sort of log of what is in here. We just need to find it and decipher it."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 8/20
PPE: 5/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 0/3
Base Amount
+1 due Joker vs. Shadow Beast
-2 to Remove Shaken due Shadow Beast
-1 to ATTEMPT to Soak vs. Shadow Beast
-1 to Reroll Damage vs. Shadow Beast

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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Four: Minnesota Wilds

Post by Phoenix »

Pheonix was tired. Sure he owed the powers that be in New Lazlo for his freedom, but... He was done with this suicide mission. He ghosted and walked through the walls silently calling his wolf to him. Good luck Sweet Willy, don’t die trying to be a hero.

As he left he looked back for Tiny Tim, and of course did not see him, but what else was new... You’re all grown up kid...

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Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2547
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Between the Shadows
  • No more Shadow Beasts, for now
  • Six doors
  • Phoenix and Huxley are gone
Image

Ajax swings his great sword as a reinvigorated shadow beasts charges out of the dark toward him. The blow strikes hard giving the creature pause and thwarting its assault. Another beast emerges from the shadows but the juicer easily dances out of the way.

Calling out to his friends, William fans a blast of holy energy toward the beasts. The bright light burns through two of the beasts dispelling their shadows and burning them completely to death. The darkness recedes slightly away from their bodies as the residual energy warms their corpses.

Reaching into her survival pack Icosa pops a flare, brightening up the whole room and causing the final shadow beast to recoil slightly from the bright light.

Near the door, Phoenix and Huxley disappear from sight.

Caine tosses his sidearm to MArs then opens fire with his own rifle, hitting the distracted shadow beast forcing it to recoil from the intense burst of laser light. Snatching the pistol from mid-air Mars shoots the weakened creature at point blank range leaving two smoking holes in its carcass as it falls to the ground, dead for sure this time.

With the threats cleared, Tiny takes a moment to lick his wounds while Tex keeps a wary eye out for any other creatures.

A quick search of the boies reveals they were torn apart and most consumed. There is now salvageable armor but the group does manage to find six functional CP-40 Laser Rifles, and 3 CP-30 Laser Pulse Pistols. From the tattered remains of the uniforms Caine is able to identify them as a ranger recon unit. He isn’t familiar with anyone who served in the unit but he’s heard of them before.

In the waning light from the signal flare the group can see they are in a large main chamber. There are six visible doors, each one a large containment door like those they just passed through. Further to the south, the hall looks like it leads a little deeper into the bunker.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Tiny Tim
Posts: 59
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Noticing that Phoenix and Huxley have abandoned them, Tiny Tim promises himself that he will make them pay... someday. Eventually, years... perhaps decades in the making, but he will have his revenge.

Picking up a rifle and a pistol Tiny Tim quickly switches to his Human form and back to his Dragon form.

"I am picking these up for use to improve my humanoid disguise. Now... where do we want to go? If we try to open one of these Containment Doors, there could be another foe... or possibly a potential friend. If we don't, there could be a safeguard to open all of these doors. What we really need is access to a computer by one of you that know their way around computers."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 8/20
PPE: 5/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 0/3
Base Amount
+1 due Joker vs. Shadow Beast
-2 to Remove Shaken due Shadow Beast
-1 to ATTEMPT to Soak vs. Shadow Beast
-1 to Reroll Damage vs. Shadow Beast

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Mars
Posts: 80
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Smarts 1d8!-1: [7]-1 = 6 , Wild 1d6!-1: [2]-1 = 1
after the fight, and it is Mars (not Lacey) back in control.

She hands @Erebus Caine back his sidearm with a ”thank you,” and then relieves one of the corpses of its CP-30, checks it, and pops in a fresh e-clip. She also strips the body of its holster and clips that to her harness.

Mars waits to take a rifle from the pile of dead boys to see if any of her other teammates want them first.
Tiny Tim wrote:
Sat Jul 25, 2020 2:16 pm

"I am picking these up for use to improve my humanoid disguise. Now... where do we want to go? If we try to open one of these Containment Doors, there could be another foe... or possibly a potential friend. If we don't, there could be a safeguard to open all of these doors. What we really need is access to a computer by one of you that know their way around computers."
”Well spoken, dragon. In the absence of central control, if we cannot get it, we ought to clear each of these rooms, lest we leave an enemy, or a friend, behind us.”
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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William Rufus
Posts: 73
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

After the combat William looks around., he feels great that the team took out these Shadows. He sees the others looking around and sees that the area is currently secured. A few seems to be talking about the weapons that dead CS troopers left.

He bends his head over and gives a prayer for the team's success and for the departed CS to help them on the way to eternal sleep.

William heads over to one of the corpse and speaks up, "I don't mind having one of these . On the way out we should grab some of the armor. and put these poor souls to rest. is there a way that they normally are give their last Farewell."

CP-40, belt, Eclip
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Ajax
Posts: 61
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax spins around, searching the shadows for movement. Satisfied that the threat has ceased (for now) he addresses the CS equipment. "I have little need of further armament, but if it seems that laser fire is dangerous to these creatures, a rifle may not go amiss in lieu of my railgun. Perhaps Phoenix could also use...wait. Where has he gone?"
With the fading of the shadow beasts, Phoenix and Huxley also disappeared. He shrugs, then takes stock of their situation. "It is folly to leave our backs exposed. Let us clear these chambers one by one, then push further into the base." He checks the chamber on one of the CP-40s, topping off with a new e-clip if needed. He situates himself in front of door # 5 with his greatsword in one hand and new CP-40 laser rifle in the other. "Let us see what awaits us."
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Mars
Posts: 80
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Mars gives her two laser pistols a showy twirl and stands next to and a little behind @Ajax. ”Yes. Let’s.”
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Tex Arcana
Posts: 55
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Common Knowledge: 1d6!: [3] = 3 | How long have the dead been dead
Wild Die: 1d6!: [4] = 4

Survival: 1d4!: [2] = 2 | How long have the dead been dead
Wild Die: 1d6!: [2] = 2

With the last of the Shadow Beasts put down, Tex moves into the room with his Wilks pistol drawn. He moves forward and examines the bodies. How long have these guys been here? He checks their radios and/armor to see if their internal batteries still have power. Glad of his gloves, he helps with the looting. When the finally tally of rifles and pistols is done, he takes one of the CP-30s. If the others don't, he ejects the e-clips from the remaining rifles and holds them out, "We should leave the rifles here at the entrance, but taking the e-clips could come in handy."


When he realizes that Phoenix is no longer with them, he calls out on the radio, Phoenix where are you? It would be great if you scouted the doors in this chamber before we move on. Phoenix? Damn it. Did anyone see where he went? I hope he hasn't recklessly charged into this place."

When Ajax moves towards door 5. Tex takes a spot near the pillar by door 3 so he can quickly take cover if needed. "@Ajax are you able to unlock and open the door?"

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William Rufus
Posts: 73
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William looks around for Phoenix when it is mentioned that he is gone. He is a bit confused and concern about his friend,.

When others say they want to open some of the doors , William agrees, "I think that is a good idea , let me get in position to cover you on the door."

William takes the rifle and gets behind the pillar closest to to the door and gets ready to fire with the new rifle.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Erebus Caine
Posts: 47
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Minnesota wilderness/Tolkeen bunker
Afternoon
Round 0

With the shadow beasts destroyed, Erebus Caine headed over to the bodies of the Coalition soldiers. He recognized the unit insignia of the 7th Rangers, a recon unit, though none of the individual men were familiar. All were enlisted, not officers. Caine pulled out his knife and cut off the identity tags of the remains and slipped them into his pocket. Their families deserved to know what happened to them.

Caine took his pistol back from Mars and holstered it. He tossed her one of the CP-30s from the bodies. “Here.” Tim took one of the rifles and one of the pistols, as well. Caine tossed a rifle to William, as well.

“On the way out we should grab some of the armor, and put these poor souls to rest. Is there a way that they normally are give their last farewell?" William asked.

“Depends,” Caine said, staring at the ID tags in his hand. “Closed casket in this case. State funeral. Then cremated,” he told William. “Not a lot of room for cemeteries in the arcology. Their officers will say a few platitudes. If they weren’t citizens yet, their families will be jumped up the line and put on the list for a spot in Level 4, at least. Family would be responsible for whatever religious ceremonies they might want.”

Caine straightened up. “These were good men,” he said, looking at the others, a normal man surrounded by freaks, mutants, and magic users. “They died for their country, to provide a better life for their families, and keep them safe.” His expression dared anyone to gainsay what he said. “We’ll make a pyre when we leave.” He shoved the ID tags back into his pocket. As the others examined the doors in the chamber, Caine, as carefully as possible, stacked the bodies and the rifles near the door they had entered through.

That’s when Ajax noted that Phoenix had ghosted on them.”Bloody mutants,” Caine muttered.

Everyone took up positions outside door 5, Caine taking a position in the rear by Door 3 to cover the door when it opened.
Aim
If possible, Caine will take the Aim maneuver. I’m not sure if he can if there’s nothing to “aim” at yet.
Turn
Free Action:
Action:
Move:
Loot
6 Coalition ranger ID tags
3 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 1/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 19/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

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Icosa
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Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Icosa scoops up one of the laser rifle, briefly examines it, and decides it is likely a more appropriate weapon than her current one for the present situation. The Northern Gun weapon goes back over her shoulder on its sling. She goes to the door everyone's readying up at.

"Without power, we'll have to use a manual control to get the doors open, I expect," she commented. Her hand 'thunked' against the metal wall beside the closed portal, searching for a panel...something that would conceal some kind of mechanical override to unlock or open the door.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Mars
Posts: 80
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Mars watches @Erebus Caine as he goes through his ritual, and she nods approvingly to him once she catches his eye.

"As it should be," she says to him. "A soldier honors his comrades and observes the proper acts for the fallen. It is as it must be, in war. When we are finished here, I will assist. These men died while wearing and bearing sacred implements of the faith, and I would acknowledge that devotion."
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Divvying up the spoils, Tex tries to figure how long the bodies have been down here. As best as he can figure these are remnants from the war. Caine's observations of the unit patches would confirm that. Likely this bunker has been sealed since the assault on Tolkeen. With that in mind, the group prepares to clear the rest of the facility and moves professionally to the next door. Releasing the mystic locks they are immediately beset by another shadow beast. Prepared they gun it down quickly and without incident, throwing in a few extra laser blasts to make sure it stays down.

The room looks to be some kind of domicile. The long dead occupants the victims of the shadow beast locked inside with them. It is becoming apparent the beasts somehow overran the facility killing their would be masters. A quick search of the room reveals three dead d-bees with cloaks fastened with the insignia of the Tolkeen Army. The cloaks are in pristine condition and seem to waver in and out of the shadows.

It appears these soldiers ran in the shadows with the beasts they summoned.

3x Shadow Cloaks with the insignia of the Tolkeen Army.
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Tiny Tim
Posts: 59
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

"If it is alright with everyone, I would like to take one of these cloaks for my human form again. I am so used to being able to hide very well that having the option in my human form would be very comforting. Now which door will we be opening next?"
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 8/20
PPE: 5/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 0/3
Base Amount
+1 due Joker vs. Shadow Beast
-2 to Remove Shaken due Shadow Beast
-1 to ATTEMPT to Soak vs. Shadow Beast
-1 to Reroll Damage vs. Shadow Beast

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Ajax
Posts: 61
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Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax looks dismissively at the cloaks. "I have no use for these. Let us address the next door. I loathe these creatures, and dislike the idea of them being behind us." He moves towards door #4 to repeat the same entry procedure.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Mars
Posts: 80
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Mars grabs one of the cloaks and smiles at it. ”What a useful contraption. You know, I always wanted one of these when Lace was part of the clan. Or, Lace did.”

She scrunches up her face a bit as if in thought, then she stashes the cloak in her duster inside pocket and re-preps he pistols.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Tex Arcana
Posts: 55
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Notice: 1d6!: [1] = 1 | A fleck of something is in Tex's eye. He's busy blinking it out.
Wild Die: 1d6!: [2] = 2

"These guys have been here a while now," Tex says before opening the door to room 5. "I was worried that we'd be in a rush to explore this place, but with the outer doors still sealed, and the state of these bodies, they've been here since the war."

After the door, "Shadow cloaks and shadow beasts, this was probably a hide-out for a guerrilla counter-insurgency team." He looks over at @Tiny Tim . "It's crazy how you can just absorb stuff when you transform. If someone pokes you I hope you don't suddenly explode."

Once the search of room 5 is finished, Tex nods in agreement with @Ajax , "Agreed, let's look behind this door, and then tackle the three doors near the way we came in." Tex takes position behind again behind the pillar near door 3. Damn it where has Phoenix gone? I wouldn't be surprised to find him behind one of these doors messing with a body to make it look like a peg-legged pirate.

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William Rufus
Posts: 73
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William agrees with them to continue the searches of the doors. He gets behind a pillar and prepares the same way as last time, "Pop the door and step back."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Erebus Caine
Posts: 47
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Notice 5
+2 Scope
Notice 1d8!!+2: [2]+2 = 4
Wild 1d6!!+2: [3]+2 = 5
Minnesota wilderness/Tolkeen bunker
Afternoon
Round 0

Erebus Caine nodded to Mars and her crazy talk. “Thanks,” he murmured.

Caine and the others easily blasted down the shadow beast that was on the other side of the door. Inside were dead Tolkeen soldiers. Caine didn’t give them the same consideration he gave the fallen Coalition soldiers in the last room. He ignored the d-bees, and searched the room.

Then he lined up to open the next door.
Turn
Free Action:
Action:
Move:
Loot
6 Coalition ranger ID tags
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 1/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 19/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

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Icosa
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Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Icosa briefly examines a cloak, but it goes muted and unresponsive in her hand, seeking an energy source that she can't provide it. She nods and puts it back on the pile.

"It's very impressive, but I don't think it will be useful for me," she said. "I'm going with Ajax."

She followed the centaur and took up a position on the other side of the doorway from him, laser rifle at the ready.

"If you'll open the door, I'll breach and clear first...then you come in to back me up," Icosa suggested.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Venatus Vinco
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Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Between the Shadows
  • No more Shadow Beasts, for now
  • 5/6 doors remain
  • Phoenix and Huxley are gone
  • Woolsy is at the front door
Image

Group
Callously ignoring the dead Tolkennites the group pillages their corpses, divvy up the spoils, and moves on to the next room. Spinning the locks they open what looks to be a dungeon, a number of limp figures hang from chains. Their tattered remains reveal them as CS soldiers, probably held here as torture.

A cursory inspection finds little of value, although Caine does note that their unit patches are varied front line units. They are not from the same group of soldiers outside. There is little in this room aside from death.

Deeper in the gloom the group can see the facility open up a little further, revealing another set of stairs leading up to a large door, similar in size to the front door of the bunker itself.

Woolsy
Hired by a Cyberknight named Lady Alexandre in the Colorado Baronies, Woolsy set off through Minnesota to find her friends - group fortune she called them - and get a status report on their progress. Tracking them was hard until he happened upon an overrun town with red New Lazlo pamphlets strewn about the wilderness. Picking up the trial of their massive ATV Woolsy finds the machine parked out front of an old bunker. It appears the group went inside.
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Ajax
Posts: 61
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax shakes his head at the sight of the dangling bodies. "This is no way to die, even for a hated foe. Chained like an abused animal and left to starve or be tortured to death." He makes a quick pass through the dungeon, cutting the deceased free from their chains and setting their corpses on the floor. He moves to the next door (#3). "Let us be on with our business here."
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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William Rufus
Posts: 73
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William is kinda grateful that there aren't any monsters popping out. when Ajax mentions the next one he shifts around to the otherside of the pillar. He also mentions something obvious, "This door is a bit larger than the others. they might have had something a bit larger?"
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
Ajax
Posts: 61
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax grins. "That just means a bigger target. Easier to hit." He chokes up on his greatsword, preparing for whatever is behind the door.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
Tiny Tim
Posts: 59
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Moving to just to the left of Door 3, Tiny Tim hides ready to peer into through the door once it is opened.

"Why do humans do such things to each other? I can see them wanting to kill each other, but why would they torture each other... and not for any personal problems, even. Just because their friends hate the other person's friends."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 8/20
PPE: 5/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 0/3
Base Amount
+1 due Joker vs. Shadow Beast
-2 to Remove Shaken due Shadow Beast
-1 to ATTEMPT to Soak vs. Shadow Beast
-1 to Reroll Damage vs. Shadow Beast

User avatar
Woolsy
Posts: 2
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Four: Minnesota Wilds

Post by Woolsy »

The hulking Sasquatch stepped out of the shadows his invisibility shroud ending. He easily passed through the dense vegetation grabbing a mega floral snack. It would appear that the tracks lead here. But what befell this Fortune group I wonder?” With his silvered draining blade drawn he reached into his inner strength peering into the realm between and headed into the bunker without a word looking for any sign of recent disturbance.

Psionics for detect arcana 1d10! 1d6!: [5]+[2] = 7

User avatar
Mars
Posts: 80
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Mars helps @Ajax cut down the bodies. ”Disgraceful,” she says.

As they near the larger door, she stands near the centaur juicer and grins into the unknown, her blood up and ready for a fight.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

User avatar
Tex Arcana
Posts: 55
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Notice: 1d6!: [6!, 2] = 8 | Keeping an eye out for trouble and fortune
Wild Die: 1d6!: [3] = 3

Tex grimaces at the sight of the tortured bodies of the CS troops. Evil abounded in the war between the Coaliton and Tolkeen. He moves into position behind a pillar by door 3. "Once we've searched the bunker, it would probably be best to put the souls of these at folks at rest and set up a pyre to burn the bodies so they can't be misused any further."

User avatar
Mars
Posts: 80
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Tex Arcana wrote:
Mon Aug 10, 2020 1:44 pm

"Once we've searched the bunker, it would probably be best to put the souls of these at folks at rest and set up a pyre to burn the bodies so they can't be misused any further."
Mars nods. ”A pyre would be right. Lay the soldiers to rest.”
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

User avatar
Erebus Caine
Posts: 47
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Minnesota wilderness/Tolkeen bunker
Afternoon
Round 0

Caine looked at the bodies hanging in the next room and calmly collected their identifiers again. He did what he could to get them down and add them to the stack of bodies to be burned when they left.

"Why do humans do such things to each other? I can see them wanting to kill each other, but why would they torture each other... and not for any personal problems, even. Just because their friends hate the other person's friends," Tiny Tim asked.

“Many reasons,” Caine said as he worked. “Information, revenge, some people just like to inflict pain.” He straightened up and moved to the next body. “Though a proper interrogator knows any information gained will likely be bullshit. Anything to stop the pain.”

"Once we've searched the bunker, it would probably be best to put the souls of these at folks at rest and set up a pyre to burn the bodies so they can't be misused any further," Tex said.

“That’s the plan,” Caine said, stacking the last body by the exit toward the surface. Then he froze, and swung his rifle around. “Heads up! We got company!” he hissed.

Caine stepped up against the corner and aimed his rifle at the large shadow descending the ramp. “Stop right there and identify yourself!” Caine warned. “Or I will shoot you down where you stand!”
Turn
Free Action:
Action:
Move:
Loot
6 Coalition ranger ID tags
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 1/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 19/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

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