Chapter 9: The Facility

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Venatus Vinco
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Chapter 9: The Facility

Post by Venatus Vinco »

The Facility
Thanks to Icosa's uncanny knowledge of the area the team is able to very southward and pick their way through the mountains following destroyed American Empire road systems. Rolling along the lonely mountain passes they experience the raw majestic beauty of the area. The woodlands and wilds they passed through en route have faded and the peaks of the mountains dominate the skyline. No signs of people can be discerned anywhere.

After a very long and bumpy ride the old roadway ends abruptly and the Mammoth rolls up to a surprisingly level area where a city once stood but was completely flattened during the nuclear exchange that preceded the cataclysm. Dosimeters still show low level radiation, nothing harmful in the short term, these hundreds of years later. Driving through the destroyed area is eerily quiet. Psychics can feel the haunting presence of victims as if their voices whistle on the wind.

The entrance to the mountain facility has been completely destroyed by what looks like a direct impact, a crescent shaped area is carved out of the mountain as it is was carved off by a mad butcher. The entrance to the facility, if it has not collapsed, is sealed tight by the melted and fallen rock.
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Erebus Caine
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Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 9: The Facility

Post by Erebus Caine »

Stealth 12
+2 wilderness, +2 armor
Stealth 1d12!!+4: [8]+4 = 12
Wild 1d6!!+4: [2]+4 = 6
Survival 6
Survival 1d8!!+2: [4]+2 = 6
Wild 1d6!!+2: [2]+2 = 4
Colorado Baronies/Barrier Range
Round 0

Erebus Caine observed the rubble of the entrance to the ancient American Empire facility. The road system indicated there had been something there. “Well, good luck getting into that,” Caine said. He hopped down off the Mammoth. “I’ll take a look around. Make sure its safe. Maybe find a back door.”

Caine disappeared into the woods around the mountain.
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 5/3
Rifle Ammo: 21/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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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Mars
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Re: Chapter 9: The Facility

Post by Mars »

”He’s got the right idea,” Mars comments. @Tiny Tim, shall we go round the other way and meet our comrade @Erebus Caine in the middle?”

With that, she focuses a moment, investing her shadow cloak with a fragment of her will, and any nearby shadows stretch towards her. She is counting on there being more shadows in the wilderness around the mountain.

Stealth 4, Invisibility Power also active when in shadow
1d6!, 1d6!: [3]+[3] = 6
Benny 1d6!, 1d6!: [4]+[2] = 6
Rolls to Notice her are done at -4, assuming she is in darkness or shadow
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: 14 (5) w/o tactical plates |17 (7) w/tactical plates | 19(7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical 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 9: The Facility

Post by Tex Arcana »

Tex hops out of the Mammoth and looks out over the terrain leading up to the mountain.

His goal is to see if he can find the road that led to the facility entrance and from there see if there is ancient sewer access that may allow them to enter the facility indirectly.

He asks those on the sensors on the Mammoth, "Are you getting any low powered signals now that we are close to the entrance? That golden age tech was pretty tough and lasts pretty much forever. If we could interface with it, we might be able to get a blue print or diagram of this area to use as a reference."

Those earth elementals would have been useful here, they could have cleared the debris easily. If it comes down to it, the phase field (intangibility power) built into this armor should allow me to get inside, but I wouldn't be able to bring anyone with me. Maybe one of the others will find a ventilation shift or something we could use to get inside.


Notice: 1d6!: [6!, 5] = 11
Wild Die: 1d6!: [3] = 3
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Icosa
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Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Icosa puts together a list of options as she surveys the wreckage of the main entrance. Searching for an alternative means of ingress is high on that list, but first she lingers and examines the impact and its effects. What had happened here? Was this the result of some kind of explosive or munition? Or had something else entirely struck?

Getting answers was something she'd been built for. Myriad sensors and data collection tools came to life. Her eyes scanned deep into infrared and ultraviolet spectra. The presence of nuclear or ionizing radiation was detected and noted. Via the holocomm she scanned through radio and microwave frequencies, searching for any signals emanating from the mountain. Detailed topographical data of the 'carved out' section of the mountain was collected for analysis, trying to determine likely causes for that kind of damage.

Rolls: Notice 8
Notice, using advanced sensors.
1d6!! 1d6!! +4: [4]+[4] = 8
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
Posts: 113
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

The climb to the plateau was fascinating. Ajax spent most of the time moving on his own without the benefit of the juice. Even deadened by the euphorics and tranquilizers, the thrill of exploration and the thought of laying eyes on a place his kind had never seen still got into his soul.
The arrival at the destroyed entrance drove off the sense of wonder and put a chill on his soul. Standing in the evidence of such sheer destruction makes the hair on the back of his neck stand on end, and he starts the juice flowing again.
"What hatred wrought such a scar on an otherwise beautiful land..." His musing ends swiftly, though, as the search for an alternate entrance begins. Ajax, instead, does a circuit around the mammoth, putting eyes on what might be nearby to threaten their primary transit. The low-grade radiation in the area has done his gear no benefit, however, and the optics in his helmet begin to

Notice: 1d6!!: [1] = 1
WD Notice: 1d6!!: [1] = 1
Technical Difficulties: 1d6: [3] = 3
giving him fits in trying to see. "A pox upon these false eyes! What has gone wrong?!"
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
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Re: Chapter 9: The Facility

Post by William Rufus »

After Layla brings the Mammoth to a complete halt, William looks at the devastation that was wrought upon this site. when the subject of finding a location of an entrance using electronics , he tries to locate a change in electronic charges in the area
Electronics FIELD INTEL
1d6+2
1d6+2!!: [1]+2 = 3
Wild Card
1d6
1d6!!: [2] = 2
Notice FIELD INTEL
1d8+2
1d8+2!!: [7]+2 = 9


Layla tries to repair and equipment and Use
Repair 1d10+4
1d10+4!!: [6]+4 = 10
Electronic 1d8
1d8!!: [3] = 3
Wild card 1d6
1d6!!: [4] = 4

Layla fixes the machine and is successful in using it.
she can locate the area which has a electronic discharge.
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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Tiny Tim
Posts: 149
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

Mars wrote: Sun Sep 19, 2021 5:47 am ”He’s got the right idea,” Mars comments. ”@Tiny Tim, shall we go round the other way and meet our comrade @Erebus Caine in the middle?”

With that, she focuses a moment, investing her shadow cloak with a fragment of her will, and any nearby shadows stretch towards her. She is counting on there being more shadows in the wilderness around the mountain.

Stealth 4, Invisibility Power also active when in shadow
1d6!, 1d6!: [3]+[3] = 6
Benny 1d6!, 1d6!: [4]+[2] = 6
Rolls to Notice her are done at -4, assuming she is in darkness or shadow
Stealth (-4 to be Noticed)
  • Stealth: 1d8!!: [3] = 3
    Wild: 1d6!!: [5] = 5
    Result: 5 - Success. Still an additional -4 to be Noticed

Notice: 1d8!!: [3] = 3
Wild: 1d6!!: [1] = 1
Result: 3 - Fail


Taking Mars onto his back, Tiny Tim slinks into the leveled area to look for an alternate entrance or anything that might be of interest to Mars and the rest.

"What do you think we will encounter in there, Mars... more Shadow Beasts?"
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 17/30
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 2

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: 3/3
  • Base Amount
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Dawn Swiftrunner
Posts: 35
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 9: The Facility

Post by Dawn Swiftrunner »

Dawn dropped to all fours, sniffing the air, for the usual collection of scents, and that familiar tang of the supernatural and the magical. Slowly she crept around, paying mind to the breeze, and what it carried to her.

"Everybody hold a lil' still, I wanna figure out what the animals already livin' here are doin'. If there's a way in, it'd be decent shelter, an' if they been here a while, they might have found it."
OOC Comments
Dawn is using Survival in Tracking mode to see if she can track any animals - magical or mundane - that have gone into and out of the complex, the better to suss out where entrances and exits might be.

Survival: 1d6!!: [4] = 4 +2 for Keen Senses
Wild die: 1d6!!: [3] = 3 +2 for same
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

ISP: 10 / 10

Bennies: 2
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
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Venatus Vinco
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Posts: 2765
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Re: Chapter 9: The Facility

Post by Venatus Vinco »

Moving around and scouting the area reveals some strange and frightening realities.

Caine creeps up to a pile of rubble that may have once been an old structure before whatever flattened the place hit. He approaches quietly, seeing two figures amidst the rubble. Getting closer he sees they are two translucent beings sitting at an illusory table eating dinner, like a picture frozen in time.
Fear
Make a standard Fear check, these are Haunting Entities
Mars and Tiny curl in a different direction from Caine and it doesn't take long for them to notice figures amidst the rubble. A mob of translucent humans walk toward the pair their demeanour shifting from placid play acting of their last acts to something else. Mars can sense strong psychic emanations coming from them - hunger!
Fear
Make a standard Fear check, these are Haunting Entities
As Ajax futzes with his equipment and doesn't notice as ethereal figures start to close in around him until the hair on his hide stand on end. Looking up he comes face to face with a literal ghost.Don't spook the horse!
Fear
Make a standard Fear check, these are Haunting Entities
Tex and Icosa study the area for a way in. Icosa knows easily enough that this is from a high yield nuclear strike, likely designed to take out the facility beneath the mountain. However, they cannot talk to much as both adventurers see the movement of a throng of figures coming toward them, seemingly drawn to Tex like moths to a flame. More and more are added to their number as they approach. Lost souls, starving for psychic energy - which the group has brought in abundance.
Fear
Make a standard Fear check, these are Haunting Entities
For her part Dawn can find no animal tracks whatsoever. It's as if the living avoid this place and she quickly sees why as the mob moves toward her and her companions - drawn to her psychic scent.
Fear
Make a standard Fear check, these are Haunting Entities
Inside the Mammoth William and Layla manage to fight through the static and background radiation to get a read on the area. It doesn't take William long to recognize this, he's seen it in pictures on his home planet. A direct nuclear strike is what levelled this town. Before long, however, ghotsts start pouring through the walls of the Mammoth hungry for Williams psionic energies.
Fear
Make a standard Fear check, these are Haunting Entities
Haunting Entities
Scores of these entities march toward those of you with the intent of draining your PPE/ISP. They emanate strong psychic impressions: screams, death, despair. It it almost overwhelming.
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Tex Arcana
Posts: 117
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Fear Roll:

Spirit: 1d6!: [6!, 2] = 8
Wild Die: 1d6!: [1] = 1

Exalted Conceal Arcana
Spellcasting: 1d12!+1: [4]+1 = 5
Wild Die: 1d6!+1: [3]+1 = 4

Using a benny since we are so close to the end of the quad to see if I can get a better result

Spellcasting: 1d12!+1: [1]+1 = 2
Wild Die: 1d6!+1: [6!, 5]+1 = 12

PPE: 2 (+2 Large Area Effect, +2 Mega Modifier, -1 Channeling) = 5
Effect: -4 to detect/notice
Duration: 2 hours


Tex is kicking loose rocks and debris out of the way when he hears the first of the moans. He looks up to see ghostly figures appearing and moving towards him like a moth to a flame. His breath is caught in his throat for a moment, but his brain unfreezes and he chants the words to mask his mystical signature. On the last syllable, a barely visible wave of energy radiates outward from him like the ripple caused by a stone in a pool. The field of magic deadening the presence of magical or psychic energy. He waits holding his breath as the creatures come towards him.

If it works, he says, @William Rufus (and Layla) as well as @Icosa, "Come stand near me!"

If it doesn't work, he says, "Oh Crap!" Picks a direction with fewer Haunting Entities and beats feet.


PPE: 35/40
Xanthine Gem: 10/10
Lessor Ring of the Elder: 4/5
Bennies 2/3
Last edited by Tex Arcana on Sun Sep 26, 2021 6:18 pm, edited 5 times in total.
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Tiny Tim
Posts: 149
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

Spirit: 1d6!!: [5] = 5
Wild: 1d6!!: [3] = 3
Result: 5 - Success.


These things emanate strong psychic impressions of screams, death, and despair. Well, time to show these things what I can do. They seem to want to eat me... maybe I should eat them first...
Mars wrote: Mon Sep 27, 2021 10:41 am Mars sees the ghostly apparitions and is
Spirit 1d8!, Wild 1d6!: [1]+[5] = 6
. "Interesting," she remarks as she prepares her weapons. "These creatures can see us, @Tiny Tim. Gird yourself, for battle is nigh!"
"Am I allowed to eat these things before they eat me? I KNOW I am not supposed to be going around just eating things... but since they look like they are wanting to eat me, does that make it allowed?"
Last edited by Tiny Tim on Mon Sep 27, 2021 3:22 pm, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 17/30
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 2

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: 3/3
  • Base Amount
User avatar
Ajax
Posts: 113
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax starts at the appearance of the ghostly forms but
Spirit vs Fear: 1d8!!: [2] = 2
WD Spirit: 1d6!!: [2] = 2
Benny Spirit w Elan: 1d8!!+2: [6]+2 = 8
WD Benny Spirit: 1d6!!+2: [4]+2 = 6
. He moves quickly to find an open area, avoiding the entities as best he can, while still drawing them away from the rest of the group. "Be wary! The dead seek to feed on the living!"
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: 130
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

William Fear 6 passed
OOC Comments
1d10 Armor Blessed for additional protection
1d10!!: [6] = 6
Wild Dice
1d6
1d6!!: [2] = 2
banish the horde power causes the gauntlets glow white 9 success and a raise for a large Burst
OOC Comments
1d10 +2
1d10!!: [3] = 3 reroll spend benny
1d10!!: [7] = 7
Wild Dice
1d6
William shakes off the horrors that are coming forth. Her steps in front of Layla to protect her. His gloves glow and he reaches down inside himself 'Gods of Light, come to the aid of your servant and the flock. Send these poor souls away.

LayLa Fear passed she hugs William, not sure what she can do.
fear
OOC Comments
1d6
1d6!!: [2] = 2
Wild Dice
1d6
1d6!!: [7!!] = 7
She thinks to help in this battle any way psi for warriors gift (No Mercy +2 for rerolls for both her and William)
1d8
1d8!!: [1] = 1
Wild Dice
1d6
WD 1d6!!: [5] = 5
Dice rolls
1d6!!: [2] = 2
1d10!!: [1] = 1
1d10!!: [3] = 3
Last edited by William Rufus on Mon Sep 27, 2021 7:16 pm, edited 3 times 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
User avatar
Icosa
Silver Patron
Silver Patron
Posts: 703
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

"Damage to the mountain and background radiation count are consistent with a strategic nuclear strike several hundred years ago," says Icosa quietly as she completes her scans. "There could have been survivors if the base extended deep enough and had shielded bunkers."

When the ghostly horrors explode out of the mountain she regards them without much obvious reaction, beyond extending the silvery cyberblades from her arms. She does move closer to Tex when urged to, however.

"Tex, will silver be effective against these creatures?" With just a second's pause she adds, "And does their presence here imply the former base personnel are all dead?"

Rolls: Fear 15
Fear check (+2 from Brave) 1d8!! 1d6!!: [13!!]+[3] = 16
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: 146
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 9: The Facility

Post by Mars »

Mars sees the ghostly apparitions and is
Spirit 1d8!, Wild 1d6!: [1]+[5] = 6
. "Interesting," she remarks as she prepares her weapons. "These creatures can see us, @Tiny Tim. Gird yourself, for battle is nigh!"
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: 14 (5) w/o tactical plates |17 (7) w/tactical plates | 19(7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical 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
Mars
Posts: 146
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 9: The Facility

Post by Mars »

Tiny Tim wrote: Sun Sep 26, 2021 6:03 pm "Am I allowed to eat these things before they eat me? I KNOW I am not supposed to be going around just eating things... but since they look like they are wanting to eat me, does that make it allowed?"
Mars grins. "Yes, my friend. You may absolutely eat these creatures. Just be sure to leave one or two for me. My sword grows bored."
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: 14 (5) w/o tactical plates |17 (7) w/tactical plates | 19(7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical 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: 112
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 9: The Facility

Post by Erebus Caine »

Fear 6
Spirit 1d8!!: [3] = 3
Wild 1d6!!: [2] = 2
Benny to reroll
Spirit 1d8!!: [1] = 1
Wild 1d6!!: [3] = 3
Benny to reroll
Spirit 1d8!!: [6] = 6
Wild 1d6!!: [2] = 2
Colorado Baronies/Barrier Range
Round 0

Erebus Caine crept quietly up over some ruins and was surprised to find a pair of translucent entities...eating dinner...at a table...

They didn’t seem to notice Caine, so he pulled back a bit and reached up to tap his comm, speaking quietly.

“Got some supernatural shit up here,” he reported to the others. “Like ghosts or something.”
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 3/3
Rifle Ammo: 21/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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: 117
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Occult: 1d12!: [10] = 10
Wild Die: 1d6!: [4] = 4

Tex edges a step backward as the Haunting Entities come closer, Nothing worth eating here, nope, go look elsewhere. We are just two bumps on the log. To @Icosa he says in reply to her question. "Theses are incorporeal spirits, while many supernatural beings have a weakness to silver, I suspect, that your blade would just swish through them. If my concealment spell works, I'll cast a magical aura upon are weapons that should be effective."
User avatar
Dawn Swiftrunner
Posts: 35
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 9: The Facility

Post by Dawn Swiftrunner »

Dawn's ears twitched, and she raised her eyes and muzzle to behold what was haunting this place...
OOC Comments
Spirit check (w. Brave) 1d8+2!!: [1]+2 = 3
Wild Die (w. Brave) 1d6+2!!: [2]+2 = 4
The fear was overpowering; everything about this place screamed wrong, wrong, wrong. But the cyber-knight held fast, and purple energy burst forth from her fingers, forming her sword and shield, even as the psionic nano-matrix within her blood exuded through her pores, covering her in armor.

Then she stands in front of Tex, determined to protect the spellcaster - despite her instincts telling her that the scent of magic meant danger.

"I gotcha. Let's see if my psiblade works 'gainst 'em."
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

ISP: 10 / 10

Bennies: 2
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2765
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 9: The Facility

Post by Venatus Vinco »

We Ain't Afraid of No Ghosts
Context
These are the ghosts of the citizens of Colorado Springs. The pre-Rifts city that once stood where you are now. It was destroyed after direct nuclear hits targeting the Cheyenne Mountain Facility
Tex and William use their magics to buy a temporary reprieve from the entities. Tex's bubble conceals their mystic presence but the ghosts still gravitate round the only living beings in the area sending out strange and disturbing mental imagery. The sheer volume of entities makes the mental crush nearly unbearable. To escape them requires a strong will.
Spirit check
On a successes post what vision of the past your hero sees and take a level of Fatigue (no Fatigue on a raise). Failure means you relive the death of one of the former residents and are Distracted and take a level of Fatigue. Critical failure results in Fatigue and a roll on the Fear table at +2. Regardless take a benny for posting your flashback.
Suddenly debris and dirt begin to swirl and forms into humanoid shapes. Tex immediately recognizes them as Tectonic entities.
Quick Encounter (Dangerous)
Roll any skill to fight off the tectonic entities using the Dangerous Quick Encounter rules. Don't forget any penalties incurred above.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Tiny Tim
Posts: 149
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

Spirit: 1d6!!: [1] = 1
Wild: 1d6!!: [4] = 4
Result: 4 - Success. 1 Fatigue.

Psionics (-2 due Difficulty, +2 due Major Psychic, -1 due Fatigue)
  • Psionics: 1d10!!: [7] = 7 -1
    Wild: 1d6!!: [4] = 4 -1
    Result: 6 - Success. 1 Fatigue (Bumps and Bruises)... so 2 Fatigue Total.
    ISP used: 4d6: [3, 4, 5, 1] = 13


As the ghostly forms approach, Tiny Tim draws upon his mental strength to eat the spirits. He did not, however, expect for them to attack his mind...
  • Today was another boring day on Guard duty. Check Identification for incoming traffic, then signal my partner to let them in. After a mind numbing few hours on duty, the driver whose identification I was checking noticed something in her mirror. Turning around, the lady's eyes widened and she just started crying. Looking up, I was just in time to see the last half second before the bomb exploded, vaporizing everyone and everything in the area.
Shaking his head, Tiny Tim was just able to clear his head enough to start defending himself once the entities were close enough to attack him. He started lashing out at them, but they were able to further wear down his mental strength before he could tear them apart, not even really having the energy to eat them as he originally intended to.

"Mars, I don't feel so good. My head is hurting!!!"
Last edited by Tiny Tim on Fri Oct 08, 2021 8:35 am, edited 3 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 17/30
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 2

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: 3/3
  • Base Amount
User avatar
Tex Arcana
Posts: 117
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Spirit: 1d6!: [4] = 4
Wild Die: 1d6!: [6!, 3] = 9

Tex grins over at @Icosa as the restless spirits move around them randomly. The effectiveness of the spell gives him the fortitude to not buckle under the strain of their despair. It unfortunately doesn't stop him from seeing what happened...
The past wrote:"Damn it!" the old man says as he drops a spark plug through the engine block that he leans over as loud boom rattles the windows of neighborhood. He's working on an old 20th century sports car. Obviously a treasured hobby. The car is painted a bold red color that glistens in the sunlight. "Max, do you see the plug down there? Can you reach it?"

A young boy standing next to a tool box, a small smudge of grease on his forehead. He scampers down to the ground on his hands and knees and peers under the car. "I see it! I think I can get it." He crawls forward near the front left wheel, stretching his hand out.

A siren begins wailing. In the shadow of the car, the pair feel the ground rumble and then a second later, the air goes white with light. Then they are swept away...

Spellcasting: 1d12!+1: [12!, 7]+1 = 20
Wild Die: 1d6!: [4] = 4

The mage snaps back to reality feeling the prickly sensation of the entities milling around them. Tex is reminded of his own youth. The townsfolk had started hearing noises at the cemetery up at sunflower hill. A few people visiting the graves claimed to have seen a ghostly figure wandering around. Word had gone out for the need of a preacher. A week past and a man had walked into town wearing a priest's smock and collar and a cross, a leather bound book in hand. Tex remembered two things the most, one the man carried no pistol or rifle, and two, the sense of devoutness of the man's voice when he spoke of the gospel out of the book he carried. He laid the ghost to rest by calling upon the arch-angel Chamuel to help the lost soul make it's way to a peaceful resting place.

Tex uses that memory and casts an
Greater Illusion with the following Modifiers: Sound, Strong, Deadly(for a realistic feel rather than damage, Mobility, and Reach. All wrapped up in a holy trapping. 16 PPE
of mighty giant winged man surrounded in a golden aura. Tex imagines the angel's face as serene and comforting. He causes the image to say the words he'd heard that day so long ago. "You have suffered! The time to rest is at hand. Our Lord knows of your suffering and weeps with you. Those that hurt you have been delivered to the justice of the Lord. Come to the Light and be welcomed into the heavens. Let loose the last of the bonds of fear, anger, and despair that hold you to this plane. Come. Come." The golden aura brightens and the image of the angel walks off into the wilderness.






PPE: 35/40
Xanthine Gem: 10/10
Lessor Ring of the Elder: 4/5
Bennies 4/3
User avatar
Ajax
Posts: 113
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax, despite his speed, is hemmed in on all sides by the haunted. Their attacks aren't physical, and his reflexes are no match.

He picks his way up the hill, a path he's run a hundred times before. His girlfriend is right on his tail, though. "You can't shake me, Jim!" she calls out. They run this path every Saturday to take in the view from the top. They're sure to steer clear of the fence. Everyone knows what's there, but nobody knows what's there. They don't know the threat in their midst.
They reach the summit. The town is laid out below them. They sit, hand in hand, enjoying their bottles of water and a power bar, gazing out over their home. Jim turns to his love. He'd brought something different with him today. "Mary, I would hike this path with you every day for the rest of our lives." He reaches into his pocket. Her view breaks from the panorama to gaze upon Jim's face. Her gaze is then drawn to his fidgeting as he pulls a small box into view. Her face crinkles in joy. He stares into her eyes. "Mary, will you...look at that?" He exclaims as his own gaze is drawn to a fast-moving streak out of the sky. The young girl turns to follow her lover's eyes. Neither of them have the time to discern what the object is, or even to understand the fear they should feel in that instant.

FLASH

The anguish of innocent young lovers torn apart by ultimate violence wounds his spirit, but the centaur is
Spirit: 1d8!!: [7] = 7
WD Spirit: 1d6!!: [4] = 4
against trauma. He has felt that wound. Weakened but not defeated, his rage is renewed as the entities take their shape. He roars in wrath. "At last! I have felt your pain. Now let your form feel mine!"
Ajax

Fighting: 1d10!!-1: [2]-1 = 1
WD Fighting: 1d6!!-1: [4]-1 = 3
Benny Fighting: 1d10!!+1: [8]+1 = 9
WD Benny Fighting: 1d6!!+1: [17!!]+1 = 18
, lashing about with his greatsword and striking the dirt forms of the tectonic entities. Whether he can truly harm them is irrelevant. Let them spend their time reforming broken bodies. He has the strength to do this all day, and the fire in his heart would outlast even these beings.
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
Erebus Caine
Posts: 112
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 9: The Facility

Post by Erebus Caine »

Spirit 17
Spirit 1d8!!: [2] = 2
Wild 1d6!!: [3] = 3
Benny to reroll
Spirit 1d8!!: [7] = 7
Wild 1d6!!: [17!!] = 17
Shooting 9 Raise
+2 Improved Trademark Weapon, +1 scope
Shooting 1d12!!+3: [6]+3 = 9
Wild 1d6!!+3: [1]+3 = 4
Ammo used 6
2d6: [5, 1] = 6
Colorado Baronies/Barrier Range
Round 0

Erebus Caine stumbled back to rejoin the others. He blinked and found himself... elsewhere

Mark sipped his whiskey slowly, looking over the glass at the blonde at the bar. She wore a stunning little red dress, all legs and perky breasts. Her green eyes met his and she smiled. Her eyebrow arched. He smiled back and made his way to the bar.

Small talk. Her name was Sylvia. In town for a conference. So was he. Flirting. Touching. Elevator to her room. Kissing, fondling down the hallway. Fumbling with the room key, falling to the bed. She noticed his ring. “You’re married.”

“So are you,” Mark observed.

“I won’t tell him.”

Passion.

When it was over they dressed again.

“Can you get the dry cleaning in the morning?” Mark asked Sylvia. “I have that quarterly presentation and have to get in early to prepare.”

“Sure. I’ll pick it up when I bring the kids to school,” she said. “You’ll owe me,” she said with a sultry smile.

“Next date night,” Mark said with a grin, and kissed her.

Bright white light.

Caine pushed the vision aside. His heart hurt. He tried not to think of his own wife. Tiny black boxes. He stuffed his emotions away and focused on the creatures of debris and dust that swirled around them, bringing his rifle to bear as he blasted them into disintegrating bits.
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 3/3
Rifle Ammo: 15/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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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Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Contrary to what one might think, being an artificial intelligence didn't make one immune to mental influence. The processes of Icosa's brain were equal in complexity and principle to the operation of a living brain. Where a simpler construct might have passed unnoticed, the presence of a self-aware consciousness made Icosa vulnerable to such powers. What was different was how she approached them. Upon detecting the foreign influence, countermeasures she'd developed following the unfortunate 'sleep spell' incident kicked off, isolating the portions of her mind that were affected. Intermediary data transfers via filtered interfaces bridged the gap between the firewalled sectors and the rest of her mind, allowing her to retain access to memory function and 'observe' what was happening with minimal risk of the corruption spreading.

She saw...


an interlude



The psionic transfer of data ended just in time for Icosa to hear the rumbling, grating, cracking noise of rock and soil crushing together and wrenching itself into vaguely humanoid blobs. As energy blasts began to sail across the field, Icosa rushed forward to battle!

Through the fight she focused on defense, dodging and weaving. When she struck it was to deprive the enemy of limbs to attack or move with, reducing the impact of their numbers as they had to pause and rebuild themselves. The goal was not to singlehandedly destroy them, but to keep as many as possible occupied, so that the rest of the team would have clear, unmolested shots. And of course, avoid injury in the process.

Icosa found the entities to be powerful but relatively slow and uncreative in their tactics. Their aggression was easily captured and directed even if they weren't easy to physically disrupt. All valuable data to be added to the trove that was taking shape in her memories.

Rolls: Spirit 9, Fighting 9
Spirit (+2 for Arcane Resistance) 1d8!! 1d6!!: [7]+[1] = 8

Fighting 1d10!! 1d6!!: [6]+[7!!] = 13
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: 130
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Re: Chapter 9: The Facility

Post by William Rufus »

Spirit 1d10 7 Success
1d10!!: [2] = 2 Spending a benny to reroll
1d10!!: [5] = 5 +2
WD 1d6
1d6!!: [5] = 5
WD1d6
1d6!!: [5] = 5
William is successful but is a bit tired. but speaks, "Show us a way that we can send you on to the afterlife. The site you are on is no longer important. Your stand here was successful."
William sees the place under attack , a brilliant flash and the skin, flesh and bones are vaporized. the scream is lost over the roar of the the blast. the person feels that they failed. The side of the mountain is gone then there is silence.

Layla
Spirit 1d6
1d6!!: [5] = 5
WD 1d6
WD 1d6!!: [4] = 4

Layla hugs William for mutual support she sees a person on the other side of a blast door. dying due to the heat on the inside, her body crumples on the floor.
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: 146
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 9: The Facility

Post by Mars »

Spirit 1d8!, Wild 1d6!: [7]+[6!, 3] = 16 +2 from Arcane Resistance = 11


Fighting 1d10!, Wild 1d6!: [5]+[4] = 9


Mars hears crying, and it is a happy sound. A nurse is at her side “massaging” her abdomen to stop the bleeding; it feels more like going a round in the gladiatorial circle, but she trusts Hannah. They’ve come to know each other well these last few months.

Off to her right, the crying continues, and she can see Garen hovering protectively over the doctor’s shoulder. He tries to be cool, she knows, but his left leg is bouncing a little. It’s his tell.

Finally, the doctor hands Garen a little bundle, and the grizzled man cracks a smile. He walks over and shows the bundle to Mars, and she smiles wide in spite of the pain, reaching for the little life wrapped up in a soft cotton blanket.

In this moment, Mars is content.

And then the spirits are on her, incorporeal and vicious and greedy, draining her.

You can’t have my baby!

She channels her will into her sword and lays about her, screaming. She loses herself to the insanity, not even trying to resist. Another sword, glowing red and crackling with rage, drops into her free hand and she becomes a whirlwind.

Long after the ghosts are gone, she continues to scream, tears flowing freely. Her body wracks with each sob, and her swords switch from striking spirits to striking everything else: dirt, rocks, trees, and anything else unfortunate enough to be in her range.

When the madness finally recedes, she wakes on her belly on the ground, vibrosword buried almost to the hilt and her energy spent.

”I do not like this place, @Tiny Tim. Perhaps we can blow it up on our way out. More than it already is, I mean.”
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: 14 (5) w/o tactical plates |17 (7) w/tactical plates | 19(7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical 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: 130
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Re: Chapter 9: The Facility

Post by William Rufus »

William Rufus wrote: Wed Oct 06, 2021 5:26 pm Spirit 1d10 7 Success
OOC Comments
1d10!!: [2] = 2 Spending a benny to reroll
1d10!!: [5] = 5 +2
WD 1d6
1d6!!: [5] = 5
WD1d6
1d6!!: [5] = 5
William is successful but is a bit tired. but speaks, "Show us a way that we can send you on to the afterlife. The site you are on is no longer important. Your stand here was successful."
William sees the place under attack , a brilliant flash and the skin, flesh and bones are vaporized. the scream is lost over the roar of the the blast. the person feels that they failed. The side of the mountain is gone then there is silence. William Uses his Draining Blade and hits one entity driving it away. he then uses Relief to help those that need to clear up any Fatigue
Fighting using Draining Blade 8 success and a raise damage 15
OOC Comments
1d8+2
1d8+2: [6]+2 = 8
WDF
1d6
wdf 1d6!!: [1] = 1
damage
1d8+2
1d8+2: [5]+2 = 7 + 1d8!!: [6] = 6 6
Faith: Success and Raise 10 2 levels of Fatigue taken off just need to know total of friends that need it.
OOC Comments
1d10+2 1d10+2!!: [8]+2 = 10
Layla
success 6
OOC Comments
Spirit 1d6
1d6!!: [5] = 5
WD 1d6
WD 1d6!!: [4] = 4
Shooting 1d8 using starfire cannon 10 success and a raise damage 17
OOC Comments
1d8!!: [6] = 6
WD C
WD C 1d6!!: [10!!] = 10
1d8+2
Damage 3d10
3d10: [7, 2, 8] = 17
Layla hugs William for mutual support she sees a person on the other side of a blast door. dying due to the heat on the inside, her body crumples on the floor.
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 9: The Facility

Post by Venatus Vinco »

Bad Dreams

Haunted by fragments of the past, lives lived long ago flashing before their eyes, the heroes of Adventure Inc. bend but don't buckle under the stress. Tex's illusion seems to draw a number of the spirits off, enough to give a little breathing space from their wailing wall of anguish.

The break in the press gives the team room to spot figures standing a top the ride, real live figures. They appear to be signalling the group toward pointing to a rough path through the rubble.

Examination with magic and technology reveal the figures to be Fennodi. The psychic whisper walkers appear to be using their mental powers to clear the passage through the entities.

One of their voices reaches out over the distance.

"We cannot keep the way open very long."
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Venatus Vinco
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Re: Chapter 9: The Facility

Post by Venatus Vinco »

Ooc: those were amazing visions. Everyone take a point of Conviction!
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Ajax
Posts: 113
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax nods grimly. "Right. To the gap! I'll cover the withdrawal!" Sword still drawn, he circles his allies, covering their escape towards the Fennodi.
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
Posts: 112
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 9: The Facility

Post by Erebus Caine »

Colorado Baronies/Barrier Range
Round 0

Erebus Caine was more than ready to get out of here. He had nothing to take on these beings of pure magic or psychic energy. Though he didn’t really trust the Fennodi, either, dirty D-Bees that they were. But they, at least, were something he could kill, if it came down to it. He moved into the gap and hurried up the ridge to provide some overwatch as the others retreated as well.
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 3/3 Conviction: Yes
Rifle Ammo: 15/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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
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Re: Chapter 9: The Facility

Post by William Rufus »

William driving Success and a Raise
1`d8+2
1d8+2!!: [6]+2 = 8
Wild Dice
1d6!!: [2] = 2

Layla Electronic Success
1d8+2
1d8+2!!: [3]+2 = 5
Wild Dice
1d6!!: [1] = 1

William and Layla hear the voices in their heads William gives her a quick kiss and smiles. Then William jumps to the Drivers seat as Layla has a smile on her face then hops into the navigators spot.

Lay la speaks first , "That was pleasantly delightful, but you heard the voice, lets move out Sweet Cakes."

William starts driving toward where the voices direct them. then over the Radio he speaks "Mammoth on the move. "
"Layla What are Sweat cakes?"
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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Tex Arcana
Posts: 117
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Focused on maintaining his illusion, Tex doesn't see the Fennodi at first. When the team starts to move and he hears the grumble of the Mammoth, he looks around and sees the passage through the spirits. "As my uncle would say, never look a gift horse in the mouth. Let's get over there before they change their minds." The mage moves carefully over to the vehicle so he doesn't accidently trip, and then steps aboard and sits down.




PPE: 29/40
Xanthine Gem: 0/10
Lessor Ring of the Elder: 4/5
Bennies: 4
Conviction: 1
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Tiny Tim
Posts: 149
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

"Mars... MARS... or are you Lace again... are we going in, or what are we doing. We either have to take the opportunity given to us by these Fennodi or we need to take to the sky and get away from here. These things don't attack my body... I am EASILY able to take that. These things attack my mind. MARS!!! LACE!!!"
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 17/30
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 2

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: 3/3
  • Base Amount
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Mars
Posts: 146
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Re: Chapter 9: The Facility

Post by Mars »

At the sound of @Tiny Tim's voice, Mars drags herself up from the dirt. "It's me, Tim. It's Lace. We're fine, and we're gonna be fine. Let's follow where the walkers are pointing us to go. They know this area, and I don't know if the sky is any refuge from these spirits."
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: 14 (5) w/o tactical plates |17 (7) w/tactical plates | 19(7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical 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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Icosa
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Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Icosa leaps lightly onto the side of the ATV and grabs an external handhold to hang onto as it rumbles forward. The presence of the Fennodi is unexpected, but interesting. Had they taken refuge within the underground complex, or did they have a surface habitation nearby? Their knowledge of this hostile phenomena seemed quite useful right now regardless.
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
Dawn Swiftrunner
Posts: 35
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 9: The Facility

Post by Dawn Swiftrunner »

Dawn shook her head at the visions. "I ain't ever gettin' used ta stuff like that."

The memories that flooded her were less sights and sounds, than smells; the acrid smell of ozone as the air was ionized by cheap ion blasters. The smell of sweat as someone ran from her and her pack. The smell of the supernatural, ill-fitting and wrong, like biting an apple and finding a worm.

And there was the smell of death, as she remembered the particle beam cutting down her packmate. And her handler understood - or at least, understood, as best as a psi-stalker could - and when the time came to let the howl out, he let them. And the pack howled at the sky, and the howl was carried on the artificial ventilation of the Lone Star arcology, and soon other dog soldiers joined in the howl. The cry that mourned a dog soldier that had fallen, and would never rise again.
OOC Comments
Spirit: 1d8!!: [3] = 3
Wild Die: 1d6!!: [16!!] = 16
But she shook the scents from her nose, and from her memory. She had a new pack, and she was a better dog now. And she readied her sword... only to realize that there was little need. There were new scents that had arrived.

Quick to adapt, she made her way to the gap, making sure everyone else in her pack was through, before going through herself.
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

ISP: 10 / 10

Bennies: 2
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
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