Chapter Three: Welcome to OClaire

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Venatus Vinco
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Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

OClaire
Status wrote:
  • Approaching a small town
The village of OClaire is a small settlement that sits at the confluence of two rivers (Eau Claire and Chippewa according to your pre-Rifts maps) and is approximately 90 miles from the former city of Tolkeen. The hamlet essentially amounts to a fortified group of houses surrounded by fields, with a few more surrounding homesteads. Observing from afar the village has two or three large buildings and the rest are residential dwellings. It’s likely that less than 100 people live in the area.

As Ajax gallops toward town well ahead of the group he sees a small crowd has gathered at the gate..small in every sense of the word. The residents look like humans, but are much smaller with fuzzy brown or black hair and large hairy feet - with no shoes!

They greet the centaur with a sort of friendly caution. One of them, a rotund little fellow with a jovial face and wearing a meagre burlap robe, steps forward. He begins speaking just as the rest of the group catches up. His voice has a pleasant lilt, ”Hold yer horses there friend,” his dad joke earns a nervous chuckle from the gathered group.

”Welcome to OClaire. Home of us wee folk, makers of the best brandy in ya ever tasted. If yer here to visit we can do our best to put ya up a couple of days. If ye can trade, we’d welcome it. We used to trade with Tolkeen but, sadly, the city is no more.” His jovial face hardens, and Tex can feel the surge of magic when he speaks, “If yer here ta rob us, well you got another thing comin’”

Up in the watchtower a few guards shift to make their presence known.

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Icosa
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Re: Chapter Three: Welcome to OClaire

Post by Icosa »

"We're not here to rob you," Icosa assures the tiny man with a smile. "We were passing through on the way to our destination when we noticed your village nearby. It wasn't on any maps, so we came to investigate."

She looks around, taking in the bucolic charms. It was a pleasant looking, but ultimately irrelevant to her objectives, little town.

Perhaps the inhabitants would know of more significant civilizations nearby though?

"I'm sure we can arrange a little trade, though we will have to be back on our way fairly soon."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Post by Phoenix »

If the place seemed well enough Pheonix slunk in and started passing out pamphlets about how awesome and enlightened New Lazlo is (The pamphlets definitely hint at everyone else is rather backwards).

"Hey wee-lings, I got enough pamphlets for everyone. I don't suppose while you are reading about the greatest civilization ever created you could point me in the direction of your munitions? Things that go boom!?"

Not to let his guard down against these potential parasites he had Huxley circle round looking for trouble that no doubt was about to befall them. Or at the very least Huxley could warn Pheonix with a howl when the Xicitc who were no doubt following their scent showed up to kill everyone. Everyone knows Xicitc can track you hundreds of leagues. But I guess we want to show these wee folks what Rifts is all about. Run, Hide... Think? He chuckled handing out some more pamphlets to the doomed inhabitants of the town. "That's right read about New Lazlo, the greatest thing ever conceived by mortal man or otherwise. It even has picture's for those of you who are illiterate."
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Ajax
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Re: Chapter Three: Welcome to OClaire

Post by Ajax »

Ajax does his best not to let his irritation show, but his jaw reflexively clenches at the horse joke. He even manages to force a smile, hoping not to burn the whole town to the ground over a half-folk joke. "My friend is correct. We aren't marauders. I don't know what need we may have to lodge here, but we may be able to find mutually beneficial trading for the journey ahead." He bows slightly to the halfling spokesman. "I am called Ajax, and I am the fastest mortal creature you'll ever meet."
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
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Re: Chapter Three: Welcome to OClaire

Post by Tex Arcana »

Tex watches as the other members of his team speak to the wee folk. He uses his 'inner eye' to check out these people who he senses have some sort of magical affinity.

Detect Arcana
Costs: 0 (No Range, Self Only)
Spellcasting: 1d10+1: [4]+1 = 5
Wild Die: 1d6+1: [4]+1 = 5
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Venatus Vinco
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Re: Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

Tex Arcana wrote: Thu May 07, 2020 3:56 pm Detect Arcana
Costs: 0 (No Range, Self Only)
Spellcasting: 1d10+1: [4]+1 = 5
Wild Die: 1d6+1: [4]+1 = 5
Limitations cannot reduce PPE cost to zero. Still consumes 1 PPE.

The small, round man speaking for the group definitely has magical abilities. His aura suggests they are holy in nature.
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William Rufus
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Re: Chapter Three: Welcome to OClaire

Post by William Rufus »

William gets out of the vehicle and looks at the small people , "Sir, we are trying to go further west, do you wish us to bring the vehicle through now or should we wait? We don't know what you want to trade or if we have anything for trade that you would like. "
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
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Re: Chapter Three: Welcome to OClaire

Post by Mars »

Venatus Vinco wrote: Wed May 06, 2020 4:47 pm
”Welcome to OClaire. Home of us wee folk, makers of the best brandy in ya ever tasted. If yer here to visit we can do our best to put ya up a couple of days. If ye can trade, we’d welcome it. We used to trade with Tolkeen but, sadly, the city is no more.” His jovial face hardens, and Tex can feel the surge of magic when he speaks, “If yer here ta rob us, well you got another thing comin’”

Up in the watchtower a few guards shift to make their presence known.
Mars smiles. ”Oh, I like these folk. Brandy, did you say? I could go for some brandy. Nothing mixes quite like violence and alcohol.”
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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William Rufus
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Re: Chapter Three: Welcome to OClaire

Post by William Rufus »

After hearing of brandy William offers their help, "Yes we could use a few boxes of the great beverages. Do you need us to transport so stuff westward?
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
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Re: Chapter Three: Welcome to OClaire

Post by Tiny Tim »

"Hey, you guys are as short as I am. Was everybody here also fed on by a Ghost Entity before they hatched? My feet aren't as big nor as hairy as yours, though. Don't they fit in shoes? I may also be interested in buying a rifle or something, if we can come to an agreement. You can call me Tiny Tim. I can probably be the one carrying the trade goods to and from our Mammoth."


Notice 11 to Sense Supernatural Creatures
Notice (d8+4 (Due Armour)
  • Notice: 1d8+4: [7]+4 = 11
    Wild: 1d6+4: [1]+4 = 5
    Result: 11 Success with Raise/11 on Opposed Roll
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
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Re: Chapter Three: Welcome to OClaire

Post by Erebus Caine »

Oclaire
Afternoon
Round 0

Caine hopped down from the truck as they approached the small folk. He frowned. At least they looked human. He wasn’t sure what to make of them.

“Could be a good place to spend the night,” Caine told the others. “Got walls. It’s defensible. And some of that brandy might make good trade down the line.”

Cade looked at the halfling that had spoken, oblivious to any magic. “Any trouble about we should be aware of?” he asked. “This close to Tolkein, do you know what Coalition units are in the area?” He considered darkly if he might get some more notches on his rifle.
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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Re: Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

Welcome Party
OClaire wrote: The village of OClaire sits at the confluence of two rivers (Eau Claire and Chippewa according to your pre-Rifts maps) and is approximately 90 miles from the former city of Tolkeen. The hamlet essentially amounts to a fortified group of houses surrounded by fields, with a few more surrounding homesteads. The village has two or three large buildings and the rest are residential dwellings. The villagers are predominantly small folk who specialize in making a local brandy. It’s likely that less than 100 people live in the area.
As the group makes their introductions the crowd listens intently, seems everyone has turned out. The arrival of strangers is obviously a big deal!
Icosa wrote: "I'm sure we can arrange a little trade, though we will have to be back on our way fairly soon."
”Trade is it then? Very good. I’m Gozbert Brandywood, Prior of our meagre monastery and what passes for a leader in these parts. We don’t have much to offer in accommodations but we can do food and drink to refresh you. We’ll set something up in our Hall!”

The assembled crowd seems excited at the mention of a party, seems like these folks don’t need much reason to eat and drink.

Things turn a little sour as Phoenix and Huxley stalk about the group distributed propaganda pieces.
Phoenix wrote:"Hey wee-lings, I got enough pamphlets for everyone. I don't suppose while you are reading about the greatest civilization ever created you could point me in the direction of your munitions? Things that go boom!?"

That's right read about New Lazlo, the greatest thing ever conceived by mortal man or otherwise. It even has picture's for those of you who are illiterate."
Most of the halflings eschew the phamplets, or take one politely to get the bombastic stranger out of their faces. Brandywood frowns at the red leaflet and shakes his head, ”We don’t take sides here mister. I suggest ya keep this sort of thing to yerself. Nobody likes a busibody.”
Townsfolk are considered “Uncooperative” on the Reaction table when interacting with dealing with Phoenix. Everyone else they remain Neutral or Cooperative.

Ajax wrote: "My friend is correct. We aren't marauders. I don't know what need we may have to lodge here, but we may be able to find mutually beneficial trading for the journey ahead." He bows slightly to the halfling spokesman. "I am called Ajax, and I am the fastest mortal creature you'll ever meet."
”Well met Mister Ajax,” Brandywood replies with a generous smile. ”Your kind is always welcome among us.”
Ajax gains the benefits of his “Faerie Friend” racial abilities when dealing with the Halflings

Tex wrote:Tex watches as the other members of his team speak to the wee folk. He uses his 'inner eye' to check out these people who he senses have some sort of magical affinity.
There’s no doubt Brandywood and a few others have mystic abilities, in fact, Tex can feel a magical eye turned toward him as Brandywood smiles, ”Seems only fair for me to take a looksee at you too eh mister Wizard?”
William wrote:William gets out of the vehicle and looks at the small people , "Sir, we are trying to go further west, do you wish us to bring the vehicle through now or should we wait? We don't know what you want to trade or if we have anything for trade that you would like. ...do you need us to transport things Westward"
Gozbert scoffs a little, ”That thing will rip up our fields if yer not careful. We can show you a way around the town when it’s time for you to go. But I gotta say, the West of here is crawling with the black skulls. They won’t take kindly to a group such as you.” His demeanour switches immediately back to talk of trade, ”Obviously we can trade brandy, we have a wee bit of a surplus with no one to sell it too in Tolkeen. We also grow a lot of speciality herbs and seasonings that you won’t find anywhere else on the planet. Our products are well known in the Colorado Baronies, if you are going that far west you would fetch a good price for them there.”
Mars wrote:Mars smiles. ”Oh, I like these folk. Brandy, did you say? I could go for some brandy. Nothing mixes quite like violence and alcohol.”
The word violence sets tremors through the assembly, ”Ahem, we’re more the wine and song type of folks here madame,” Gozbert says hesitantly. ”Perhaps sheath your sword and join us in a dance or two instead.”
Everyone in town will be cautious around Mars, mostly Neutral reactions on the reaction table.

Caine wrote:Cine looked at the halfling that had spoken, oblivious to any magic. “Any trouble about we should be aware of?” he asked. “This close to Tolkein, do you know what Coalition units are in the area?” He considered darkly if he might get some more notches on his rifle.
Frowning slightly Gozbert nods, ”The black skulls patrol west of here. They keep creeping closer, one of their officers rides into town and demands brandy by the truck load threatening to set the whole place to the torch if we don’t give it.” Suddenly, Gozbert winks mischievously, ”Don’t tell him we use faerie magic to make the stuff though!”

Barely contained giggles go through the crowd as Gozbert spills a little secret.
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Venatus Vinco
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Re: Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

Tiny Tim wrote: Mon May 11, 2020 8:00 pm "Hey, you guys are as short as I am. Was everybody here also fed on by a Ghost Entity before they hatched? My feet aren't as big nor as hairy as yours, though. Don't they fit in shoes? I may also be interested in buying a rifle or something, if we can come to an agreement. You can call me Tiny Tim. I can probably be the one carrying the trade goods to and from our Mammoth."
It's obvious Gozbert sees through Tim's humanoid form as his eyes get suddenly big. He chuckles nervously as Tim begins asking a million questions, "We're small to humans friend, but no one fed on us. I think you'll find us hearty eaters. And we don't need shows, we got good enough padding for walking...you don't use shoes normally either correct?" He adds with a wink.

"No rifles, but maybe we can find something shiny to trade."
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Mars
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Re: Chapter Three: Welcome to OClaire

Post by Mars »

Venatus Vinco wrote: Fri May 15, 2020 11:09 am The word violence sets tremors through the assembly, ”Ahem, we’re more the wine and song type of folks here madame,” Gozbert says hesitantly. ”Perhaps sheath your sword and join us in a dance or two instead.”
Everyone in town will be cautious around Mars, mostly Neutral reactions on the reaction table.
Mars gives a little shrug. "Don't look at me. You're the ones who threatened violence." Even so, she keeps her weapons sheathed. "I'll warn you all, though: my wrath is not to be trifled with, and if there is war here, I will know about it. I will not start it, however. That would be cheating. Now, tell us more about these Black Skulls, and point me the way to that brandy. The road has been long, and I find myself parched."

With that, Mars enters the town in search of a drink and maybe a bar fight... if someone else starts it, of course. The god of war revels in combat, but it's not a religious rite if she has to start it herself.
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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Ajax
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Re: Chapter Three: Welcome to OClaire

Post by Ajax »

Ajax's jaw clenches at the mention of the black skulls. "How far west do their feet plod, the black skulls? Is there strength of numbers there? And..." His thoughts turn to food and drink. "...have your herbs and seasonings been tried on cadborosaurus meat?" He rubs his hands together in anticipation.
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
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Three: Welcome to OClaire

Post by Icosa »

"Food and drink sound great," Icosa agrees, "But I'm curious about what sort of things you and your people are interested in. It seems as if you have everything you need...but what do you want?"

It was a rare thing to find a community of magicians that were friendly and willing to communicate. Gaining insight into the motivations of magical people was something she very much wished to do.
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 Three: Welcome to OClaire

Post by Phoenix »

Having worn out his welcome the psi-ghost demo man goes intangible and walks with Huxley patrolling the edge of the town. Might as well keep an eye on things. He was pretty used to folks not liking him which was why he could count his friends on one hand, and people that could put up with him on the other.
User avatar
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Three: Welcome to OClaire

Post by William Rufus »

William heard the word monastery and ask the elder, "You mention that you were a Monastery due you have a chapel where I could go pray and offer thanks? I mean no disrespect to any of light. Oh you mention Black skulls. "

William looks around not exactly sure what they were talking about, "I am new to this area the gods of light and Angels sent me here from another world."
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
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Three: Welcome to OClaire

Post by Erebus Caine »

Oclaire
Afternoon
Round 0

Erebus Caine listened to Gozbert’s report of Coalition activity in the area. At the mention of the officer, he smiled, though it didn’t reach his eyes. “I’d be willin’ to take care of that officer nuisance for you, if you like,” he said, his hand brushing his rifle. “And we’d like to know more about the disposition of those Black Skulls before we leave,” he agreed with Ajax. “Troop size and complement, any armor and mobile units, and such. But that can be done after the meal,” he said, noting the eagerness the halflings had to get on with the fun.
Turn
Free Action:
Action:
***
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
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Three: Welcome to OClaire

Post by Tiny Tim »

Venatus Vinco wrote: Fri May 15, 2020 11:38 am
It's obvious Gozbert sees through Tim's humanoid form as his eyes get suddenly big. He chuckles nervously as Tim begins asking a million questions, "We're small to humans friend, but no one fed on us. I think you'll find us hearty eaters. And we don't need shows shoes, we got good enough padding for walking...you don't use shoes normally either correct?" He adds with a wink.

"No rifles, but maybe we can find something shiny to trade."
"Do you have any fireworks for a fireworks display? I LOVE fireworks. If not, my friend Phoenix makes the BEST fireworks I have ever seen... he is the one who was trying to hand out those pamphlets. You NEED to see all the colours, sounds, and other effects that he can create with just a few chemicals and paper! I know the right magic can do the same sort of display, but it is TOTALLY different when even the creator cannot know EXACTLY when the fireworks will boom, nor EXACTLY which patterns the fireworks will show. This is in addition to the feelings in your rib cage when some of the booms go off."

Now moving up to Gozbert, Tiny Tim whispers into his ear...

"I KNOW you can tell what I am. This form is... confining. I MUCH prefer my natural form. Would it be too much to ask if I could revert back? I wouldn't want to scare your people, and would understand if you think it would be better for them not to see my true magnificent form."
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
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Three: Welcome to OClaire

Post by Tex Arcana »

Brandywood wrote:There’s no doubt Brandywood and a few others have mystic abilities, in fact, Tex can feel a magical eye turned toward him as Brandywood smiles, ”Seems only fair for me to take a looksee at you too eh mister Wizard?”
Tex gives a slight bow to the small man, "Very fair, sir. I hope what you have seen has shown that are intentions are honorable."

Tex listens to the various conversations, but doesn't interject into the discussions on trade and troop movements. Noting the aura of holiness around Brandywood, he looks around to see if he can determine what they may worship. (Holy symbols, things hanging on walls, in windows and the like)


Notice: 1d6: [1] = 1
Wild Die: 1d6: [1] = 1

Occult: 1d10: [9] = 9
Wild Die: 1d6: [2] = 2
Dice rolls
1d6, 1d6, 1d10, 1d6: [1]+[6]+[2]+[2] = 11
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

Welcome Party
OClaire wrote: The village of OClaire sits at the confluence of two rivers (Eau Claire and Chippewa according to your pre-Rifts maps) and is approximately 90 miles from the former city of Tolkeen. The hamlet essentially amounts to a fortified group of houses surrounded by fields, with a few more surrounding homesteads. The village has two or three large buildings and the rest are residential dwellings. The villagers are predominantly small folk who specialize in making a local brandy. It’s likely that less than 100 people live in the area.
With a somewhat friendly introduction to the town, the team begins to follow-up on their various interests and pursuits.
Icosa wrote: "Food and drink sound great," Icosa agrees, "But I'm curious about what sort of things you and your people are interested in. It seems as if you have everything you need...but what do you want?"
As preparations are made for a big party, Icosa is introduced to some of the local mercantile types. It seems the town is a largely sustenance economy with barter, trade, and charity ensuring everyone is taken care of. They lack advanced technology, weapons, and manufactured goods - although their clerics seems to be able to supplement some of these things using magic.

Use Common Knowledge or Persuasion to come up with a good trade. Critical Failure Lose two Supply Die types. Failure, lose a Supply Die. Success lose a Supply Die but increase the Wealth die for each member of the group by 1. Raise Supply die unchanged and Wealth for each member increased by one type.

Phoenix wrote:Having worn out his welcome the psi-ghost demo man goes intangible and walks with Huxley patrolling the edge of the town. Might as well keep an eye on things. He was pretty used to folks not liking him which was why he could count his friends on one hand, and people that could put up with him on the other.
Moping around outside of town Phoenix can easily see large vehicle tracks passing through the otherwise pristine fields west of the village. This is obviously the route the Coalition uses when they come to terrorize the town. A few farmers do their best to salave crops on either side, but they know better than to bother trying to replant the tracks.

Use Survival or Repair to determine the nature, number, and type of vehicles that pass by the area. Critical Failure will result in wrong information. Failure, no information. Success, basic info. Raise, detail force composition.

Ajax wrote:Ajax's jaw clenches at the mention of the black skulls. "How far west do their feet plod, the black skulls? Is there strength of numbers there? And..." His thoughts turn to food and drink. "...have your herbs and seasonings been tried on cadborosaurus meat?" He rubs his hands together in anticipation.
As food and drink are brought into the great hall Ajax is impressed by the quantity and quality. Also, these little folk can eat! The hunger hyperion juicer is surprised that some of them even try matching him bite for bite. Where do they put it all! Soon a bit of a crowd gathers and wagers begin as it comes down to Ajax and a few very hearty small folk. Without realizing it the juicer is in an eating contest.

Make a Vigor roll to try and out eat the little creature. This is pass/fail. Critical Failure and you throw up! Hobbit Vigor = 6 (Ace) = 4 =10 - also include a Spirit roll for...uhh...reasons

William wrote:William heard the word monastery and ask the elder, "You mention that you were a Monastery due you have a chapel where I could go pray and offer thanks? I mean no disrespect to any of light. Oh you mention Black skulls.”
Gozbert smiles and offers to lead William on a tour of their meager monastery and show him to the chapel. It is simple but well cared for. Everything is made of wood and other natural materials. Refined metals are either very rare or not part of their religious practice. Sitting quietly in the chapel William is soon joined by a few monks and he has a chance to join them in their prayers.

Use your Spiritual Channel ability to receive a vision related to this town

Mars wrote:Mars smiles. ”Oh, I like these folk. Brandy, did you say? I could go for some brandy. Nothing mixes quite like violence and alcohol.”
While Ajax puts on a display of unbridled gluttony, Mars drinks the sweet brandy offered by the nervous town folks. The alcohol is delicious, perhaps magically so, and she soon finds herself relaxed and calm her normally muddled mind at ease. Soon a story teller begins to sing songs and tell tales of the town. Mars listens then soon realize the entertainer is look at her, What about you lass? Any stories of violence for us?”

Tell a story of war and violence either related to Mars or retell one from her Greek mythological background

Caine wrote:Erebus Caine listened to Gozbert’s report of Coalition activity in the area. At the mention of the officer, he smiled, though it didn’t reach his eyes. “I’d be willin’ to take care of that officer nuisance for you, if you like,” he said, his hand brushing his rifle. “And we’d like to know more about the disposition of those Black Skulls before we leave,” he agreed with Ajax. “Troop size and complement, any armor and mobile units, and such. But that can be done after the meal,” he said, noting the eagerness the halflings had to get on with the fun.
At a corner table in the great hall, Caine huddles with the more martially minded half folk trading notes and observations on the CS forces.

Common Knowledge or Battle. Failure, no info. Success, unique information about the commanding officer. Raise, reveals a particular weakness

Tiny wrote:"I KNOW you can tell what I am. This form is... confining. I MUCH prefer my natural form. Would it be too much to ask if I could revert back? I wouldn't want to scare your people, and would understand if you think it would be better for them not to see my true magnificent form."
”Oh the children would love to see a dragon!” Gozbert exclaims. ”And while we do not have fireworks, perhaps you could entertain us with your flight and form, and air show perhaps?”

Athletics or Performance to put on a dragon-esque show perhaps flying, breather weapon displays, scale colour changes, etc

Tex wrote:Tex listens to the various conversations, but doesn't interject into the discussions on trade and troop movements. Noting the aura of holiness around Brandywood, he looks around to see if he can determine what they may worship. (Holy symbols, things hanging on walls, in windows and the like)
Taking a walk through town Tex can tell these people seem to have some sort of naturalist religion based on the land and elements. Before too long he finds himself in a philosophical discussion with one of the town monks.

Occult or Research to learn more about the local religion. Critical failure a big blunder. Failure. Not much. Success. A Basic grasp of the concepts. Raise. It’s good but has a darkside.



Each entry above contains a Quick Encounter and skills that can be used to resolve it. Roll and narrate the result as interactions with the townsfolk etc. To be clear Make up the results yourself! You’re building the CS force or the religion of the palace etc.

Social skills are modified by the Reactions noted above.

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 Three: Welcome to OClaire

Post by Ajax »

Gluttony is good
Vigor 1d8!!: [3] = 3
WD Vigor 1d6!!: [4] = 4
Spirit 1d8!!: [6] = 6
WD Spirit 1d6!!: [5] = 5
Ajax grins as more and more food is brought out to him. Heedless of other happenings, he samples delicacy after delicacy. Roasted mutton, pork tenderloin, bread pudding, eggs five ways, corn souffle. Ajax begins to slow just a touch before realizing he had an audience. He then noticed one especially portly fellow with a determined look in his eye, keeping pace with him. The juicer will not be outdone. With a mouth full of shortcake, Ajax shouts out "MORE!" A cheer erupts from the crowd, but the stout competitor is no slouch. Encouragement rings out from the sidelines. "Hamfast! Hamfast! You can do it Hamfast!" To a people with less chance of success in purely athletic endeavors, competitive eating is their national pastime. Hamfast Bolger, then, is their Mike Tyson. Their Michael Jordan.
The pre-Rifts champion Kobayashi has nothing on Bolger.
By now, the food has to be filling voids in his thighs, but the halfling doesn't even break his stride. Ajax struggles to keep up, but will not be defeated. It has become a race. Ajax refuses to lose a race of any kind. He pauses, savoring the flavors in this pita - quesadilla hybrid sandwich. In a flash, the massive conglomeration of foods and flavor profiles make their presence known, and the centaur's eyes roll back in his head. His mind spins as fast as it can to figure a way out of his predicament, but it's slowed by the ladyfinger trifle mixed with the meat pie...or the nut-crusted trout combined with the short stack of chocolate chip pancakes. Or was it the biscuits and gravy?
Overwhelmed by a quantity - and quality, to be sure - of foods, and a variety found nowhere else on earth, the juicer stalls, dropping the turkey leg to the table. He lets out a belch that nearly shakes the rafters of the hall, stumbles, and falls prone. Hamfast doesn't even break his stride. Another bite and a pint of ale punctuate his resounding victory, and shouts of "Hamfast! Hamfast" echo throughout the village. Their champion remains undefeated. He picks up his fallen foe's half-eaten turkey leg, finishes the meat from the bone, and offers consolation. "You'd have eaten any other out of hearth and home, but ye'll never see a day Hamfast Bolger didn't have the last bite. A worthy competitor ye are, lad!"
Ajax hates losing, but he knows when he has been well and truly beaten. He offers meager congratulations before the food induced coma takes its hold, and his snoring rattles the empty plates. Heedless of the noise, the halflings cheer and drink, celebrating their champion's feat.
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
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Three: Welcome to OClaire

Post by Mars »

Mars grunts. She does that kind of a lot.

“Have you ever heard the term ‘pyrrhic victory’? Honestly, I used to think the term was ‘phallic victory,’ which also kind of makes sense, you know? But a ‘pyrrhic victory’ is one where you win a battle, or skirmish, or war, or even a bar brawl, but your casualties are so high that it might as well be a loss.”

She takes another sip of the sweet brandy. “It’s named after a king, who was one of my worshippers, as history would have it. King Pyrrhus was his name, but don’t ask me to spell that.” She chuckles a little at her own joke. “Well, this king had a city on the other side of the world from here, and he got nervous that some of his neighbors were being a little too expansionist. So, he went to his fellow kings and created a great alliance of cities and they went off to battle against their upstart neighbors.”

“This king’s men died by the thousands. Their neighbors had new tactics, you see. While King Pyrrhus lined all of his soldiers up in a straight line,” she holds out her hand with her palm straight, “their neighbors put their troops in a ‘v’,” she bends her fingers making more or less a “v” shape with her hand, “and they beat the king bloody. See, the ‘v,’ shape, the phalanx, would penetrate the kings’ lines at the point of the v, split them, and then kill from both sides.”

“It was a bloodbath. The king won the day out of sheer numbers, but he and his alliance lost the war with their victory. After that fight, they didn’t have the troops left to stop their neighbors the next time they came knocking. Nor the next. Nor the next.”

“And thus, Ancient Rome defeated Ancient Greece,” she raises her glass, “and Ares turned to Mars and became stronger than ever.”

She smiles, satisfied with her tale, and looks at the listeners for their reactions.
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 Three: Welcome to OClaire

Post by William Rufus »

William at the Chapel of Love

Gozbert smiles and offers to lead William on a tour of their meager monastery and show him to the chapel
William follows looking at the sights as he goes, When he gets to the monastery he is overjoyed at its simplistic yet functional designs and the use of natural material it reminds him of small villages chapels where the people aren’t wealthy but have put a lot of effort in to the building to make it beautiful beyond belief. He speaks to Gozbert in hushed tones so as not to disturb others, “It is a beautiful place that you and your village have built here. Your village did this all, how long did it take?"

Once to the chapel William looks to Gozbert to make sure it is OK for him to enter and where he should do his meditations and prayers. He moves to the spot indicated and realizes this place was meant for smaller people so he does not go in for fear of scraping the wood with his armor he knees on the floor off to the side.

He starts his mediation and prayers. He hears the and sees the monks coming in and he joins them in prayer.

Spirit Success
OOC Comments
Dice: Spirit Roll 1d10!!: [4] = 4
Wild Dice: Wild Dice 1d6!!: [3] = 3
William concentrates and ask the gods of light to watch over all the good people here and to help guide his companions.
He ask the gods, Help guide our group past the CS and the Black Skulls. If it is your will that we meet them please aid us in what your will is.

As he closes his eyes the wings come out and his armor glows softly.
Dice rolls
Wild Dice 1d6!!: [1] = 1
Last edited by William Rufus on Sat May 23, 2020 8:10 pm, edited 2 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
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Icosa
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Gold Patron
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Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Three: Welcome to OClaire

Post by Icosa »

Noting their lack of technology and relatively rustic lifestyle, Icosa selects items of survival gear to barter with. Ordinary tools made from high tech materials that will be stronger and lighter-weight than the equivalents these people possess, but do not require any new skills or technological background to use. To that she adds certain items that are intended for use in wilderness settings; technological gear that does not require infrastructure to be effective, like automatic filtering canteens and solar-charged lights and heating stoves. These people knew about the gear used by the 'skull heads,' but knew very little of how technology could be used to actually do useful things, rather than throw bolts of death or protect soldiers from injury. Icosa believed these simple, practical folk might appreciate items that had day to day utility.

"How's it work?" one of the merchants asks dubiously, peering into a filtering canteen with one eye as if expecting to find a little pixie inside it.

Icosa smiled and replied, "It has an osmotic membrane that passes liquid water through, but that captures particles down to 15 nanometers that would be contaminating..."

She paused as the merchant spat into the canteen and tried to quickly look into it again to see what happened to it. "What's that then?" he asked, clearly not understanding a word.

With that, Icosa decided to change her approach. "It's like a kind of...magic," she said. "A human sort of magic, that pulls all the dirty and germs in the water out, and leaves even nasty water as pure as fresh-fallen rain."

At this the other onlookers all went 'ooooo' and drew closer to get a better look at the enchanted canteen.

The merchant scowled. "I don't feel no spell on it."

"Yes, humans have a special magic of their own, that doesn't feel the same as other sorts. It still works though...allow me to demonstrate." Icosa went to the feeding trough of some sort of livestock and dipped the canteen into it. It was brackish and gross in there...some stablehand needed a whipping for letting it get to such a state...and the crowd made various noises of disgust as Icosa lifted the canteen. They watched as she cleaned the neck of it, then took a sip.

"It's fine," Icosa said with a grin and offered it up to the merchant. "Give it a try."

He frowned, edged forward, then took the canteen and sniffed at the nozzle. Then he took a sip...and his eyes widened. "Spirits and demons," the old chap blurted. "It really IS fresh." He quickly guzzled the rest and wiped his mouth.

A cheer went up from the onlookers, and more of the little folk pressed in, full of questions about 'human magic.' Icosa beamed at them and began breaking out more of the basic survival gear to show off. Each tiny miracle was greeted with wonder and applause, from the saw wire that could cut just about anything and fit in your pocket to the solar-stove that cooked better than a fire using only sunlight for fuel.

In the end, these items...carried by the expedition in large supply due to their inexpensiveness and utility...were treated as rare and wonderful artifacts by the village, prized and paid for as such. Cost to the expedition was negligible. The gain, substantial. Best of all, they parted as satisfied customers.

Icosa smiled as she went to rejoin the others. She had negotiated peaceful relations with a terrestrial settlement, practiced interaction skills with great success, and gathered substantial data in the process.

ARCHIE 7 would be pleased.

Rolls: Persuasion 11
Persuasion 1d6+1!!: [2]+1 = 3 Wild 1d6+1!!: [6]+1 = 7
Rolling Ace because I am dumb and did the die formula wrong 1d6!!: [4] = 4
Raise Supply die unchanged and Wealth for each member increased by one type..
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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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Three: Welcome to OClaire

Post by Tex Arcana »

Occult 1d10: [8] = 8
Wild Die 1d6: [6] = 6 , Ace: 1d6!!: [1] = 1

OOC Comments
Tex wrote:Tex listens to the various conversations, but doesn't interject into the discussions on trade and troop movements. Noting the aura of holiness around Brandywood, he looks around to see if he can determine what they may worship. (Holy symbols, things hanging on walls, in windows and the like)
Taking a walk through town Tex can tell these people seem to have some sort of naturalist religion based on the land and elements. Before too long he finds himself in a philosophical discussion with one of the town monks.

Occult or Research to learn more about the local religion. Critical failure a big blunder. Failure. Not much. Success. A Basic grasp of the concepts. Raise. It’s good but has a darkside.
Tex nods to himself as he observes the town and people in it. The naturalist trappings of the religion align with the growing of crops and in general the fertility of the region. It's the gluttony of those attempting to out eat Ajax and out drink Mars that clues him in that these folk worship Bacchus. As the growing party progresses, he begins to see the wild look in the eyes of both the men and the women. Still happy and friendly, but every so close to bursting as they try to contain a madness as they indulge in hedonistic behavior. It is probably only the introduction of strangers that has reigned in their normal impulses that would have turned the party into an actual rave.
Last edited by Tex Arcana on Mon Jun 01, 2020 10:43 am, edited 1 time in total.
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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Three: Welcome to OClaire

Post by Phoenix »

13 repair
Repair: 1d10! 1d6!: [9]+[3] = 12 +4 edge and equipment bonus
Pheonix had been outside in the fields following a wide swath of tracks for sometime. The town had seem easy going so he had left most of his gear except his bow with Huxley at the edge of town. The sun had dropped low by the time he had stopped and he put his hand up blocking the glare when one of the farmers approached. He had dropped his mutant intangibility in an attempt to not scare the locals any more than usual. The farmer approaching seemed a bit taller than most of the shorties he had seen, and was wearing a thick cloak. Against the low sun it was hard for the demo man to get a read on the farmer. Just before Pheonix waved hello he felt a prick in his neck. As the world dimmed and he fell into the dirt Pheonix muttered, “Prosek’s balls...”

A familiar voice whispered to him. It grated on his ears.
During the war
Mission Commander Ronald Macdonald looked at the soldiers assembled before him. He scowled moving his puddgy frame up and down their ranks. He stopped at Sgt. Simon Pheonix. Half a foot shorter than the sgt Commander Macdonald’s beedy eyes looked into the man’s chest snd perhaps soul. Seemly frothing at the mouth Macdonald yelled, “What are you looking at Son!? Did I hear you laugh?”

Sgt Simon Pheonix stared straight ahead, and did not snicker. The Commander waddled away in his decidedly non regulation red shoes. After a few moments the Commander circled back coming to a halt in front of the strike team assembled.

“You have all seen the reports? Heard the news? We lost ten death’s head transports thanks to those dragons. If our campaign to purify and unify the human’s on this planet against the aggression of D-bees and their dragon masters is to succeed we must convince the dragons to stay out of our conflict with Tolkeen.”

Pheonix looked straight ahead knowing full well he was one of the those d-bees Macdonald was talking about. Macdonald had a reputation for being as smart as they come, crafty and ingenious to a fault. He continued, “You each will receive your mission packet tomorrow morning and leave the following night. Gentlemen and ladies, We found the hatchery in Freehold and you will turn the tide of this war in our favor.” The team of eight special force soldiers including Pheonix gave a small gleeful murmur. The commander Ronald Macdonald ended with, “The only thing to ever change the course of history has been a small group of dedicated citizens. In three nights you will reshape this war.”
What happened out in the Farms
”Wake up Pheonix...” Something hard and fist like hit the psi ghost. “Damnit Pheonix... Like a ghost from the past.”

The demo man’s eyes opened with difficulty, his face hurt and he could feel one of his eyes swollen shut. He was in a large earthen cavern. Flood lights extended seeming forever highlighting dozen’s of vehicles, power armor, and two large enforcer Robot Armors. To one side of the cavern all he could see were skelebots stretching on for what seemed forever. Directly in front of him was the puddgy man whose lower jaw had been replace with a chrome cybernetic one, Pheonix gurgled his mouth dry, ”Macdonald... I thought you died?”

Macdonald chuckled and touched his face, “Oh that business with the legion at Crowley’s? Yes while it did not end well, I have landed on my feet. The reports of my demise were exaggerated.”

Pheonix looked around holding back his desire to escape for the moment. His hands were tied behind his back, and his legs and waist strapped with a leather belt to a chair. He still has no idea I am a Psi-Ghost.

Phoenix croaked trying to get Macdonald to spill it, “What is this? Where are we?”

Macdonald chuckled and a soldier came up to him handing him a report. “Ahh yes... Nicely done.”
The soldier left. There were lots of soldier going this way or that way. Pheonix got a feeling they were preparing for something, something big. Macdonald leaned in close and zapped Pheonix with a taser in the chest. Argghhhh...

Macdonald softly said, “Simon, we are under the village you and your friends stopped at. All of this? We are going to purify the Hinter lands for human kind. Those short hedonistic story loving D-bees are on borrowed time. Have you seen how they ooo when you explain a filter to them? The way they eat, and their chapel where they perform their marriage rites... All boils down to despicable. I saw how they treated you, they did not like your humor. They will just be the beggining. Dozen’s of villages like the one above will be wiped out. Monsters all. Join us...”

Pheonix shook his head. He had felt like he had been tased a dozen times, and probably was. His strength was failing him. Still he had to get out. To Macdonald’s shock Pheonix slipped the restraints and grabbed with little strength he had Macdonald’s throat. It felt fleshy still. He squeezed.

Macdonald’s turn to gurggle, “You can stay... And Kill me... Or that door over there leads to a tunnel and cave opening just outside of the village... My aide will be back in four seconds...Ak...”

Macdonald hit the ground still breathing and rubbed his neck. His aide came in bending low checking on the Commander who smiled whispering, ”So all these years eh Pheonix... You were a fracking D-bee...” But the demo man had gone.
Pheonix himself found himself top side in a field not really knowing how he got there. But Huxley’s familiar muzzle was enough to put a smile on his face. Glad that the CS did not take his armor he commed the team. It hurt to talk, but it was time to go. He sounded like he was in pain and tired, ”The CS forces that travel through here are overwhelming. Time to go.” They would have never believed the truth.
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Three: Welcome to OClaire

Post by Tiny Tim »

Venatus Vinco wrote: Sat May 23, 2020 5:04 am
Tiny wrote:"I KNOW you can tell what I am. This form is... confining. I MUCH prefer my natural form. Would it be too much to ask if I could revert back? I wouldn't want to scare your people, and would understand if you think it would be better for them not to see my true magnificent form."
”Oh the children would love to see a dragon!” Gozbert exclaims. ”And while we do not have fireworks, perhaps you could entertain us with your flight and form, and air show perhaps?”

Athletics or Performance to put on a dragon-esque show perhaps flying, breather weapon displays, scale colour changes, etc
Athletics 5
Athletics: 1d6!!: [2] = 2
Wild: 1d6!!: [5] = 5
Result: 5 - Success
With Gozbert's permission, Tiny Tim reverts into his majestic natural form and takes to the sky. Turning into an eye hurting combination of colours, he takes to the sky for the air show. Keeping relatively low in order not to attract too much attention from outside the village. Having the colours move along his body so that the coloured sections seem to stand still as he moves his body underneath them, the kids... kids of all ages even... are entertained by the dragon's acrobatics and displays. At the end of the show, Tiny Tim has all of the colours seem to slip off of his body as he camouflages himself to the sky and disappears from sight before carefully landing just outside of the village and loping back in with a rather subdued green pattern on his scales.
Last edited by Tiny Tim on Sat May 30, 2020 5:38 am, 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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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Three: Welcome to OClaire

Post by Erebus Caine »

Common Knowledge 5
Common Knowledge 1d6!!: [5] = 5
Wild 1d6!!: [3] = 3
Oclaire
Afternoon
Round 0

The food was good. Erebus Caine sat in a corner, watching Ajax gorge himself. That wasn’t going to be pretty when it came out the other -- horse -- end. He guessed having two stomachs had to have some benefit.

Caine was joined by several of the halflings that seemed to have some interest in the defense of their town. Many had kept an eye on the Coalition forces, and a few had even sneakily followed them.

The Coalition force seemed to be a typical standard recon force on routine patrol. While that was interesting tactically, Caine found more interesting the nature of the commanding officer. Caine had served under Thurston Gwent for a short time following ranger sniper school. The man had an enormous appetite and required an aide to squeeze him into his armor, which he preferred not to wear because of said restriction. He liked his food, his drink, and his women, and he often used his position to enrich himself. While no lover of D-Bees like these halflings, Gwent was a man who could be convinced they weren’t worth the effort of exterminating if offered a good bribe, or access to some other luxury. His command tent had been full of stolen works of art or some pretty farmer’s daughter he’d confiscated for his little harem of camp followers. He considered himself an aesthete. He also kissed Prosek’s ass like no other.

“Thank you,” Caine told the halflings.

“Not a problem,” said the raven-haired female next to him. She leaned in close. “Do you think I could see your big gun?” she asked, and Caine felt her hand slide up his thigh.

Caine stared at the female and blinked. Damn, this brandy was strong. She wasn’t that bad looking, for a D-Bee. How long had it been…? He shook his head to try and clear it and tossed back the remains of his brandy. “I don’t think I caught your name.”

“Rose.”

“Rose…” Caine repeated. “Lovely…”
Turn
Free Action:
Action:
***
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: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

Welcome Party

Ajax
A tremendous cheer erupts among the townsfolk as the eating contest closes and Hamfast is crowned champion! Afterward, the celebrations begin in earnest; these halffolk are only out done in hospitality by their avarice. They all seem good sports, however, and are happy to pal around with the centaur offering even more food and drink to ply his metabolism. Despite his victory, Hamfast is stuffed so at least Ajax has that over the stout little fellow.

Mars
The group is surprisingly enraptured by the story, and they even seem familiar with the characters. They “ooh” and “aww” at all the right moments, and give a cheer at the victory. It quickly becomes apparent to Mars that these half-folk know something of the Roman pantheon, and may even be devotees of some minor member. Their love of food and wine certainly gives a strong indication.

William
In the chapel William receives a vision of the “black skulls”, he immediately recognizes them as the Coalition from his limited intelligence briefings at Castle Refuge. More disturbing than the CS is a vision of a swarm of locusts designing upon the town and consuming everything, but they are not black skulls, they are golden, angelic locusts, and yet they are hungry and need to feed.

Icosa
Trading with the half folk is easy, their need is so great that she is able to sell them on a number of things. The only thing they really lack that she cannot provide is weapons. If a battle does occur with the Coalition they will be woefully under prepared, even their magic would be heard pressed to compensate.

Tex
Having figured out their religious inclinations Tex has a whole new appreciation for the hamlet. He begins to recognize small religious icons in each home and place. However, it is understated. Unfortunately, the Coalition will have no trouble seeing their worship of alien gods and dependence on magic as reason to level the place, or at least disperse the citizens.

Phoenix
Outside of town Phoenix discovers this hamlet may be more strategically interesting than a single corrupt officer looting booze. The underground operation he knows to be nearby but can’t exactly relocate, indicates the Coalition has long term plans for the area. Long term plans that don’t include the hearty little half-folk. If the group engages the wayward brandy-swindling officer they may bite off more than they can chew.

Tiny Tim
The sensory experience of Tiny's dazzling show causes everyone to erupt in delight. After he returns to the group the dragon is met with much adulation. In fact, they seem to hold his type in particularly high esteem.

Caine
After learning one of his old officers is the lout involved in brandy swindling Caine quickly finds out that these little people have big passions. Embarrassingly he finds himself conflicted between his prejudices and his biology.

Revelry continues until the wee hours of the morning. Surprisingly the little folks seem to have no problem getting up early the next day, eating more, and going about their chores and routines. As the day passes slowly for the team an excited farmer comes rushing into the town, ”ZThey’re coming. Hundreds of them!”

Assuming he means the CS everyone arms themselves and preps for trouble as best they can. However, as the lead elements of the newcomers appears it is quickly apparent that they are a rag-tag bunch. Some mercenary types escort them but the group looks to be displaced people, mainly d-bees, most likely fleeing the Coalition in Minnesota.

The gaggle of refugees stops outside of town and a rider approaches on a motorcycle, her golden armor and bearing signalling her to be a Cyberknight.

Gozbert sighs, ”Those refugees are going to eat through our stores like a swarm of locusts.”

The motorcycle stops and the Cyberknight dismounts approaching the town, ”Greetings,” she is affable and relaxed despite the huddled masses behind her. ”I am Lady Sarenna Alderbrant of the Tomorrow Legion. We are escorting these refugees to Castle Refuge and require what food and shelter you can bear for a few days before we move on.”

Gozbert is gracious but cautious, ”We will spare what we can but such a group is more people than our small town can support, are the Black Skulls on your heels?”

Lady Sarenna grimaces, ”We have encountered their patrols. To date they have let us be.”

Breathing heavily Gozbert orders the people to prepare meal packages but asks the refugees to stay outside of town. Looking at the heroes of Adventure Inc. the monk is obviously concerned.

”I fear we are on a collision course for disaster. Commander Thurston Gwent is usually appeased with brandy. But if he happens upon us while this lot is here violence may be unavoidable.”
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).
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Three: Welcome to OClaire

Post by William Rufus »

William goes to his group, "When I was in prayer I saw the group of Golden Locusts descending on the village ." He looks at them "They are hungry and need food. don't start shooting till we get more information."

William looks at the others, "I think I had an encounter like this once back home. We were trying to get a group of refugees away from demons so we set up a group to divert them from where they were heading and gave the refugees a time to escape. Now I'm not sure what would cause the CS, Black Skulls, to deviate from their course. It needs to fast and hard hitting, and bigger threat."

"We are looking for things to give these people time> another thing we need food a large source, Furry Beetle thing can be eaten?"
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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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Three: Welcome to OClaire

Post by Phoenix »

Pheonix looks up from his bowl of brandy soup and sighs at @William Rufus. Some people never change. But the golden part of his story was interesting. Near the demo man his great big albino wolf growled all too knowing Pheonix was going to do something impulsive: agree with sweet Willy.

“We need to feed these people whaever we can. Fury beetle or otherwise. There is an underground coalition base with enough fire power to wipe out this region, and this town...” He stomped his foot, “Is key to their operation and its fairy tale end will come to a bloody close.”

He looked at the leader of this mini wild folks. Sure they had scorned his pamphlets, and mistrusted who he was simply because he was an aloof psighost, but they deserved life just like him the same. “Gogurt right? You need to feed these people whatever you can for as long as you can. The CS are coming, and not some drunk booze hound. Don’t ask me how I know, but they have humdrds of skelebots, a wing of samas, two enforcer robot armors, and enough grunts to cover this town thrice over. If you want your passionate way of life to continue prepare to go hungry because these refugees are your best bet on continued survival.”

He smiled having half a plan, “As for Thirsty Gwen, about what time does this officer come into town and from what direction? I think its time we say hello to the booze hound.”
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Three: Welcome to OClaire

Post by Mars »

Venatus Vinco wrote: Sat May 30, 2020 5:31 pm
Mars
The group is surprisingly enraptured by the story, and they even seem familiar with the characters. They “ooh” and “aww” at all the right moments, and give a cheer at the victory. It quickly becomes apparent to Mars that these half-folk know something of the Roman pantheon, and may even be devotees of some minor member. Their love of food and wine certainly gives a strong indication.
Mars grins. Good audience.

”So, you’ve heard of old Rome. So few people here have.”

She takes another sip of brandy. ”Is this town Bacchus’s, then? I wouldn’t have expected my brother’s reach to extend so far, but then again, here I am, too.”
Phoenix wrote: Sun May 31, 2020 6:37 am
“Gogurt right? You need to feed these people whatever you can for as long as you can. The CS are coming, and not some drunk booze hound. Don’t ask me how I know, but they have humdrds of skelebots, a wing of samas, two enforcer robot armors, and enough grunts to cover this town thrice over. If you want your passionate way of life to continue prepare to go hungry because these refugees are your best bet on continued survival.”
Overhearing Phoenix, Mars pushes her chair back and stands up. Flexing the fingers on her sword hand, she says, ”Mayhap it’s time to expand your devotions to others in the pantheon.”

With an unsettling smile, she declares, ”War is here.”
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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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Three: Welcome to OClaire

Post by Tex Arcana »

Tex stands to the side, his magic at the ready, but none of it can make a difference beyond a few moments. I lack the skill to open a portal that could take the people from here to Dwoemer, Lazlo, or any place closer to their destination.

He listens to @Phoenix and @Erebus Caine speak about the CS Troops in the area. "Any action we take, we need to make sure it does not lead them back to these refugees or to the town; otherwise, all we will have done is hurt those we consider our friends."
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Three: Welcome to OClaire

Post by Mars »

Tex Arcana wrote: Mon Jun 01, 2020 10:55 am "Any action we take, we need to make sure it does not lead them back to these refugees or to the town; otherwise, all we will have done is hurt those we consider our friends."
Mars gives another of her grunts. ”Good advice. Good tactics. We can’t have witnesses; gotta kill em all, or somehow convince any survivors to make the same change @Erebus Caine did.”
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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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Three: Welcome to OClaire

Post by Ajax »

Ajax, halfway into a stupor from a food-induced lethargy and the other half from mood drugs flowing through his veins, shakes his head and sighs. "No matter how fast we run, we cannot escape war and violence. So be it. If it's to be battle, at least let's make fight worthy of a feast. I've already done my feasting. I wonder if Hamfast can fight as well as he can eat..." He slaps absentmindedly at his holstered and sheathed weaponry. "Yuuuuup. Got it all. Say, about that brandy..." He trots idly in place, lazily casting his head left and right looking for the glass he had just set on the table.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Three: Welcome to OClaire

Post by Icosa »

Icosa listens intently to everyone, then says, "Clearly neither they nor we can militarily oppose that army. It seems to me the only acceptable course of action is to evacuate everyone. It doesn't seem as if the Coalition's interest is in killing everyone. They could have done that easily long ago. If we cede the ground, they should be content to hold it while these people escape elsewhere."
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: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Three: Welcome to OClaire

Post by Mars »

Icosa wrote: Mon Jun 01, 2020 2:03 pm Icosa listens intently to everyone, then says, "Clearly neither they nor we can militarily oppose that army. It seems to me the only acceptable course of action is to evacuate everyone. It doesn't seem as if the Coalition's interest is in killing everyone. They could have done that easily long ago. If we cede the ground, they should be content to hold it while these people escape elsewhere."
Mars replies, ”Can we not? Surely? Are you familiar with the pre-Rifts film, ‘Seven Samurai?’ Perhaps we would fare even better than they, as we are more than seven. @Ajax alone is worth three or four warriors, no?”
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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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Three: Welcome to OClaire

Post by Erebus Caine »

Oclaire
Afternoon
Round 0

Erebus Caine found himself rousing in a strange, small bed, his legs hanging over. “Fuck. What did I do?” he asked, pressing a hand to his throbbing forehead. He heard whistling coming from another room.

Finding his clothes, Caine dressed and then ducked through the low door. Rose was frying up an ample breakfast and set out a plate for him, giving him a wink.

“I, uh…” Caine said, his stomach rumbling. He piled the breakfast onto a piece of flatbread and quickly escaped, to Rose’s lilting laugh behind him.

Caine rejoined the others to compare notes from last night. Apparently things were worse than they’d thought, with a large Coalition force in the area, and one that had Plans. The arrival of the Tomorrow Legion refugees didn’t help matters any.

Caine pulled Lady Sarenna Alderbrant aside. “Look, lady,” he said. “These little people can’t afford to be feeding all of you for several days. I’m sure they’ll do their best, but it might be best if you all move on. There’s looking like there might be Coalition trouble in the area, too,” he warned her.

When Caine rejoined the others, he paused. “You all want to pick a fight with an entire army?” he asked them. “This isn’t just some patrol with a pumped up booze hound in charge.” He shook his head.

Caine looked at Gozbert. “An army that size must have a base in the area. Do you know where it might be?” he asked. “If we don’t want that trouble coming back here, we might need to go to them. That means bearding the lion in its own den.”
Turn
Free Action:
Action:
***
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: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Three: Welcome to OClaire

Post by Icosa »

"I don't see how confronting the Coalition in their base would lead to a different outcome," Icosa points out. "The sheer scale of power imbalance makes open resistance self-defeating." She looks at Mars and shakes her head. "I'm sorry, I'm not familiar with that film...but I do know that films and other forms of fiction are very rarely good benchmarks for real situations. If the goal is to preserve as many lives as possible, evacuation is the best option."

"Unless there is a crucial piece of information no one's mentioned yet?" She looks hopefully around.
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 Three: Welcome to OClaire

Post by Tiny Tim »

Enjoying the festivities, Tiny Tim turns in early, just after the rest of the kids. Because of this, he has no problems getting up in the morning and is quite cheerful. Upon hearing of the hundreds of incoming, Tiny Tim loped into the nearby forest just off the direction of the incoming people and hides... ready to attack if needed.

"Phoenix... I am just North of the path of the incoming group, ready to help as needed."

Once he finds out that they are not a threat, Tiny Tim still remains out in the forest awaiting the decision on their plans.

"These newcomers will need to be fed. If there is anything I can do with getting more food, please let me know. I don't know how to hunt, but I can help take down any big animals we find, and can help bring the carcass back. As for the Coalition, the leader who can be bribed can be dealt with... but the base nearby worries me. From what I have heard, once they are ready, they will kick out all non-humans. The question is... when will that be? If we think it will be soon, they should evacuate from here and join in with the refugees. If we think that it won't happen for years and that they will use the village being here as a sort of camouflage. This village will make people not expect any significant coalition presence here."
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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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Three: Welcome to OClaire

Post by Mars »

Mars’s veins flow with the (figurative) blood of a conquering god. Territory matters. Settlements, especially in war, matter. And besides, these people knew the true gods.

”I suppose it’s up to them if they want to leave or not. If they want to stay, though, I think we could do well to help them stay, no? Perhaps this Legion of Tomorrow could lend a hand. I’m curious to see what constitutes a legionnaire out here.”
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
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Three: Welcome to OClaire

Post by Ajax »

Ajax slow-blinks, comfortable in his stupor. He turns to @Mars. "Speed kills, so they say. My tribe favored what we called the "parting shot." Gallop to within bow or rifle shot. Fire upon our prey. If they do not die, they are wounded and provoked, and give chase. Few could catch us; none could catch me. Once they tire of the chase and turn, we repeat the tactic." He snickers. "The black skulls might be faster, but they're not faster than me."
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 Three: Welcome to OClaire

Post by Tex Arcana »

Tex shakes his head. "@Ajax , surely you are fast, but the Coalition troops won't be running after you, their vehicles won't tire, and the range is great." He turns to the rest of the team, "We need to decide, are we going to join this band of refugees and be a part of their escort, or continue with our own mandate? We need intelligence, do the CS care about these people, are they mobilizing, or do we think they will mobilize once they know they have passed through their territory. We should be sneaky. Even if we win a straight up fight, we will then have put targets on ourselves. What if the stealthier of our group create a distraction, blow up a fuel dump, maybe taint their water supply so they all come down with the runs, or if there are any large animals, Rhino-Buffaloes, Fury-Beetles or the like that we could stampede through their camp to give them something else to focus on. Thus giving the refugees to move out of this area."
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Three: Welcome to OClaire

Post by Mars »

Tex Arcana wrote: Sat Jun 06, 2020 1:37 pm Tex shakes his head. "We should be sneaky. Even if we win a straight up fight, we will then have put targets on ourselves. What if the stealthier of our group create a distraction, blow up a fuel dump, maybe taint their water supply so they all come down with the runs, or if there are any large animals, Rhino-Buffaloes, Fury-Beetles or the like that we could stampede through their camp to give them something else to focus on. Thus giving the refugees to move out of this area."
Mars claps Tex on the back. "Now you're thinking like a tactician! You would be amazed how many battles have been won thanks to soldier's disease."

To @Ajax she says, "Hit and run. Nice. Play to your strengths. I love a good straight up fight myself, but, hey, I've never turned from a good tactic where the occasion called for it."
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 Three: Welcome to OClaire

Post by Phoenix »

The demo man looked at Gogurt after a fair amount of jawing had taken place. It was really simple, it really was. He had seen the CS wipe out towns before, heck he had even helped blow up a few when he worked for them. Maybe now was time to make amends, but he could only do it if the little furies wanted to stay and fight back. Die here and now or sometime later did it really matter? If they died fighting for something they loved... Now that would mater.

“Its your call Gogurt, stay, feed and fight. It sounds like we have the makings of a plan so it is not suicide. Or do you want us to escort you out?“ Willy’s vision of the golden locust had spurned Pheonix into the fight camp. You just don’t take a vision lightly,
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Venatus Vinco
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Posts: 2872
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Re: Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

Looming Threats
If discovering a large Coalition force in the area wasn’t bad enough, the presence of Tolkeen refugees (aka terrorists to the CS) paints an even bigger target on the quiet hamlet of OClaire. Before too long a quasi-council comes togethers made up of Adventure Inc. Lady Sarenna of the Tomorrow Legion, and Gozbert the diminutive religious leader of OClaire. On the matter of food and hospitality there is no question, the half-folk appear to be religiously motivated to offer hospitality, ”We’ll feed this group, but it will deplete our stores. If what you say is true, then we may not live to eat them all ourselves.”

The normally cheery monk seems gloomy at the news. For her part Lady Alderbrant gives a rousing speech about hope and light to be found in the safety of Castle Refuge. She is willing to take the families here with her. Goxbert is certainly reluctant, but knows with the depletion of their food stores and CS encroachment their days are numbered. With grim resolution, the leader makes up his mind.

”I believe it is time to pull up stakes. The people won’t like it, but this was only a matter of time since Tolkeen fell.”

Talk turns quickly to operational matters, the townsfolk need to be prepared for evacuation and it is only a matter of time before the Coalition finds the refugee column. Lady Alderbrant looks to Tex, and the rest of Adventure Inc.

”I know you have no stake in this game, but I know Lady Alexandre would not want to leave innocents to slaughter by the Coalition. Your assessment is most likely correct, if we move on they will not give dogged pursuit, but we must delay them long enough to get that far. I recommend we prepare to move as quickly as possible while you and my Legionnaires prepare a delaying action to cover the retreat. Is this agreeable?”
Prepare for War
This will be a series of Quick Encounters designed to montage through the preparations to leave. Each success and Raise will grant you either a Force token or a Tactical Advantage in the upcoming Mass Battle against the Coalition. Failures will result in disadvantages to represent mess up logistics, innocent bystanders, lack of coordination or whatever. Critical Failures will result in losing a Force Token. Each player can only contribute to one task.

”Come with me if you want to live”: Rounding up the townspeople and convincing them to leave their homes behind will not be easy. Gozbert and Lady Sarenna. Use Persuasion, Intimidation, or any other skill you can sell on me at -2 to help evacuate the townsfolk. Each success and raise adds a +1 Battle Plan modifier. Failure means innocent people will stand their ground and be slaughtered, make all Morale checks during the battle at -1.

Battlefield Prep: Prepare the field of battle for a defensive action by setting traps, building fortifications, digging trenches, etc. Use Repair, Battle, or Survival. Each success and Raise will add a +1 Tactical Advantage Modifier (max +4). Failure provides a -1 penalty instead.

Rouse the Troops: The Refugees are not all helpless. Find, equip, and organize a temporary militia of Tolkeen vets to help your cause. Use Persuasion, Intimidation, or Battle to find them at -2. Each Failure negates 1 point of the Battle Plan as there aren’t enough troops to carry out the plan.

Preemptive Surgical Strikes: Soften up the enemy by hitting supply depots, assassinating officers, or disrupting communications. Use Fighting, Shooting, or Stealth at -4. Each success and raise imposes a -1 penalty to the enemy Commander’s morale checks. Failure results in 1d4 Wounds that carry over into the battle.
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).
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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 Three: Welcome to OClaire

Post by Ajax »

Preemptive Strikes, -3 to enemy morale
Shooting: 1d10!!: [8] = 8
WD Shooting: 1d6!!: [15!!] = 15 + Burn: 1d6: [3] = 3
Ajax nods, the juice already pumping in his veins. "We shall make the black skulls regret even contemplating destroying such a place. Lo, I shall make a nuisance of myself." With that, he turns towards the enemy lines and breaks into a full gallop, eager to stretch his legs and make war against the coalition steamroller.
Circling from a considerable distance, he spots several patrols depart the vanguard. Methodically, group by group, he sprints to a position of advantage, then lies in wait for the squad to pass through his sight. As soon as the opportunity arises, he squeezes off a shot, felling a psi-stalker in the midst of his dog pack. Before the body hits the earth, he has moved to another position, squeezing off another shot. The lead dog boy falls dead. Before the group can figure where the shots are coming from, Ajax has moved on to find the next patrol. He repeats the process several times until the main camp is in an uproar.
Ensconced in a copse of trees to hide his bulk, he lies in wait, perfectly still. There they are. The lead pilots of the UAR Enforcers are moving double time towards their robots. Clearly, the assassination of several squad leaders is triggering a heavy handed response.
Just as he intended.
The juice Burns through his body. Time slows to a crawl. He can practically see the laser blast leaving the muzzle of his rifle, followed by the slightest twitch of aim and a second shot.
Got you.
The two pilots pitch forward, almost in unison, planting their faces in the ground, holes burned through the sides of their heads. Before the dust settles, Ajax is halfway back to OClaire.
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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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Three: Welcome to OClaire

Post by Phoenix »

Not to gloss over the details of lady Alderbrant’s speech, even Pheonix seemed moved enough to think whatever this Castle Refuge was must be a good idea. He cheered getting on his wolf, yelling ”Assasinate them!” Only moments later to fall off as a bullet from a long range sniper hit him in the chest. He hit the ground hard. Uggg. Well while I am down here I might as well gather the rest of my discarded pamphlets. Always looking at the upside of any dire situation he clutched his chest and replenished his stock of flyers extolling the virtues of New Lazlo.

Shooting 1d8! 1d6!: [3]+[5] = 8 -4= fail
Wounds taken: 1d4!: [1] = 1
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Three: Welcome to OClaire

Post by Tex Arcana »

Battlefield Prep wrote: Battlefield Prep: Prepare the field of battle for a defensive action by setting traps, building fortifications, digging trenches, etc. Use Repair, Battle, or Survival. Each success and Raise will add a +1 Tactical Advantage Modifier (max +4). Failure provides a -1 penalty instead.[/ooc]
Repair: 1d10!: [4] = 4
Wild Die: 1d6!: [2] = 2

With the decision that battle is inevitable, Tex shrugs his shoulders and rolls up his sleeves. He helps the wee-folk move their valuable items to root cellars and reinforce the supports within so the children and infirm have a place to hide during the battle.
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Erebus Caine
Posts: 121
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Re: Chapter Three: Welcome to OClaire

Post by Erebus Caine »

Shooting 9; Raise; -2 enemy morale
-4 difficulty, Trademark Weapon +1, +4 the Drop, +1 Scope, +2 Aim=+4
Shooting 1d12!!+4: [5]+4 = 9
Wild 1d6!!+4: [3]+4 = 7
Ammo used 8
2d6: [2, 6] = 8
Oclaire
Afternoon
Round 0

Caine frowned at Mars’ words. “We have our own mission, and it isn’t fighting a losing war against the Coalition on behalf of a bunch of short stack D-Bees,” he said. He felt a bit guilty as he saw Rose pass nearby.

Ajax explained his hit and run approach and Caine shook his head. “Coalition troops are more disciplined than that,” he said. “They won’t break out of eagerness. And they’ll have mobile artillery and air support. You won’t even get close enough to make your shot before you start taking fire from a UAR or a SAMAS.”

Tex agreed with him, and offered his own thoughts.

“They won’t have fuel dumps,” Caine said. “Likely their vehicles are nuclear powered. Electric, if we’re lucky. Then maybe there would be a generator we could blow, but that wouldn’t slow them much. And if there is an actual camp, their water will be self-contained. They won’t be relying off the land. They’ll be like us and have their own supply chain. That would be our best bet, to disrupt their supply chain. But that would require a much longer campaign before it started having an effect.”

Caine looked to Tim. “I can help with hunting,” he offered. “Possibly the giant beast idea.”

Caine listened to the leaders at the council. Gozbert seemed to understand the gravity of the situation. He had to roll his eyes at Lady Alderbrant. “Lady, I’ve been a soldier for a long time. I can smell propaganda a mile away,” he told her, not mention just for whom he had been a soldier.

The woman at least seemed to have some tactical sense. “I think we can work out some way to slow them down enough to get you all out of here and on the way to this Refuge,” Caine allowed.

Caine picked up his rifle. “I won’t be back until you’re ready to leave,” he said. “I’ll check in every hour.”

He turned to find Rose behind him. She held out a small sack containing some food. “Stay safe,” she told him, brushing back her red hair.

Erebus looked down on the halfling uncomfortably. “You too,” he said. “Don’t try to be a hero. Pack what you can carry. Leave anything that will slow you down.” Then he strode off.

Caine applied some camouflage paint and disappeared into the wilderness. Once he reached the Coalition camp, he did a perimeter survey and found a good place for a sniper’s nest. He took some time to fashion a ghillie suit and then settled into position. He ran his scope over the camp, seeking the telltale signs of officers.
Turn
Free Action:
Action:
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 0/3
Rifle Ammo: 51/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Three: Welcome to OClaire

Post by William Rufus »

”Come with me if you want to live”

Persuasion: +2 Battle Plan modifier.
[
roll=1685]1d8\u0021\u0021[/roll] -2=0
Wild Dice 1d6!!: [2] = 2
Spending a benny to see if I can change this
Persuasion: with benny 1d8!!: [4] = 4
Wild Card with the benny 1d6!!: [10!!] = 10 -2=8 success and a raise

William goes and tries to get the Town folk to get ready to leave , not to many of them want to leave. He hears "This is our home and we survived worst than this. We will never out run those big guys."

William is having a tough time trying to persuade anyone to do anything. They think he is just Mr Fancy Armor.

Logic doesn't seem to work either. Then snaps out his wings and speaks loudly to all. "Listen to me please!" He takes a deep breath and tells a story. "On my world there was a small village such as this. The Angels came by and told the town to leave, because a devil’s horde was just a day away. The town said, much that same thing that you said, 'Oh no, they won't attack us, We can't out run them.' and many more excuses. Well the next day came and the horde descended on the town killing and eating everyone in the town, Yes, the people tried to hide, they went into the basement and the sewers. But the devils hunted each and every one down. Every one of the citizens down gone just bits and pieces left, or so they thought. Daylight came and an Angelic host with Guardians and the Army arrived dealing out justice to the horde that destroyed the town. In the wake they found a young lad that looked like he was dead. He had been caught and spiked by the arm on a side of the building, left for desert maybe. But that young lad pulled himself from the side of the wall somehow and crawled away to a collapse building and hid between the crack in the concrete."

William takes his gauntlet off his left hand along with the bracer and the crowd sees an old wound in his for arm. "Don't let this happen to your village and your families because of your pride. For one thing once we leave here, there is no coming back. No one to find a hidden child."

"You have two choices. Everyone forgets you and this village, because you stay, or you come with us and tell the tale to your grandchildren about the time a village escaped certain doom. I can’t tell anyone from my village, but maybe I can find a new village that I can say I'm from and a new family."
Dice rolls
1d8!!: [2] = 2
1d8!!: [1] = 1
Wild Dice 1d6!!: [1] = 1
Persuasion: with benny 1d8!!: [6] = 6
Last edited by William Rufus on Tue Jun 09, 2020 5:57 pm, edited 1 time in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Three: Welcome to OClaire

Post by Mars »

Mars takes careful aim at a Coalition comms array and introduces it to her fireburst rifle. As it turns out, magical plasma and sophisticated tech are not good bedfellows, and
Shooting 1d10!!-3: [8]-3 = 5 , Wild 1d6!!-3: [5]-3 = 2 . +1 Shooting from MOH partially offsets -4 scene penalty.
.

She manages to slip away before they can pin her down, and grins to herself at her act of sabotage.

Fog of war.
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 Three: Welcome to OClaire

Post by Tiny Tim »

Rouse the Troops 6
Intimidation (-2 due Difficulty, +3 due Size)
  • Intimidation: 1d4!!+1!!: [5!!]+1 = 6
    Wild: 1d6!!+1!!: [5]+1 = 6
    Result: 6 - Success.
Venatus Vinco wrote: Sun Jun 07, 2020 11:04 am Looming Threats
Rouse the Troops: The Refugees are not all helpless. Find, equip, and organize a temporary militia of Tolkeen vets to help your cause. Use Persuasion, Intimidation, or Battle to find them at -2. Each Failure negates 1 point of the Battle Plan as there aren’t enough troops to carry out the plan.
Scampering over in front of the refugees Lady Sarenna was escorting, Tiny Tim was definitely not happy.

"Now I understand that you are going to that Castle Refuge as refugees, but you have taken the food offered by these nice people. You being here, however, has brought danger to these same nice people. I can see from the lack of reaction of some of you that you know how to point the right end of a gun towards enemies, and those of you are the ones I NEED. You NEED to help these poor people and those you are travelling with. I will recognise you in the future, and as you probably know of my kind, we can be VERY bad to have as enemies. You may think that your discretion about your experience will help you remain safer. If you do not help us, however, you MAY end up having a VERY upset Dragon who MAY turn up at any time to make his displeasure known to you very personally. Do I make myself understood?"
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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Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Three: Welcome to OClaire

Post by Icosa »

Icosa finds herself circulating among the refugees. There are telltale traces that some of them are more heavily armed than one would expect from civilians. Thermal blooms from small power plants. Electromagnetic signatures consistent with accelerator barrels. The outlines of armor under clothes. One by one she approaches these individuals, politely asking for a moment of their time. One by one she asks for their aid in protecting the ones who are not equipped...either with tools or with experience...to fight. Not all of them agree. They are already fleeing a lost war, after all.

But some agreed.

She hoped it would be enough.

Rolls: Rousing the troops 4, 1 benny spent
Persuasion 1d6-1!!: [2]-1 = 1 Wild 1d6-1!!: [2]-1 = 1
Benny
Persuasion 1d6!!-1: [4]-1 = 3 Wild 1d6!!-1: [4]-1 = 3
Last edited by Icosa on Sat Jun 13, 2020 6:29 pm, edited 1 time in total.
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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Re: Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

Battle of OClaire
With the battle plan drawn everyone sets to work. Ajax, Phoenix, Mars, and Caine skulk off into the enemy lines to wreak havoc - and they do. Supply lines, officers, communications equipment, all fall to their surgical strikes. There is no question that the ability of the enemy to move through their lines unimpeded weighs heavily on the minds of the CS troops. It also informs their commander’s battle plan, a heavy frontal assault designed to deal a decisive blow before the legend of the enemy grows.

Tiny and Icosa rouse some additional defenders from among the Tolkeen refugees. While many of them are innocents, more than a few are veteran fighters and their presence bolsters the ranks of the meagre defenders. Although, standing against the Coalition war machine is no easy task.

The advance elements begin to appear on the horizon as UAR-1 Enforcers and Mark V APCs roll toward the town and begin to create a wedge formation. Above them SAMAS Power Armor units fly close air support. Dealing with them will require special attention. In advance of the fight a team of Coalition Special forces emerges from secret underground tunnels and begin to creep into the defensive lines, bent on payback for the havoc caused by Adventure Inc. among their own rear echelons.

At least the CS approach is along the lines of preparations, the world of Tex and the townsfolk means there are at least a few obstacles and fortifications between the CS company and the fleeing refugees. This also gives time for William and Gozbert to clear the town and hurry the halfolk into the fleeing refugee column.

Lady Sareena orders her Legionnaires, the largest and most professional fighting force among the defenders, to take up their defensive positions. They seem set for the grim task, this is why the Legion exists - protect the innocent and build a better tomorrow. She raises her gleaming psi-sword over her head and shouts, ”Tomorrow!”

The legionnaires send up a great cheer. Hopefully they actually make it to tomorrow.
Mass Battle
Read the rules. Roll the dice. Narrate your actions. Your heroes will add benefits to Mar’s battle roll or take away from the enemy commander.

Your biggest advantage is that you’re all Wild Cards. Milk it, spend bennies, spend EP, otherwise the refugees and the hobbits will fall to the CS in spectacular fashion.

The CS also has Wild Cards, but only 4, so I will roll for them and narrate their actions as we go along too.

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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Three: Welcome to OClaire

Post by Tiny Tim »

Stealth 11...+2 to Mass Combat Result
Stealth (+4 instead of -4 to Notice)
  • Stealth: 1d8!!+4!!: [2]+4 = 6
    Wild: 1d6!!+4!!: [1]+4 = 5
    • Bennie Re-Roll
      • Stealth: 1d8!!+4!!: [7]+4 = 11
        Wild: 1d6!!+4!!: [5]+4 = 9
    Result: 11 - Success with Raise.
    • Battle Effects Roll: 2d6: [1, 3] = 4
      • Terrorize: The fighter’s fury terrorizes her foes. The enemy commander subtracts 2 from his Spirit roll if forced to test morale this round.
        • Choose the +2 to the Result instead.
Creeping stealthily around to the flank of the oncoming Coalition forces, Tiny Tim makes his way towards his target... an Enforcer robot. He was told that it is what Mars called a distraction on this flank, and that taking it out would cause them to react and send other heavy units from other places to deal with whatever threat took out the robot. Taking the two carefully camouflaged plastic containers, Tiny Tim connected them together as Phoenix had drilled into him and threw the package that weighed as much as a full sized man at the Enforcer's feet, scooting back to the forest cover as he waited to see the WONDERFUL explosion...

BOOM!!!!!!

Feeling the shockwaves from the explosion almost 100 yards away, Tiny Tim melts back into the forest to meet up with his friends.
Last edited by Tiny Tim on Mon Jun 15, 2020 9:43 am, edited 2 times 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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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Three: Welcome to OClaire

Post by William Rufus »

8 success plus a raise

Faith
OOC Comments
1d10
Faith Roll: 1d10: [5] = 5

Wild Dice:
1d6
Wild Dice: 1d6!!: [5] = 5
Spending a Benny

Faith
1d10
Faith roll 1d10!!: [6] = 6 +2=8

Wild Dice:
1d6
Wild Dice: 1d6!!: [5] = 5
Battle Effects Roll
2d6
Battle Effects Roll 2d6: [1, 5] = 6

When the groups get together there are so many good Ideas
William brings up a couple like smoke screens, if we set several small fires belching black smoke it might cover our movements. You put tires on them and a thick sticky smoke is let loose and It might cover some or the sensors the key is the wind. “Over all it might cause some confusion. Force the air borne to go low because they can’t see. Now to get the fires going, dig underground fire pits, they will be easier to protect from the CS trying to put them out. “

“Next suggestion is setting up trap door spider holes so we can come out behind the enemy’s front line.”
“If we have some demolitions, we can try to cripple the enforcers. This is like setting up a Prairie dog town. Hit form several points when the enemy gets close fall back and blow the tunnel. Pop up somewhere else and repeat. But we need to change the tactic a bit. Because like any well-trained military they will be expecting the same tactic.”

If one of the people that came with the refugees had elemental powers this task would be easy. The main Idea is to knock down their enforcer bots and tie up the infantry. I know we have some minis we can use them like mines to blow the enforces feet.”
“I will volunteer to be one of the ones in front.”

When the battle begins this small group plays a waiting game. They are waiting for a signal to pop out and to state the assault. Eventually it comes!

The fires are going and adding to the cloud of war. The groundhog force is a mixed group, it has some magic users, D-bees, castle refuge regulars and villagers with them and they are out for revenge. The use of smite on the missiles and to the lethality of the missiles as they are used as the attack begins.

The mines go off and adds more to the confusion in the rear. Dust is thick in the air, damage is done to Some use TK to place the missiles, as makeshift IED’s in the most vulnerable spots on the legs.

This is just a quick attack and then retreat through the prepared route, to set up the next attack when the CS comes to the whack a mole hole more charges go off collapsing that area and maiming and killing the soldiers and destroying or eliminating the enforcers as a useful unit.

William, uses his powers to bring down or eliminate the CS that are up close. With his protection on, he Blast the enemy with Stun and Burst and Smite. He lays several of the troops helpless while the Burst takes out the enforcers from behind. After the first few seconds the retreat for the Groundhogs is given and they fall back to the next area.
Power Point 3d6

Power Points used 3d6: [3, 1, 3] = 7
Last edited by William Rufus on Sat Jun 13, 2020 7:23 pm, edited 6 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
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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Three: Welcome to OClaire

Post by Phoenix »

Stealth 1d8! 1d6!: [7]+[1] = 8
Total is 6, +1 I gather...
Still smarting from the shot he took during the groups prep round the psi ghost wandered intangibile into a few of the robot armors dropping grenades in the cockpit before dissipating away. “Happy Birthday!”. While such an effort was possibly worth a song or two at a dive bar in the NGR, there was a bonus visiting some CS soldiers engaged in the heat of battle. They each were hand delivered a pamphlet extolling the virtues of New Lazlo! Maybe a few would come vacation their some day and the city would see a small increase in tourism.

1 wound
1 fatigue
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Three: Welcome to OClaire

Post by Ajax »

Ranged Violence, +2 to Battle roll
Shooting: 1d10!!: [9] = 9
WD Shooting: 1d6!!: [2] = 2
Battle Effects table: 2d6: [4, 1] = 5
Moving targets are more difficult to hit. Ajax lives that axiom. High speed strafing runs, erratic movement patterns, and withering rate of fire combined with fierce efficiency and deadly accuracy equal devastation. CS grunts, dog boys, psi stalkers, hovercycle pilots, all fair game. The wholesale violence employed by the centaur even claims a SAMAS or two. Ajax draws fire, moves, sends fire, and repeats the cycle. Sure, their fire might catch up to him, but not today. Not yet. He's little more than a distraction for the main thrust, anyway.
Still, this is a lethal distraction.
Scores of enemy troopers fall, wounded and wailing. The havoc of war echoes in his ears but the juice shuts it all out, letting him focus on the next trigger squeeze, the next grenade, the next foe. When seconds are a lifetime for you, you find you can focus more quickly and more accurately. Economy of motion, economy of munitions, all net pure combat effectiveness. This is what Ajax was made for. Dealing death is his gift. Dealing it fast is his specialty.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Icosa
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Location: 1st SET

Re: Chapter Three: Welcome to OClaire

Post by Icosa »

Icosa went in solo for what she had in mind, flanking around the incoming troops and taking out a couple of scouts...then altering the configuration of her nanotech outer layer to resemble their armor. Thus concealed she made her way back behind their ranks, pretending to have a damaged helmet comm system when stopped by a couple of other soldiers who had tried to signal her. They directed her back to the support column. Very helpful.

From there she began singling out targets of high importance and killing them. Officers, technicans and communication specialists. People who would not normally be in the line of fire but were needed to make an advanced army work effectively. After she showed her true colors, it became a running firefight, though her unnatural durability gave her an advantage until heavier support weaponry started turning up. The chaos was intense, particularly when psi-hounds and psi-stalkers couldn't sense her at all.

In the end the operation was technically successful, though the Coalition had caught on faster than she'd hoped and managed to protect most of the really important systems and personnel. Though she managed to escape without much damage, the effort of shapeshifting so much and keeping up a constant high pace caused a drain in her power that there simply wasn't time to correct immediately. She was forced to withdraw therefore, back to friendly territory...and hope that her efforts did some good.

Rolls: Fighting 7; +1 combat result
Fighting 1d10!!+2: [5]+2 = 7 Wild 1d6!!+2: [1]+2 = 3
Hragh...ok, I still got a benny. Lets use it.

Fighting 1d10!!+2: [2]+2 = 4 Wild 1d6!!+2: [5]+2 = 7

Well that was a waste. Dangit. :)
Last edited by Icosa on Tue Jun 16, 2020 3:40 pm, edited 2 times in total.
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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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Three: Welcome to OClaire

Post by Erebus Caine »

Shooting 5; +1 Support
Shooting 1d12!!: [5] = 5
Wild 1d6!!: [3] = 3
Ammo 11
2d6: [6, 5] = 11
Oclaire
Afternoon
Round 0

Erebus Caine took up an overwatch position where he could see the advancing Coalition wing. Most of the officers would be safely ensconced in the armored vehicles or in a SAMAS, but junior officers would be fair game. He also covered the gophers when they popped up after the advance rolled over them.

Unfortunately, during the encounter Caine’s position was spotted and a SAMAS sent a volley of mini missiles to drive him off the bluff. He was tossed about by the explosions as he scampered away, but managed to rejoin the others in the town to continue the fight.
Turn
Free Action:
Action:
***

Fatigue: -1 Bumps and Bruises (24h)
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 0/3
Rifle Ammo: 40/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Three: Welcome to OClaire

Post by Tex Arcana »

Spellcasting: 1d10!: [1] = 1
Wild Die: 1d6!: [5] = 5
PPE Used: 3d6: [2, 1, 3] = 6
Bumps & Bruises: -1 (Fatigue for 24 hours)

Tex is still sweating from his manual labor helping the folk of OClaire prepare defenses and fortifications. The mage moves to the edge of the town that will be first hit by the battle. He casts his magic to generate an illusion of the refugees and half-folk running away in a different direction as if they were going to attempt to flank the CS troops.
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Venatus Vinco
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Re: Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

Lady Sarrena
Lady Sarrena Fighting 1d12!! / 1d6!!: [5]+[5] = 10
CS Wild Cards
Cat. Ronald MacDonald Stealth 1d8!! / 1d6!!: [20!!]+[5] = 25
Capt. Thurston Gwent Driving 1d8!!/1d6!!: [14!!]/[7!!] = 2
Sgt. Uma Thorn Shooting 1d10!! / 1d6!!: [8]+[3] = 11
Lt. Dan Steele Piloting 1d8!! / 1d6!!: [3]+[1] = 4

Battle Table
MacDonald 2d6: [5, 2] = 7
Gwent 2d6: [3, 3] = 6
Thor 2d6: [5, 4] = 9
Major Melinda Johnson - Battle 23
Battle 1d10!!+14 / 1d6!!+14: [9]+14+[2]+14 = 39
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Three: Welcome to OClaire

Post by Mars »

Battle 1d4!: [3] = 3 , Wild 1d6!: [5] = 5 , Conviction 1d6!: [2] = 2

Benny to re-roll 1d4!: [2] = 2 , Wild 1d6!: [2] = 2 , conviction 1d6!: [4] = 4

Benny againy 1d4!: [1] = 1 , Wild 1d6!: [1] = 1 , conviction 1d6!: [5] = 5

Ruh roh


Mars is entirely in her element, seeing the battleground clearly through her remaining good eye. Every move the enemy commander makes, she counters perfectly. They bring up their archers, and she sends in her cavalry. They bring around siege engines, and she fires the ballistas. And at the opportune moment, she orders in the legion and her own cavalry, the horse-mounted warriors screening the foot, and turns the skirmish into a route. Everywhere she looks, her men are stabbing with gladiuses and spears, spilling the lifeblood of her foes on the field and fertilizing the green, green grass...

And then something explodes near her head. ”What the...?” In that instant, she is transported, and her beautiful, well-ordered legion of ancient soldiers disappears. Instead of an endless green field populated by the victorious Southern Legion of Rome, she finds herself in a drab little town of halflings with a rag-tag band of defenders and the might of the Coalition bearing down on her.

”Oh, frak,” she says, as the screams of the dead and dying reach her ears.
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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Venatus Vinco
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Re: Chapter Three: Welcome to OClaire

Post by Venatus Vinco »

Battle of OClaire
It was one of the classic blunders: “Never get involved in a land war in Asia, and never fight the Coalition Army head on.”

The team of rag-tag defenders, led by Adventure Inc. put up a valiant effort. Tiny Tim uses explosive rocks to create space, but the CS grunts just fill in the expertly and efficiently, keeping their steady advance forward.

Beneath the town, Captain Ronald MacDonald’s special forces troops move swiftly and silently through pre-built tunnels - made weeks in advance of the assault. They emerge behind the Tomorrow Legion troops, catching them hard in flank. Lady Sareena and her people fight like banshees but the sheer speed and surprise of the maneuver takes them out of the fight.

William and a group of mixed forces pop up from pre-dug positions and assault the oncoming Coalition forces. Their first salvo is highly effective but they suddenly find themselves retreating faster than expected as the UAR-1 Enforcer platoon, led by Sgt. Uma Thorn, make fast work of their puny earthworks defenses. An orderly fall back soon turns into an outright panic as the giant war machines stride forward with little on the battlefield to challenge them.

Ajax churns out round after round of rail gun fire, mowing town anything that comes into his field of view all while changing positions so quickly no one can get a bead on him. Unfortunately for Ajax, he is not quite as fast as a SAMAS. While Lt. Dan Steele and his SAMAS group are not the most accurate shots, they make up for it in volume of fire and manage to pin the Centaur down under cover with withering fire of their own.

Nearby, Caine picks off a few stupid deadboys who don’t know to keep their head down, unfortunately a stray missiles from a SAMAS sends him rolling for new cover.

Icosa covertly enters the rear echelon of the Coalition formation, wreaking havoc among the communications and logistics troops who are supporting the man advance. It’s a good move, but these are veterans of the Tolkeen conflict used to fighting shape shifters and invisible foes. The rear guard quickly reacts and forces Icosa to withdraw after her initial deadly onslaught.

Using magic Tex also manages to throw off some troops as they break lines to chase an illusionary group of escaping halflings. It doesn’t take long for the squad leader to reorganize his men, but it does by a few precious seconds.

With the legion forces isolated, the UAR-1s chasing the refugee forces, and the SAMs pinning down everyone else, the Coalition ground forces have nothing to slow their move toward the city. To ensure victory, and protect his brandy factory, Capt. Thurston Gwent takes advantage of the opening to drive his Mark V APC right through the small earthen wall of the town and dismount troops in the streets. They secure the distillery and then move from house to house to clear the town.

For her part, Mars just watches the carnage unfold, seemingly frozen in the horror of the moment (+1 bennie for a good Crit Fail response).

Fortunately for everyone involved the CS commander is not bloodthirsty. She orders her forces to hold their ground as the halflings, adventurers, and legionaries retreat and join the column of retreating refugees. The SAMAS units follow the refugee column for a few hours, until they are deep into the wilderness of Wisconsin.

It is a sad parting as the halflings join the rest of the refugees, driven from their homes by war. Hopefully the Tomorrow Legion can provide some measure of refuge. As the refugees head eastward, Adventure Inc. sets their sights, again, to the west. Which unfortunately, takes them closer to CS Minnesota.
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Phoenix
Posts: 57
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Three: Welcome to OClaire

Post by Phoenix »

“What the fuck just happened?” That was all the psi ghost said before he went translucent hopped up on his White Wolf who was munching on a dead giant tosd and road into the fading sunset that was CS Missouri. He left behind his sack of 28900 red pamphlets extolling the virtues of New Lazlo twisting in the wind knowing whatever they said That City stood for was a damn lie. He had been in the war on both sides, he had seen death... But what had happened here was something far more horrific.

1 fatigue
1 wound
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Three: Welcome to OClaire

Post by Ajax »

Now is not your time. This is not your end. You can run. RUN! A voice in his head drives his retreat, despite every fiber in his being hating the idea of giving up. Seeing a break in the barrage, he reacts. He leaps from cover to a mercurial gallop in two steps, leaving behind the charging CS forces. He radios to the command group. "We are undone! Let us live to fight another day. No songs of glory will be sung of this day." Thankfully, the Coalition troops aren't intent on slaughter beyond achieving their objective. He reunites with the column of Adventure, Inc., but can barely muster enough courage to look the defeated and displaced halflings in the eyes. He grits his teeth and turns west to resume the expedition, but a darkness takes over his mood.
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
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Three: Welcome to OClaire

Post by William Rufus »

William listens to the others and then speaks up, "Kobayashi maru, the no win scenario. We didn't have a chance to win. The town was going to fall. It was just a matter of time and if we could get the town people out. I see now why you talk about the CS that way. They were juggernauts, out on the field no matter what we did they didn't reel for long they just kept coming and passed us by. Maybe that is the lesson we need to take into hand for this event. Our battle cry 'Remember Oclaire' Move fast and get to the objective."
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 Three: Welcome to OClaire

Post by Ajax »

Ajax nods grimly at @William Rufus. "Perhaps you are right. The town was filled with those who make merry and feast heartily. If you intend to fight a war, it is best to bring warriors. Even though each of our outfit is a warrior in their own right, we are not an army." His melancholy fades somewhat as the juicer mood drugs once again take over his system. Still, the loss weighs heavily on his mind.
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 Three: Welcome to OClaire

Post by Tex Arcana »

The eruption of the CS Sappers, the run to the APC, the race out of town waiting to be struck by the heavy weapons of the CS Robots are all a blur to Tex. He sits in his seat, the harness half on, his arms rest on his legs, his hands dangle, his head bowed. His body armor is streaked with soot and dirt. His face surprisingly clean beneath the face plate, belying the strenuous effort he had just done.

"Could we have done anything different to help the refugees get away and not endanger the town?" Tex shakes his head. He listens to @William Rufus say the town was doomed. "The CS weren't interested in that town for other than what it provided for free. If we and the refugees had not stopped there, they would still be making wine and frolicking."

"This is like finding out that a skunk fell in your well after you've pulled up a bucket and taken a sip."

"They are sure to know which way we are headed, even if they don't give chase. We need to avoid CS territory as much as possible, and keep a low profile," he adds.
User avatar
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Three: Welcome to OClaire

Post by Mars »

Mars slumps, head bowed and shoulders shaking, and she’s not sure if she’s laughing, crying, or just breathing.

That shouldn’t have happened! How could you let that happen?!

Me? How can you possibly blame me for this? That wasn’t my memory!

Well it wasn’t mine, either! This damnable body is too weak still. It’s taking too long to adjust.

Well, it’s the only one I’ve got, so if you don’t like it, why don’t we trade seats?

No! We have an arrangement, and I have need of this body. I will adjust. It will be fine. It just takes... time.

And the halflings? What about their time?

Quietly, almost imperceptibly, Mars begins to whisper over and over again, ”Casualties. Wars have casualties. Casualties of war. Just casualties. Casualties. Wars have casualties...”
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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Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Three: Welcome to OClaire

Post by Icosa »

"Wow," said Icosa as she rejoined the others after running tailguard to ensure their retreat wasn't being further pursued. "That was really bad, you guys! I mean, the odds were against us to start with, and most of us did their jobs decently well, but it all kind of fell apart there, didn't it?"

Despite her words, her tone was one of honest surprise and befuddlement.

"I'm REALLY glad we didn't try to stay and fight though! We were not ready for that level of opposition! On the other hand, glass half full, I did collect a great deal of very valuable data on the Coalition and their military tactics, equipment and threat level. And they did let us retreat with minimal civlian casualties so there's that."

She gave two thumbs-up. "Yaaaay..."
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 Three: Welcome to OClaire

Post by Tiny Tim »

The results of the battle were shocking to Tiny Tim. The young Dragon had never experienced real failure before. He had lost some of the friends he had made among the Half Folk. He had to have someone to blame... a rage deep within his heart started to burn... a rage against the Coalition. It was their fault for all the deaths among the Half Folk and the refugees. They would pay in due time for what they have done... eventually. As a Dragon, Tiny Tim could play the long game. He would remember this Captain Ronald McDonald, Sgt. Uma Thorn, Lt. Dan Steele, and Capt. Thurston Gwent. They were the ones who commanded the battle for the Coalition. In time, they would regret taking out OClaire. In time...
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
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Three: Welcome to OClaire

Post by Erebus Caine »

Oclaire
Afternoon
Round 0

Erebus Caine sat in the transport with the others, licking his wounds. His entire body ached from that rocket blast that had dislodged him from his overwatch position. He channeled his anger at the outcome of the battle into meticulously disassembling and cleaning his rifle. They shouldn’t have tried to take on an entire Coalition army. He should have known better. Gingerly he reached for a cold bee and pressed it against a bruise on his side.
Turn
Free Action:
Action:
***

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