Chapter Five: Running Man

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Venatus Vinco
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Chapter Five: Running Man

Post by Venatus Vinco »

Chapter 5: Running Man
  • CS Occupied Minnesota
  • Ruins of St. Cloud, East of the Mississippi
  • Heavy Ley Line Activity
PROGRESS MAP

It takes the team a few hours to deal with the remains, but once the pyres are burning they can’t stay too long, the smoke and flames will no doubt attract Coalition air patrols. As if on cue a few SAMAS units buzz overhead and veer off. No doubt a recon team is inbound. Loading up in the Mammoth the group presses westward toward the Mississippi.

Crossing the river will be no easy task, the Mammoth’s balloon tires will help but the river is massive, its shores swollen by the rising waters after the cataclysm. Some of the maps obtained in Lazlo and Escabana indicate there may be some narrow crossings in the old city of St. Cloud. However, the area is thick with ley line activity and is technically claimed by the Coalition Occupation force.

Treading carefully, Tex is able to guide the group by sensing ley lines and using them as mystical mile markers. The lines also serve to mask the group from Coalition detection. Before long the landscape changes drastically, instrument panels begin to go wonky, and electronics start to glitch. Tex can tell the area is in some sort of dimensional flux, not quite like a Fadetown but more like in between two places at once. The landscape is alien and bizarre with vines and growths that look metallic and organic at the same time.

Fortunately, eyes and ears still work fine, and the group is easily able to hear the screams of a man running toward them! The running man is wearing a tattered Coalition uniform and is covered in metallic/organic tendrils. He is desperately clawing at them to prevent them from entering his eyes, mouth, or ears. As he gets closer to the group a number of the tendrils slide off and swarm toward the heroes.
Dimensional Flux
All electronic and techno-wizardry equipment is -2 to use. Magic has the same instability as a ley line storm
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Woolsy
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Re: Chapter 5: Running Man

Post by Woolsy »

More than impressed by @Tex Arcana’s ability to lead the group through the wild Woolsey took to writing some notes about the groups psychological make-up while his robot horse galloped along. It had been some time since he had been able to dedicate himself to writing, and all too soon he had plenty to write about as the group travelled into some kimd of dimensional flux.

His wary eye cast about the strange landscape with a mix of wonder and curiosity, Some kimd of techno organic vines... Where have we found ourselves? His musings were cut short by the ragged soldier swarming with metallic tendrils. His rumbled his voice thick with his normal french accent, “ Je m'en charge, capitaine.” I got this one... A great purple and blue iridescent sludge formed over many of the tendrils. Not to forget about his own personal safety he grabbed his “new” techno wizard katana, and using his hairy thighs urged his robo horse to back away just incase the little silver devils escaped his ectoplasmic entanglement.

While he was a trained academic, and skilled bounty hunter he also happened to be a master Psionics capable of wrapping foes in an ectoplasmic sludge. Would it work on something so alien?
Action, Greater Arcane potection raise! Greater Entangle large burst success! Draw a katana, 16 isp. Sitting atop his robo horse move away.
Adept: Greater Arcane protection: 1d10! 1d6!: [9]+[5] = 14 , 3ISP, hostile powers suffer a -6 to affect him.
Psionics, 4 extra isp for a +2. Mega Entangle, +3 isp large burst, +4 greater entangle (-4 to escape, 10 hardness), base is 2 ISP. So 13 ISP. 1d10! 1d6!: [4]+[1] = 5 = Total 6.

Large burst over as many of the tendrils as possible. ENTANGLED: The victim can't move and is Distracted as long as he remains so.

Total ISP spent 16.

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Tex Arcana
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Re: Chapter 5: Running Man

Post by Tex Arcana »

Lore: Occult: 1d12!: [9] = 9 | Are the slugs being attracted to life/movement/magic/psionics?
Wild Die: 1d6!: [4] = 4

Survival: 1d4!: [2] = 2 | Are the slugs being attracted to life/movement/magic/psionics?
Wild Die: 1d6!: [6!, 2] = 8

Fighting: 1d4!: [1] = 1
Wild Die: 1d6!: [2] = 2
Damage: Whiff!

"Hey everybody, you may have noticed the changing flora or other changes in the landscape. We need to be careful, the dimensional barrier in this area is weak. I think our dimension is overlapping another. Stay close, or you may be suddenly separated by a greater distance than you can imagine. We need to move quickly out of this area," Tex says. "Magic is going to be unreliable and possibly dangerous."

He looks over at @Woolsy on his robot horse and waves him over. "I am not sure your tracking skills will be sufficient if you get dump on an another world."

As the screaming man comes in sight, Tex pulls his survival knife. He'll slash at any silver slugs that actually get close enough for him to use his knife, not trusting his aim while on the moving vehicle to use a pistol.

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Tiny Tim
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Re: Chapter 5: Running Man

Post by Tiny Tim »

Taking to the air, but not going above the treetops, Tiny Tim concentrates for a second, then takes a deep breath and BREATHES out on the metallic/organic tendrils.
Rolls
Psionics for Boost Athletics, Free Action due Adept
  • Psionics: 1d8!!: [7] = 7
    Wild: 1d6!!: [1] = 1
    Result: 7 - Success. Athletics -> d8. 1 ISP
Athletics for Breath
  • Athletics: 1d8!!: [12!!] = 12
    Wild: 1d6!!: [7!!] = 7
    Result: 12 - Success with Raise(s).
    • The poison vapour acts as a supernaturally potent irritant similar in effect to tear gas. Those caught in the area of effect without self-contained breathing and complete eye and skin protection (like Environmental Body Armor) must check Vigor at – 4 or be Stunned.
"Mars... err... Lace... You can catch a ride on may back or in one of my hands to keep you safe from those... things."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 10/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 33 (18) in Dragon Form, 19 (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: 4/3
Base Amount
***+1 due Inspiring GM with result for Shadow Lord*** Carried Over

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Erebus Caine
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Re: Chapter Five: Running Man

Post by Erebus Caine »

Shooting 12
-2 electronics, +1 trademark weapon, +1 scope, +1 marksman
Shooting 1d12!!+1: [10]+1 = 11
Wild 1d6!!+1: [11!!]+1 = 12
CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 0

When the SAMAS patrols screamed overhead, Erebus Caine walked over to a nearby tree and hung up the Coalition ID tags he had gathered. The incoming recon team would no doubt find them and notify the families. But it would probably be a good idea to make themselves scarce, lest they be blamed for deaths that occured years ago.

Crossing the mighty Mississippi was a challenge, but they managed it, and ley lines provided cover from Coalition patrols as they traveled. Then the landscape began to change, and Caine’s armor started to beep at him. He frowned and brought up the readings on the fritzing HUD.

“Great,” Caine muttered. His rifle and scope were acting up too.

And then the screaming man came, trailing techno-organic tentacles. “Fuck. Why is it always tentacles,” Caine muttered as some of the tentacles came toward them. The running man was a Coalition soldier, though, so Caine figured he’d better help the man.

Tex jawed at them about what was happening. “Less talk, more driving us outta here,” Caine snapped at the man, bringing his rifle up to fire on the tendrils.
Turn
Free Action:
Action:
Move:
Loot
2 CP-40 Laser Rifles
***

All electronic equipment is -2 to use.
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 4/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 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 Five: Running Man

Post by Icosa »

"I have grenades," Icosa reports as she sights down her rifle's scope at the incoming sluggy/leechy things, "but using one without hurting him would be...very difficult. Even so..."

She snaps off a shot, blasting one of the weird little critters with a flash of laser light.

"...taking them out one at a time isn't going to be fast enough."

Then Tim, the dragon, opened up with a blast of noxious fumes from his mouth, and Icosa paused to witness the results.

Rolls
Shooting (-2) 1d10!!: [2] = 2 Wild 1d6!!: [3] = 3

Agh, forgot the +1 to shooting from the multioptics scope! That hits with a 4 then on the wild.
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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William Rufus
Posts: 83
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Five: Running Man

Post by William Rufus »

William drives away at a pretty good clip from the bunker. He does not want to confront the CS again especially so soon after the last encounter. After a while William slows a bit down and takes a deep breath.
When he gets to the crossing point he is worried when systems start having problems. Then the outside looks bad and it seems to be affecting the equipment. Finally the world seems so strange. Gods of light what is wrong with this place?

The outside looks weird to him, he has never seen anything like this before. He ask, “Does this always happen with this area?” he continues to drive. “Thanks, Tex for the help. I have no idea about what the hell is going on.”
Tex
"Hey everybody, you may have noticed the changing flora or other changes in the landscape. We need to be careful, the dimensional barrier in this area is weak. I think our dimension is overlapping another. Stay close, or you may be suddenly separated by a greater distance than you can imagine. We need to move quickly out of this area," Tex says. "Magic is going to be unreliable and possibly dangerous."
Caine
“Less talk, more driving us outta here,” Caine snapped at the man, bringing his rifle up to fire on the tendrils.
Driving d8 9 Success and a raise
OOC Comments
1d8 Driving 1d8!!: [2] = 2
Wild Dice d6
1d6 Wild Dice 1d6!!: [9!!] = 9
William speeds up and he sees the Man but he is getting through this he will steer around this crazy man. but he speaks to the team, "I'm not stopping someone else can pick him up."
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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Posts: 647
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Five: Running Man

Post by Icosa »

Icosa looks back into the vehicle, surprised.

"We're not going to help him?"
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
William Rufus
Posts: 83
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Five: Running Man

Post by William Rufus »

William knows if he stops the whole lot of the team may not get going again. "If Timmy can have him. Grab him on the fly." Over the radio, "Timmy can you get the CS guy on the go?"
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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Woolsy
Posts: 16
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Five: Running Man

Post by Woolsy »

Woolsley heeds @Tex Arcana’s words and slows his horse, but as the vehicle looks to leave the man running from the silver tendril he roars up to @Icosa from his horse. “Now iz de time to getz him, we leave no onez behind. Selle ma petite dame!” Saddle up my little lady. He eased back in the saddle in case Icosa wanted to sit in front. His large gangly fury arms could still reach the reigns of his robo horse. Whether or not his ectoplasmic entanglement was successful the code of the Tundra Rangers bayed him to help those in need. He set his horse ready to charge forward at the next opportune moment.

User avatar
Erebus Caine
Posts: 60
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Five: Running Man

Post by Erebus Caine »

CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 0

It looked like the walking carpet was going to grab the Coalition man. “If you need to, swing around and I can make the grab for him,” he told Tex. He levered open the door and attached a safety harness before leaning out.
Athletics 4
Athletics 1d8!!: [2] = 2
Wild 1d6!!: [4] = 4
Turn
Free Action:
Action:
Move:
Loot
2 CP-40 Laser Rifles
***

All electronic equipment is -2 to use.
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 4/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 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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Re: Chapter Five: Running Man

Post by Venatus Vinco »

Drive By Shooting
  • CS Occupied Minnesota
  • Ruins of St. Cloud, East of the Mississippi
  • Heavy Ley Line Activity
  • Dimensional Flux: All electronic and techno-wizardry equipment is -2 to use. Magic has the same instability as a ley line storm
PROGRESS MAP

The group is easily able to hear the screams of a man running toward them! The running man is wearing a tattered Coalition uniform and is covered in metallic/organic tendrils. He is desperately clawing at them to prevent them from entering his eyes, mouth, or ears. As he gets closer to the group a number of the tendrils slide off and swarm toward the heroes.

Woolsy immediately activates defensive measures to protect himself and then entraps many of the writhing tendrils in his psionic grip. The tendrils put up a fight but many are held fast by his psychic hold.

A few slip through and Tex slashes fruitlessly with his silver knife. Fortunately, Caine expertly picks off the few that reach the ley line walker. Flying above the fray Tiny drops a ball of poison, but that seems to do little to slow the things down. After seeing little result, Icosa picks off another one with her laser weapon.

William plans to just keep driving, he’s seen enough of this messed up new world. However, the others appeal to his more heroic nature and convince him to wheel around. He brings the mammoth around, squishing the entangled tendrils beneath its massive wheels and Caine brings the squirming officer aboard. Caine can tell the uniform and insignia are from the Rifts Control Study Group.

In the back of the Mammoth the team can see movement beneath the officer’s skin, there’s obviously things crawling around inside of him doing who knows what.
Extract the Worms
If you want to try and save him it’s healing or Science at -4. Support is allowed.
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Tex Arcana
Posts: 68
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Five: Running Man

Post by Tex Arcana »

Notice: 1d6!: [2] = 2 | Use Ley Line senses to find the closest direction out of the dimensional flux.
Wild Die: 1d6!: [3] = 3

Occult: 1d12!-4: [5]-4 = 1 | Support whomever is trying to treat the soldier.
Wild Die: 1d6!-4: [4]-4 = 0
If support has no penalty, then 1 success.

Tex slaps the back of the cab, and says over the radio @William Rufus , "William, slow down so @Woolsy doesn't have to gallop back to us, we don't know what this man's true condition is." What the heck are we going to do once we have him on board? I was lucky @Erebus Caine was close by to take out the worms that got on board. With all this flux going on, I don't dare do any magic, the cure might be worse than the disease.

Tex moves down the back of the APC getting ready help get the man onto it. He uses his Occult knowledge to help whomever is trying to get the worms out. But the squirminess almost gets to him. "Uh, maybe pull them out by their tails?"

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Mars
Posts: 98
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Five: Running Man

Post by Mars »

Psionics 1d10!, Wild 1d6!: [8]+[2] = 10


Lace shades herself as if just waking up from a long sleep. Seeing what is going on, she waves her hand and a small glowing knife of pure energy appears in her hand. ”Someone just tell me where to cut.”
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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Tiny Tim
Posts: 76
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Five: Running Man

Post by Tiny Tim »

Psionics 6
Psionics (+2 due Major Psionic (+4 ISP))
  • Psionics: 1d8!!+2!!: [4]+2 = 6
    Wild: 1d6!!+2!!: [3]+2 = 5
    Result: 6 - Success. 9 ISP. Telekinesis
Using his mental strength, Tiny Tim mentally grabs each of the worms Cain extracts before they can hit someone, and hold them in place suspended in the air for them to be disposed of.

"Lace, I will hold them up here until you are ready to kill them."
Last edited by Tiny Tim on Sat Oct 17, 2020 12:23 pm, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 10/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 33 (18) in Dragon Form, 19 (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: 4/3
Base Amount
***+1 due Inspiring GM with result for Shadow Lord*** Carried Over

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Erebus Caine
Posts: 60
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Five: Running Man

Post by Erebus Caine »

Healing 6
-4 difficulty, +4 support, +1 trauma kit, +2 medi-gel
Healing 1d8!!+3: [1]+3 = 4
Wild 1d6!!+3: [3]+3 = 6
CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 0

Erebus Caine cursed. Some of those work things had gotten beneath this poor man’s skin, inside him. Who knew what they were doing. Caine recognized the uniform. They were the crazy scientists that thought it fun to fiddle with magic. Caine often had to clean up their messes. Sometimes he thought they deserved what they got for messing with forces man was not meant to know.

“Hold still!” Caine told the man. “We’ll cut them out. You’re going to be okay.”

Caine grabbed his bag from under his seat and pulled out a trauma kit and a tube of medi-gel from it. He pointed to one of the squirming masses. “Cut there,” he instructed Mars. Her psi-blade as so sharp the flesh split like silk, leaving a clean edge that would heal better. Caine jabbed at the worm and flicked it out. “Kill it,” he instructed someone as he went after the next one, blood slowly starting to pool on the floor of the Mountaineer around them. He would have to worry about that when they got the things out.

When they had removed the worms, Caine started stitching the man back up with the medi-gel.
Turn
Free Action:
Action:
Move:
Loot
2 CP-40 Laser Rifles
***

All electronic equipment is -2 to use.
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 4/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
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: 83
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Five: Running Man

Post by William Rufus »

William hears the others ask him to turn around and go back. William slows down pulls the front brake on and lets the rear end drift and does a 180 and speaks "OK, Ok, but that guy is more than likely infected, and he might not like me trying to save his Life using my abilities. And if I use them in this area, it might take us all out."

"How is the patient? are there any more of his team? And how do we leave this plant Hell?"
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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Woolsy
Posts: 16
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Five: Running Man

Post by Woolsy »

Woolsy was not about to let two humans no matter how special they were perish under the mechanical worms’ onslaught. He galloped in after Cain on his robo horse ready and willing to pluck both with either hand as if they were weeds in an inhospitable garden.

“ TIENS BON!“ Just hang in there... A little longer.

No rolls made as the objective is complete. He does have arcane protection up (round 2)

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Venatus Vinco
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Re: Chapter Five: Running Man

Post by Venatus Vinco »

Drive By Shooting
  • CS Occupied Minnesota
  • Ruins of St. Cloud, East of the Mississippi
  • Heavy Ley Line Activity
  • Dimensional Flux: All electronic and techno-wizardry equipment is -2 to use. Magic has the same instability as a ley line storm
PROGRESS MAP

In the back of the Mammoth the team can see movement beneath the officer’s skin, there’s obviously things crawling around inside of him doing who knows what. Tex takes a quick glance but has little to offer in practical help. Apparently these creatures weren’t in his mystical lexicon. Taking the direct approach Mars calls forth her scalpel like psi-blade ready to cut—although it is not clear if she intends to cut out the worms or just hack the man to pieces. Fortunately, Caine has some field medic training and is able to direct the overeager surgeon. As each worm falls onto the deck plating Tiny lifts it into the air with telekinesis. Each one squirms viciously trying to get at the heroes and bore into them as well.

The man, wearing a CS uniform and a nametag that reads “Riley”, is obviously relieved that the things have stopped chewing his insides but he is still in bad condition. Caine can see Captain bars on the man’s uniform. An officer.

His eye snap open and he cracks, his throat raw from where the worms neutered it.

”My team! We have to get them. Stop the spread.”

He reaches into a uniform pocket and withdraws a data stick for a field computer before passing out again. The file contains information on a nearby Rifts Control Study Group field operation. Apparently, they were investigating the emergence of the alien flora and discovered something big. Unfortunately, that discovery is not in the file. The data is still on the main research computer at the site. However, the file does contain details of the site’s location. There were two dozen people on the research team and it looks likely only Riley escaped whatever befell them.
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Mars
Posts: 98
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Five: Running Man

Post by Mars »

Lace scratches an itch above her bad eye and says, ”So? Is this the sort of thing we do? I am not afraid of a fight, and yet I don’t see the value in this. Maybe the Coalition team found something, but maybe not. They’ve been wrong plenty.”
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: 60
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Five: Running Man

Post by Erebus Caine »

CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 0

Erebus Caine finally saw the captain’s bars on the man as he was handed the data card and the man passed out. “Figures the officer is the one to run,” Caine muttered. He figured he couldn’t really kill the man, given all he’d done to save him. “Stick him in the back to recover,” he instructed, before going to read the data.

“Oh, they found something,” Caine answered Mars, indicating one of the dead worms. “You saw what those things did to him. If anything, we should at least burn the place to the ground before these things get out,” he mused. “Who knows what else they do?”
Turn
Free Action:
Action:
Move:
Loot
2 CP-40 Laser Rifles
***

All electronic equipment is -2 to use.
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 4/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
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).

User avatar
Tex Arcana
Posts: 68
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Five: Running Man

Post by Tex Arcana »

Can Tex tell how long this period of dimensional instability will last with his LLW abilities?
Ley Line Sense
A Ley Line Walker can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose).
"Trying to do anything while this dimensional flux is active will most likely get us killed or worse," Tex says.

If the flux is going to end soon(ish), he adds, "Things should return to normal within the next few hours." If he can't tell, he says, "This maybe best resolved by the Coalition using overwhelming force."

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Icosa
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Posts: 647
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Five: Running Man

Post by Icosa »

Icosa regarded the hovering worm and said, "This clearly requires investigation. In fact, I'd like to try something under controlled conditions."

She glanced around, then added with a wry smile, "Well, relatively controlled. I'd like to see how this process works. Please be prepared to remove it."

With that, Icosa holds out a hand towards the worm. Privately she was curious as to whether not these creatures could attack her, or if they required an organic, living host. That would do MUCH to inform her future actions regarding them.
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
Woolsy
Posts: 16
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Five: Running Man

Post by Woolsy »

Woolsey nodded in agreement with @Icosa. His lumbering shaggy head wooshed up and down. “ J'apporterai mes lumières.” He knelt near an inactive worm if possible, “Letz us seez where yuz been no?”

Being both a master psionic and a skilled tracker, during the war he had he had blended both giving him the ability to feel impressions about an objects past, assuming these creatures “dead” qualified as inanimate. If they were not wholly inanimate that would be equally telling.

After a second he grumbled, “Zez will take me 30 zecondz... Perhapz we can learn more if I readz its impressionz.”
He reached forward with one shaggy hand, and the other hand he stretched his fingers to the center of the group hopefully projecting what he is feeling. Focusing intently on the unmoving worm, he breathed, and as he exhaled he unleashed his psionic prowess upon it attempting to feel its past: tracing it for the last few years, especially focusing on the encounter with the CS and possibly its greater nest. One deep brown eye kept watch waiting for something to happen.

Object Read(2, with deep reading on a dead metal worm. With deep reading (line of sight +2), PSYCHOMETRIC PROJECTION (+2, displays what he sees and hears for everyone present).
Psionic roll 1d10! 1d6!: [4]+[6!, 4] = 14
With a raise he could go back 100 years, but he is really just looking at more recent events. Takes 1 min to skim 10 years.
@Venatus Vinco Not sure if any dead worms count as innanimate objects.

User avatar
Tiny Tim
Posts: 76
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Five: Running Man

Post by Tiny Tim »

Mars wrote:
Thu Oct 22, 2020 5:03 pm
Lace scratches an itch above her bad eye and says, ”So? Is this the sort of thing we do? I am not afraid of a fight, and yet I don’t see the value in this. Maybe the Coalition team found something, but maybe not. They’ve been wrong plenty.”
"I agree with Lace. We don't owe the Coalition anything, and they would kill me on sight if they saw me and knew what I am. I vote to keep moving on."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 10/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 33 (18) in Dragon Form, 19 (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: 4/3
Base Amount
***+1 due Inspiring GM with result for Shadow Lord*** Carried Over

User avatar
William Rufus
Posts: 83
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Five: Running Man

Post by William Rufus »

William Rufus continues to drive but has Slowed down. He is listening to the talk and ask, "Is anyone going to make a decision? Should we drive close by to see if we can see any of them? Why are these guys here are they causing trouble?"

William waits and then speaks up again, "What is our Mission ? Is this part of what we are here to do?"

William thinks about the CS and how most of his group would be treated . then he remembers. "Go forth and save mankind on this World."

William takes a deep breath, "we will go in and investigate , Where did he say his team was and I would hold on to something."

Drive d8 +2
1d8!!: [3] = 3
wild dice
d6
1d6!!: [5] = 5 1
william heds the Vechile in the direction of the CS.
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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