Chapter Two: Go West!

Exploits of Adventure Incorporated!
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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Repair Wild [dice:p0n61lys]65776:0[/dice:p0n61lys] mad man hits the switch. Does it go boom? Maybe? Maybe not? He hits it again and this time makes sure he goes intangible right after so he does not die in whatever kind of explosion occurs. “ Dynamite!”
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Shooting, success and raise
Shooting - no modifiers added for Quick Combat
[dice:3eh9ho2p]65786:0[/dice:3eh9ho2p]

WD Shooting
[dice:3eh9ho2p]65786:1[/dice:3eh9ho2p]

Benny to reroll, with Elan
[dice:3eh9ho2p]65786:2[/dice:3eh9ho2p]

WD Shooting
[dice:3eh9ho2p]65786:3[/dice:3eh9ho2p]
Despite the veritable hail of shrieking railgun fire dispensed by the NG-303x, there are just too many bugs. With vicious intent, Ajax pours on volley after volley, showering as many bugs as he can. "Friends, while a glorious death is a noble thing, I think this is not the time. We should make our escape as quickly as possible!"
Between salvos, Ajax shakes the rope around his torso vigorously, hoping to signal the pit crew that it's time to leave.
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: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Two: Go West!

Post by Erebus Caine »

Shooting 6; 1 success
-2 Fatigue, +1 Trademark Weapon, +1 Scope, +1 Marksman
Shooting [dice:335zlyal]65791:0[/dice:335zlyal]
Wild [dice:335zlyal]65791:1[/dice:335zlyal]
Edge of Hivelands
Afternoon
Round 4

Erebus braced his rifle against the Mammoth and sighted on the xiticix flying toward them. The laser lanced out, taking down one of the insects, leaving a smoking hole in its head.
Turn
Free Action:
Maneuvering: Evade (free action) -2 to hit
Action: IRMSS activation
***

IRMSS: +2 Healing (14,399 rd)
Bumps and Bruises: -2
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 0/3
Rifle Ammo: 59/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d8
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.
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: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

William thinks, This shit is going to hit the fan, or bugs. We need to get the hell out of here ,please forgive me Erelims we might need some help here.

Using the rail guns

Targets Flying bug ROF 3 AP 14
Wild Dice
[dice:1t6w645m]65814:0[/dice:1t6w645m] Aced [dice:1t6w645m]65814:7[/dice:1t6w645m]

Shooting 1
[dice:1t6w645m]65814:1[/dice:1t6w645m]
Damage
[dice:1t6w645m]65814:2[/dice:1t6w645m]

Shooting 2
[dice:1t6w645m]65814:3[/dice:1t6w645m]
Damage
[dice:1t6w645m]65814:4[/dice:1t6w645m]

Shooting 3
[dice:1t6w645m]65814:5[/dice:1t6w645m] aced [dice:1t6w645m]65814:8[/dice:1t6w645m]
Damage
[dice:1t6w645m]65814:6[/dice:1t6w645m] aced [dice:1t6w645m]1d12 [/dice:1t6w645m]and Raise [dice:1t6w645m]65814:9[/dice:1t6w645m]

"Caine are you OK ? When the rest of you get in here, we need someone manning the gun so I can get in the drivers seat."
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: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

Athletics 7
Athletics (-> d10 due Boost Trait)
  • Athletics: [dice:247thvq3]65828:0[/dice:247thvq3]
    Wild: [dice:247thvq3]65828:1[/dice:247thvq3]
    Result: 7 - Success.
Drawing in another DEEP breath, Tiny Tim again fumigates along the passage the Xiticix are coming in. Seeing that the lead bugs are incapacitated, Tiny Tim moves over to Tex and gets ready to be Teleported out to the surface.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
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: 0

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
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Active Powers:
Environmental Protection Radiation: 2 hours
Darksight: 2 hours
Exalted Detect Arcana: 6 rounds
Bumps & Bruises: -1 to rolls

Tex swings the bag onto his shoulder and says, "Here we go, bye bugs!" Hope this works! He mentally designates his teammates to include in the spell, and commands: "APPARATUM!". He watches as his team appears to shrink in upon themselves as the spell circumlocates space time, then an eye blink later, they are all standing on the outside of the pit. "To the APC!"


Teleport
Spellcasting [dice:rrn3sf1h]65830:0[/dice:rrn3sf1h] (+1 ring -1 Bumps&Bruises -2 Unseen Location
Wild Die [dice:rrn3sf1h]65830:1[/dice:rrn3sf1h], Ace 1: [dice:rrn3sf1h]65830:2[/dice:rrn3sf1h]
Total: 9
Cost: 4 (2 + 3 additional people -1 Channeling)
Range: 12" x 2 on raise




PPE: 9/20
Bennies: 3
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

Still slashing and stabbing, Icosa stays near Tex, holding the swarm at bay and waiting for the extraction! She moves like a Crazy or a juicer, fluidly moving from target to target, delivering precise strikes to vulnerable spots as if she'd been fighting xiticix for years. Several times she's struck by return attacks, but none of them seem to slow her down even a little.

Even so, there's only so much one person can do, and the press of alien marauders is increasing. Standing shoulder-to-shoulder with Mars, the area they can keep safe steadily narrows amidst sprays of ichor and scattered limbs and body parts!

Rolls: Fighting 16
Fighting [dice:1ujppelo]65838:0[/dice:1ujppelo] or [dice:1ujppelo]65838:1[/dice:1ujppelo]
Ace [dice:1ujppelo]65838:2[/dice:1ujppelo]
Ace [dice:1ujppelo]65838:3[/dice:1ujppelo]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Two: Go West!

Post by Venatus Vinco »

Smash and Grab
Status wrote:
  • Boom goes the dynamite
  • All aboard
  • Radioactive cargo
  • Vehicle Fatigue: None.
INTRO (Click Here First)
As Ajax and William continue to thin out the swarms, a rejuvenated Caine also brings his shooting skills to bear. The three heroes managed to stop another wave of Xiticix Hunters from closing in.

Beneath the surface Tiny, Icosa, and Mars viciously fight their way back toward Tex, leaving a trail of wounded and stunned Xiticix in their wake. Gathered around the ley line walker the group is teleported to the surface - right next to the Mammoth! Clambering abroad with their treasure the team readies for a retreat. Seeing them clear, Ajax sprints away from the mouth of the impact while Phoenix depresses the trigger and turns intangible.

A gout of flame erupts and the hole collapses in on itself burying the meteor and a swarm of Xiticix deep beneath the ground. The tons of rubble make an effective barrier against the radiation, dampening the interference and opening communications back up again.

With the entire crew aboard, guns blazing, the few remaining Xiticix are quickly subdued as Phoenix rushes to rejoin the group. With their demolitionist aboard William guns the engine away from the Xiticix post. A mushroom cloud of smoke slowly dissipates behind them.
Spoils
Raw Gantrium, approximately 1 pound. Unknown alien mineral, approximately 2 pounds. Dangerous Radiation being emitted, priceless
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Ajax leaps onto the Mammoth, almost clicking his hooves in exhilaration. "THAT was FUN! How did we fare below? What did you find?!" He finds his pack to jam a morsel into his mouth. "Combat makes me hungry! Woo! Good work, friends!"
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: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

William’s Adeline is still pumping as the railgun sings its deadly song as the last of the group enters the Mammoth. Jack switches his position quickly as he calls out, “Get in your seats or brace yourselves, we are getting the hell out of here. Bugging out for you Phoenix.”

William turns the Mammoth around and starts driving away at a good clip. So this is what juicers constantly feel like only 500 times greater.

He takes a deep breath and speaks again, “We aren’t out of the woods yet. Is everyone all right. Caine are those Buggy Boos going to trail us? Do they track us? Do we need to cover our trail? There isn’t much places to hide on this trail?”

After another breath, “I need a navigator and a copilot. And what the hell do you Have!? Nav mark the spot on the map it might be important to several people.”

He looks at Ajax, "Yea,no napping for me for the next ten hours."
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: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Mars kneels by herself in a corner, head bowed, leaning on her sword and muttering.

"It's done. Now go."
"No."
"Yes. Go. I have work to do."
"No! I have work to do!"
"No. It's done. We had an accord. We both agreed. Now, go."

She rocks back and forth, clearly agitated, and just as clearly not wanting to interact with anyone else on the team at this moment.
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: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (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 (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Pheonix brushes off his shirt and grabs a seat next to sweet @William Rufus. He nods at his friend, “I got your back Willy. Where do you need me?” He paused looking at the nav unit, “Been a spell since I did proper navigation but I know most roads out in north america. Navigation it is.” He glances one final look at the smoking crator and laughs sarcastically, “Man you know it has been a while since I killed some good ole civvies. I swear I saw some families in that swarm that got torched, hehe. At least they got a few hundred leaflets about how great New Lazlo is.”

@Venatus Vinco let me know if any roll is needed.
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

"We found a very unusual, highly radioactive rock!" Icosa said happily. "And a great deal of opposition. It seems that the local aliens are very susceptible to the type of radiation this rock emits. We have not, yet, had time to fully analyze it though. I would definitely suggest, if any of you are vulnerable to radiation poisoning, you may want to keep your distance until we can get it contained."

She gave a 'thumbs up' gesture at that, for emphasis.
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
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

Tiny Tim looks over at where Mars is kneeling and talking to herself, blinking a few times so he can confirm there is nothing supernatural there.

Some of these humans are REALLY weird.

"Guess it is time for me to go and scout out ahead of us again. Which direction are we going to head out again?"

After being pointed out the correct direction, Tiny Tim scampers out in the indicated direction and starts his scouting.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
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: 0

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
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Tiny Tim wrote: Sun Apr 19, 2020 10:35 am Tiny Tim looks over at where Mars is kneeling and talking to herself, blinking a few times so he can confirm there is nothing supernatural there.

Some of these humans are REALLY weird.

"Guess it is time for me to go and scout out ahead of us again. Which direction are we going to head out again?"

After being pointed out the correct direction, Tiny Tim scampers out in the indicated direction and starts his scouting.
Phenoix takes @Tiny Tim aside for a moment. He writes down a few scratches on a piece of paper and hands it to him. What really went on down there? Are you having fun? The Demolitionist looks at the invisible drago n expectantly for half a heart beat before nodding to his white wolf. “Take Huxley with you. She is probably hungry. No sense going off alone, there are worse things in this world than bugs.”
User avatar
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

When Icosa mentions radiation he replies, "Radiation!, Get that crap away from me. (suit is not fully environmental yet!) keep it out in the bed of the truck if you don't have anything else to protect us from the radiation."

William Is driving and he turns to Phoenix , "Yes have a seat,I don't know where we are going but I don't want any followers and the best thing to do is get the hell out of this bug infested area as quickly as possible. "

William looks at Mars, and wonders if she is OK but she doesn't seem to want to talk about it so he leaves her to her own devils.
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
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Mars snarls audibly, but at no one in particular, then straightens and appears as she normally does.

As if nothing had happened, she says, "Keeping the stone away from those who are not protected seems a good idea. What does one typically use to protect from radiation? Do the stories say lead, I believe? I don't suppose we have sufficient lead lying around that we could fashion a container for it?"
@William Rufus
@Tex Arcana
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: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (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 (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Seeing the Mammoth right next to them, Tex wastes no time getting into the open cargo compartment in back, he takes his finds and puts them in to one of the air tight cargo compartments. He searches the other compartments for water containers and then packs them into the one with the gantrium and radioactive ore.

The mage keeps his environmental protection active.

From his position, he radios to Will, "We need to find a river to wash off any radioactive particles we may have on us."

At the river, or closest rest spot, Tex, douses his equipment with water to wash off any radioactive particulates. If he can use environmental protection to clean the teams gear instead, he'll give it a try.
User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Two: Go West!

Post by Erebus Caine »

Edge of Hivelands
Afternoon
Round 4

"Caine, are you okay? When the rest of you get in here, we need someone manning the gun so I can get in the driver's seat," William radioed.

“I’m more or less okay,” Cainre replied. “A bit banged up still, but I can get on the gun if no one else gets there first.”

Caine leaned back in his seat as the team regrouped and made their escape.

“Caine, are those Buggy Boos going to trail us? Do they track us? Do we need to cover our trail?” William asked.

Caine shook his head. “From what I know of the bugs, once you’re not a threat to the hive, you’re golden,” he said. “And those things weren’t thinking straight anyway. You saw the way they were flying. My guess is we did them a service. That hive will be dead by morning.”

Caine glanced back at the others. “What wrong with Mars?” he asked. “She get tagged?”

Then Icosa told them about the radiation rock. “Why the hell did you bring that aboard?” he demanded. “I would prefer not to microwave my balls when I have to piss, and I hate pissing in my armor.” When they stopped to wash down the gear, Caine said, “We should just douse the entire truck. Can we put the thing inside the nuclear engine compartment, behind the reactor shielding?”
Turn
Free Action:
Maneuvering: Evade (free action) -2 to hit
Action: IRMSS activation
***

IRMSS: +2 Healing (14,399 rd)
Bumps and Bruises: -2
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 0/3
Rifle Ammo: 59/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d8
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.
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
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Tex Arcana wrote: Tue Apr 21, 2020 6:34 pmHe searches the other compartments for water containers and then packs them into the one with the gantrium and radioactive ore.
Mars asks, ”Is that really the best place for that? Will that do anything to shield us? Could you not enchant something instead?”

Hearing @Erebus Caine’s idea, she nods. ”Would that work? I’m no engineer. Could that interfere with the engine at all? We should figure this out before we get too far and find you all are sick of some wasting disease.”

What a poor start to this conquest that would be.
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: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (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 (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
User avatar
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

William speak up, "If there is a cheap environmental suit, put it in there then Seal it."
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
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

William Rufus wrote: Wed Apr 22, 2020 7:42 pm William speak up, "If there is a cheap environmental suit, put it in there then Seal it."
"That seems eminently practical. Perhaps we have one in with our material and provisions?"

OOC: @Venatus Vinco Is this something we could roll our supply die for to see if we have a spare suit of EBA?
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: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (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 (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
User avatar
Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Science : [dice:1m971sen]66116:0[/dice:1m971sen] ace [dice:1m971sen]66116:4[/dice:1m971sen]Wild [dice:1m971sen]66116:1[/dice:1m971sen]ace[dice:1m971sen]66116:5[/dice:1m971sen]
Repair : [dice:1m971sen]66116:2[/dice:1m971sen] Wild [dice:1m971sen]66116:3[/dice:1m971sen]

Phoenix clued into the radio talk and thought about radioactive things and put a few things together that might contain it.
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Two: Go West!

Post by Venatus Vinco »

Decontamination Protocol
Status wrote:
  • SupplyCheck
  • All aboard
  • Radioactive cargo
  • Vehicle Fatigue: None.
Safely aboard the Mammoth and riding away from Xiticix territory the team realizes they need to deal with their newly gained radioactive treasure. Stopping by a fresh water creek they wash down their gear. They quickly brainstorm how to deal with the rock and Phoenix comes up with a design for a containment box. It requires some parts for their supplies but shouldn't be too difficult.
Supply
Make a supply roll, no modifier, to find the necessary spare parts to make a radioactive containment unit.
With the immediate danger out of the way and gear cleaned, night begins to fall. Night travel is extremely dangerous and with clean water nearby. It might be a good place to make camp.
Sleep or Push On
If you set up camp flip a card for an interlude.

If you press on, make all the necessary travel rolls and a Vehicle Fatigue check at -2
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
User avatar
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

William looks around and he is a bit calmer he talks to the the others, "OK it is getting dark and we have a tough go at the battle . Should we go or set up camp here?. I think we should stay here and start off at first light. I think the rest will do us good, and a good hot meal next to a nice stream will be relaxing."

William wants a break from driving. The sight reminds him of his early days with the family camping .

How do you want to do the interlude use rolle a 1d52? [dice:7u3ch008]66138:0[/dice:7u3ch008] [dice:7u3ch008]66138:1[/dice:7u3ch008]
William sits down and starts to inspect his sword. He unsheaths it and takes out a cloth and starts to polish and inspect the sword and the scabbard. He is meticulous.rubbing and checking polishing even it doesn't seem to need any care. he does the same with the scabbard. polishing shining and inspecting. It is better to take care of your things now then to worry about it later.

The next thing he inspects his armor. Top first inside and outside, Then the harness, make sure no wear spots. Minor polishing here there and oil.

The Helmet was suppose to be my next level, leadership, use the brain for prayer and to do the right thing,

Well there is the foot locker, William heads to the foot locker and pulls out the rifle he has in it . he reads the manual and inspects the working of the Nema Multi Rifle. Well guess what is going to help me stand guard?

When it is his turn he take the rifle with him as he spends his time checking the area around the sleepy camp.
Last edited by William Rufus on Tue Apr 28, 2020 8:12 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
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Interlude die: [dice:qita1hp5]66158:0[/dice:qita1hp5]

Ajax, still a little worked up from the fight and flight with the bugs, shuffles his feet a little. "There is never a bad time to keep moving." He scans the faces of his compatriots, William most specifically. "Then again, not everyone is...augmented." He glances down at the juicer rig pumping into his body. "Perhaps a rest is a good idea. I shall take watch."
The creek babbles peacefully. The gentle rush of water exudes calm and serenity in a world that is anything but. For only a moment, his thoughts drift to a creek on his tribe's summer plain.
The trees by the creek offered shade, though that day needed little protection from a pleasant sunshine. The wise man prayed over them, then joined their hands together. Their families rejoiced, and the mead flowed as freely as the creek did.
"Ajax, we are free. There is nowhere in this world we cannot run. Only say the word, and I'll never lag behind." Her words echoed in his ears, music on the wind.
"And I will never leave you behind, my love." His world was staring into his eyes. He had need of nothing more than his bride and the open plain.
Her father, proud as he was, was still a father. "Guard her, my boy. She is your charge now. I give her freely to you. This world will take everything from you if you let it. You must be faster. See farther. You must be stronger, for her."
Ajax bowed his head. "Upon my honor...upon my life, I swear it."
The blast of lasers and the slamming shut of a trailer gate jolt him from his momentary reminiscence. His weapon snaps to his shoulder...but all in front of him is the darkness of the unexplored world. Behind him, a gently lapping creek and his new friends...and the love he left behind.
Checking the dial on his rig, he resumes his silent watch. Someday, my love.
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
Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

The explosives expert shrugged. Either way he was fine if Ajax and willy were tired so be it. He yawned and headed into the nearby wilderness with his white wolf, “Take it easy for a bit. Ajax good idea about that first watch. I’ll set some traps out in the bush around the camp.” He glanced at the woods around them and chuckled with a fair sense of remorse, “This reminds me of the time I went camping with my son. He could not have been more than six at the time. We spent about three nights under the most beautiful stars you could imagine... Fourth night was when the CS goon squad surprised us and killed him, and almost got me. After all I had done for them during the war...” The psi ghost spat on the ground disgusted and a bit saddened by the memory. After a moment he faded away with Huxley and spent the next few hours using what Spare grenades he had left to help give them a split second before some lunatic jumped them.
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Tex gives a grateful nod to Pheonix when he takes the radioactive rocks away from him. With a smile, he says, "I knew there was a reason we kept you around despite all the one legged pirates after you."

When Will calls for a rest, Tex agrees, "Yes, we've had enough excitement today, I need to meditate a bit anyway to recharge my reserves." He reaches out with his senses and sighs, "No ley line nearby, well at least won't need to worry about a ley line storm or a rift."

For containment materials:

Supply Die: [dice:qq9yh9il]66196:0[/dice:qq9yh9il]
Wild Die: [dice:qq9yh9il]66196:1[/dice:qq9yh9il], Ace 1: [dice:qq9yh9il]66196:2[/dice:qq9yh9il]
Total: 8
User avatar
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

"That was a GREAT Explosion, Phoenix, but not your best. Next time, can you have multiple explosions that make the ground almost seem to walk towards the middle before a spout of debris showers up from the middle? That was my Favorite one that you have done so far. It has been MONTHS since you did that one. Can you do that AGAIN?!?

"Now I say we rest here. If anybody needs me, I will be in the river having a LONG soak."


After giving Phoenix a quick rundown on what happened in the Xiticix hole as well as the size of the Meteor they had left in there, Tiny Tim wades out into the river... disappearing from view even before he goes underwater. Only the keenest of eyes will notice where he has his head near some bushes with his eyes and nostrils just above the water line.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
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: 0

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
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

"You have my condolences for your son," Icosa told Phoenix. "I've never had children, but there are people in my life I would be very sad to see removed. So far, I have not been impressed with the descriptions I've gotten of the Coalition. They seem very bloodthirsty."

She paused, then admitted, "Though we did just assault the living space of a sentient people right after they'd suffered a tragic accident involving radioactive debris. It's unfortunate that communication between us and the xiticix is so difficult."

For some time, Icosa sat with the others, eating her customarily large portions for dinner, and finally picking a private spot to unroll her bedroll and take her rest.

(Interlude? [dice:352id2be]66204:0[/dice:352id2be])
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
Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Tiny Tim had always loved his fusion explosions. But the mad bomber had used his lasion mark III two weeks ago. He could only work with what he had. There was probably a clever retort but @Icosa cut him to the bone so much so that Tex’s applaud nearly went over his head. Pheonix looked at @Icosa for a moment as if he was surprised she had been listening. What else was there to say about his son... Unable to mutter even a thank you for her empathy he just went back into the woods laying booby boom trapa.
User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Two: Go West!

Post by Erebus Caine »

Interlude 2 Hearts
[dice:16njxzmg]66305:0[/dice:16njxzmg]
Edge of Hivelands
Night
Round 0

Erebus Caine eased himself wearily down around the fire. He field stripped his rifle and cleaned it, as he did every night. Then his side arm. Take care of your weapons. Your life might depend on it. He did everything he was taught in the Coalition army. Everyone seemed to want to talk about how much they hated the Coalition. And here he was, a former member. Seemed Phoenix was, too.

Erebus didn’t want to talk, though. Didn’t want to think about his wife, his children. Iowa was supposed to be safe. And so it had been, except from the people meant to keep it safe.

“Don’t worry. You’ll meet the Coalition soon enough,” Caine assured Icosa. “We got a bloody lot of D-Bees here for them to shoot.”

He got up, slinging his rifle over his shoulder. He could hear the screams in his head, laser rifles firing into the civilians. He hadn’t been able to understand. Why were Coalition soldiers assaulting his village? His wife ran with the children. Caine turned to return fire. His leg caught a blast, the smell of cauterizing flesh filling his nostrils as he went down. He told them to keep running. Then the dog boys and their psi-stalker leader cut them off, opened up. He watched his family fall.

Someone stood over him. “Sarge? What are you doing here?” The major shook his head. “It’s too bad what these d-bees did you to you and yours.” The major leveled his sidearm at Caine and the world went dark.

They’d made a mistake. They hadn’t made sure Erebus Caine was dead.

Caine shook off the painful memories, going over to a tree to answer nature’s call. When he was done, he saw Phoenix returning. He put a hand on the psi-ghost’s shoulder and met his eyes, giving the shoulder a squeeze. He didn’t say anything. Then he walked back to set up his bed atop the Mammoth where he would have good sight lines if anything happened in the night. He curled up, arms around his rifle, the only friend left in his world.
Turn
Free Action:
Maneuvering: Evade (free action) -2 to hit
Action: IRMSS activation
***

IRMSS: +2 Healing (14,399 rd)
Bumps and Bruises: -2
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 0/3
Rifle Ammo: 59/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d8
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
User avatar
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Mars is lost in the shuffle, wandering a bit in her own mind, her own world.

”Hmm? Oh, yes. For sure. A rest seems fine. Someone just wake me when it’s my turn to watch.”

She slips into her bedroll and fingers the delicate looking silver ring on her hand, thinking of other times.
Clubs
Backstory: a tale of mosfortune from your hero's past, perhaps revealing something of her Hindrances or a dark secret.
From her youth, Lace had always wanted more than what her clan could give her. She was a happy child, or as happy as any child in a psi-slayer training camp could be, and it took her time to acclimate to what she was being taught. She was told to kill, but what she really wanted was to know.

She devoured books, and her favorites were stories from pre-Rifts earth. It is not a well-known fact (nothing about psi-slayers is particularly well known, and that is on purpose), but most psi-slayers are literate; literacy is a great aid in tracking and killing prey, especially in cities.

So, every chance she got, she read. She explored the wide world in her mind, and when things got dark, she would send her mind somewhere else (so to speak) until the light creeped back in.

All of that changed on her last job in the Federation, her last job as Lace. She had failed, and she knew her status int he clan was "up for review." If she was deactivated as an assassin at her age, she was as good as murdered; no one retires from a clan before proving themself, and there is no such thing as ostracization amongst psi-slayers. If the vote went poorly for her, she would never hear about it. She would just go to bed one night and not wake up.

And so, she made the decision. She agreed to the procedure, the treatment that would make her a better killer, someone to be feared. And when she went in for the operation, she did what she always did: she sent her mind away to one of the worlds, one of the stories from her books.

Lace had been so surprised when Mars had come back with her mind after the operation ended, traveling hand in hand with the girl's consciousness back to her body with a bargain: make room in your head for the consciousness of a god, and, in return, get the chance to get away from the clan and truly see the world. Strike out for adventure.

Sometimes, Mars knows that Lace regrets the decision. But mostly, the girl is content to watch the comings and goings around her, looking out through her own eyes, which of course now are Mars's eyes, at the beautiful story unfolding around her.
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: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (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 (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

Interlude: 2

Floating in the water, Tiny Tim goes to sleep. His sleep, however, is not a normal one. It was invaded by a kernel of self and information that his Mother had left and hidden in his mind for him.
  • "I see that the Ghost Entity that found your egg has stunted your growth, my son. While this may be seen by some Dragons, especially our larger brethren, as a weakness, it can also be a strength. You will have to be careful, but if you are smart, this will allow you to be even stealthier than most of our kin. Use your mind and your mental gifts and you will be fine, Timothy, and remember the strengths and weaknesses of our kind. Hone those abilities and you will prosper; neglect them and you will find things more challenging."

    "Trust in yourself and those that prove themselves to you. Allies will prove useful in your journeys. Cultivate trustworthy allies. Protect them and they will protect you when you cannot protect yourself. Until you are fully grown, many centuries from now, you will need these allies. Even then you will probably not be as robust as most Dragons as your magical energies stolen by that Ghost Entity may not come back to you."

    "Do not, however, forgive those that wrong you. You are a Dragon and are not to be trifled with. This does not have to be at the instant of the action against you, however. Those sort of actions are for the Flame Wings, the Great Horned, and others that do not have our particular gifts. Think on the situation and plan out your vengeance. Days, weeks, months, and even years are just a blink of the eye to our kind. Take your time and choose your moments. Sometimes just letting them know that you are upset with them and that you will be watching them... making them look over their shoulders and jumping at strange noises thinking it is you may be sufficient if they are suitably paranoid. Remember not to devote too much effort to those who do not deserve it. Sometimes just making them paranoid of any possible future actions can be enough... especially if they are worried about what you will do."

    "In the future, messages I have left you such as this one will occasionally invade your dreams again. You will see me in the future. Be well."
Last edited by Tiny Tim on Mon May 04, 2020 11:34 pm, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
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: 0

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
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Two: Go West!

Post by Venatus Vinco »

Forward
Srubbing down their equipment and creating a containment box for their newfound radioactive treasure takes the team close to nightfall. Rather than press on through the night they make a makeshift camp near the creek. Fortunately, the cargo area of mammoth offers a fairly secure, sealed environment, for human sized people to rest in. Watches are set and night passes uneventfully.

The next days all blend together. It is only 220 miles from Ironwood to Tolkein but the former state of Wisconsin is nothing but overgrown wilderness. Tex can sense the occasional ley line but nothing along their direct route of travel. It appears the Xiticix outpost they encountered was the outermost extent of their spread - which the team has accidentally stemmed for now.

On the third or fourth day of uneventful travel (they all blend together) the forward scouts spot evidence of a settlement. Before long they are able to spot a small town along the team's path. Rudimentary signage on the outer limits reads "Oclaire". It's a very small town, but also unmapped, so a new discovery!

Aside from marking it on their maps there is no requirement to enter town...but the last few days have been so boring.

What do you do?
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Mars sees the town and her eyes light up.

Finally! Something new. I wonder what they’re doing all the way out here.

Almost immediately, Mars begins gearing up. If anyone looks at her oddly, she replies, ”What? Is this not why we are here? Besides, I want to see what it looks like. And it’s not like we have anywhere better to be.”
Curious Hindrance
She gots ta know!
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: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (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 (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Phoenix looked over at @Tiny Tim if he coukd find him. He whispered softly to his long time friend (a few weeks or a month perhaps), “Lets see what this town is about. You remember that town that was just a bunch of murder hobos... Best we see if this town is more friendly.” He grabbed his stuff hopped on his white wolf and headed into town off the main path, while ghosting between trees. There was probably something for him to do, probably some pamphlets to hand out. New lazlo is the best blah blah... But first we need to scout it in stealth and style.

-GM let me know if you need some rolls.
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

Appearing just behind Phoenix, Tiny Tim gives him a gentle affectionate headbutt to the shoulder.

"I say we go into this town. I can even try out walking around in my new armour. I can help with the scouting in my natural form. This new armour should give me enough warning of any attack to transform back, should they happen to attack us like that town. My transformation may itself blunt any such attack... but first we should scout out this 'Oclaire.' Phoenix, myself, and Huxley should be good for the scouting party."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
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: 0

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
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

William ask, "Where do you want the Mammoth park ? I liked that Idea to team up in twos or threes? sitting this long is killing my butt. Mars Can I go with you? You can make sure I don't make a social mistake."

William will park the vehicle where the others suggest. He will go with a groupas they explore the town.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Now that the existence of the town is known to the rest of the party, Ajax rears back, then spurs towards the settlement. "There is no time to waste. I shall make for the outskirts and report back any findings of defenses or hostiles. Join me as soon as you are able." Like a gale over the rolling plains, Ajax breaks into a full gallop, leaving the rest of the company in the dust.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Tex shakes his head @Ajax as the horse man rushes into the town. He turns towards @William Rufus , "Let's leave the Mammoth on the outskirts of town, point it away from the town so we don't look like a bunch raiders. Let's try and keep our hands away from our weapons while we are here. I am hoping that they've got a place we can get a shower, shave, and a bite to eat.

Once the APC comes to a stop, Tex unstraps from his seat, and follows the others out of the vehicle. He gives himself a stretch and then walks into the town, looking around greeting any townsfolk he sees. "Any place to clean up and get a meal around here?"
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Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

"Are we all going, or is someone standing guard with our vehicle?" Icosa wants to know as she disembarks.

She's barely had a chance to ask though before everyone's haring off into town...which implies that setting a guard isn't a priority.

So she follows along to the town as well!
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
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

Watching the centaur Juicer gallop off to the village, Tiny Tim sighs and shifts into his human form, wearing his overcoat over his Crusader Heavy body armour.

"Well, looks like we are not scouting before we enter the town. Is there any sort of melee weapon or ranged weapon in the stores that I can carry as a bit of a disguise... or does anyone have any spares? I will look out of place walking around without any weapons while wearing this Heavy Body Armor. I have not learned how to shoot any guns, but if trouble finds us, I will not be fighting in... this form."
If Needed
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
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: 0

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
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Two: Go West!

Post by Erebus Caine »

Oclaire
Afternoon
Round 0

Mile after mile of wilderness blended together. Erebus Caine spent the time resting and recovering after his near death at the hands of the xiticic. But he was grateful for the break in routine when they stumbled across the small village not on the map.

The others seemed just as giddy, and Caine joined Mars in gearing up to check it out, though Phoenix, Ajax, and Tiny Tim were sent in first under stealth.

“Park the vehicle just out of town once we get the clear,” Caine told William. “Want it close in case we need it. It should be safe enough if we lock it down securely.”

When Tiny Tim asked about weapons, Caine pulled out his Wilk’s 320 Classic laser pistol and tossed it to the dragon in human form. “Keep it in one piece. Don’t try and fire it if you don’t know how to use it. You might shoot yourself or a friend.

Caine sauntered into town with the others, keeping his eyes peeled for sniper positions. Be open. Be friendly..
Turn
Free Action:
Action: IRMSS activation
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 0/3
Rifle Ammo: 59/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d8
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Two: Go West!

Post by Venatus Vinco »

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Didn't have a signature but wanted the 1 EP for using OOC tags!
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