Chapter 5: The Valley of Frozen Tears

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Venatus Vinco
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Chapter 5: The Valley of Frozen Tears

Post by Venatus Vinco »

The Valley of Frozen Tears

Searching the rim of the chasm the group uncovers a series of markers left hidden by Angelo's people. The markers lead to a somewhat safe path that descends down to the canyon floor. The massive vehicles struggle on the narrow track but eventually the team slides to the icy floor of the chasm. The high ice walls block out any sun coming in, making it nearly pitch black despite it being nearly midday. Not doubt once the temperate drops this icy chasm will be even colder than the surface.

Shining lights on the walls causes many reflections and shadows, but also shows the outline of frozen oblong shapes that look like beads of water that froze on the canyon wall. Angelo whispers quietly to himself at the sight of these frozen tear drops, "The valley of frozen tears."

Not wanting to find out what makes people cry down here the group presses on, following markers etched into the ice wall and eventually finding the entrance to a massive cavern on the opposite wall of the canyon that looks like a tunnel under the ice. It's pretty clear Angelo's people went this way, and it explains their sudden disappearing act.

Wind howls down the canyon and what little light begins to fade. The cavern is easily large enough for the vehicles, but its hard to penetrate its inky blackness.
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Bryan
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Re: Chapter 5: The Valley of Frozen Tears

Post by Bryan »

Bryan peers into the chasm and lets out a low whistle. "I can jetpack down there and scout ahead, if you'd like? Anyone know if there are any kind of predators down there?" he glances toward the russkie.

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steelbrok
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Re: Chapter 5: The Valley of Frozen Tears

Post by steelbrok »

Hey Angelo," Steelbrok quietly asks, "Is this somewhere your people ever spoke of? Been before? Planned on coming to? You seem to know something about this place"

In the meantime he keeps a sharp lookout, glad to be unimpeded by the darkness
Steelbrok
Steel's Vital Statistics
Bennies 7 (5+1 from VV post 23/10/20 +1 for Interlude)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour
Credits 1300
Valuable nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)

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steelbrok
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Re: Chapter 5: The Valley of Frozen Tears

Post by steelbrok »

Steelbrok looks around. He realises he's been enjoying himself too much in this strange new world and just letting himself being carried along by events. It's about time he got a grip of himself and the situation.

"Listen up!" Warrant-Lieutenant Paris of His Majesty's Army barked, "Maks, give these tracks a good look over, see if they're consistent with what Angelo think's his family would leave. Par! Give Makenna a hand and rest up those arcane powers of yours.
Thursday! Get high and keep your eyes open. Don't forget to look up as well as each way along this crevasse.
Palach! Make sure the vehicles are in go condition and are positioned to roll. Could be into this cave or back the way we came. Either way we want to be able to do it quickly.
Bryan! I want you just inside that cave mouth. Make sure you use your scope. You're on overwatch for the scouting party.
Damien! You and I are going to take a little walk into this cave, you want to have a gun or a sword to hand? If you go ranged I'll have Vlad to hand, you prefer hand to hand and I'll keep Vera out."
Steelbrok
Steel's Vital Statistics
Bennies 7 (5+1 from VV post 23/10/20 +1 for Interlude)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour
Credits 1300
Valuable nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)

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steelbrok
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Re: Chapter 5: The Valley of Frozen Tears

Post by steelbrok »

OOC Comments
Assumes people are happy with the above plan and Damien prefers melee weapons
Steelbrok advances cautiously into the cave, keeping as clear as possible of Bryan's arc of fire and looking to not get too far away from Damien. Vera swings lightly in his hands with Violet and Velma on his belt and Vlad in a back/shoulder carry. He scans the cave as they carefully move forward

General observation: Notice 1d6!!+4: [5]+4 = 9 360 degrees, no lighting penalties
Wild die 1d6!!+4: [4]+4 = 8

Danger Sense (if needed)
Notice 1d6!!+4: [4]+4 = 8 -2 for Danger Sense (sorry, forgot) = 6
Wild die 1d6!!+4: [5]+4 = 9 -2 = 7

Steelbrok
Steel's Vital Statistics
Bennies 7 (5+1 from VV post 23/10/20 +1 for Interlude)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour
Credits 1300
Valuable nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)

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Par
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Re: Chapter 5: The Valley of Frozen Tears

Post by Par »

+1 Support to Makenna Griggs
Zen 1d10!! or Wild 1d6!!: [1]+[5] = 6
Survival to support Makenna Griggs 1d4!! or Wild 1d6!! (Was tempted to use ridiculous notice, but that felt cheesy.): [5!!]+[1] = 6
Par starts looking around the area for other more subtle signs. Something here must be relevant and show information they did not expect to leave. As he clears his mind he realizes scratches in the ice, small forgotten items or even stains such as from food or wounds could all be significant. As he begins noticing details he points them out to @Makenna Griggs to see if any of them make sense to her. "Perhaps this is relevant?"
Partum Artifex
Bennies: 1
-1 reroll scouting
-1 reroll lower driving

PPE: 11 / 35
ISP: 10 / 20
STAFF: 10/10


Partum Artifex
Rank: 1 Advances Left: 0
Race: Wood Golem
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Pace: 6; Parry: 2; Toughness: 14 (7)
Skills:
  • Athletics d4
  • Common Knowledge d4
  • Faith d10
  • Notice d10+2/+4 (Danger Sense, Sixth Sense, Ignore illumination)
  • Occult d10
  • Persuasion d10
  • Psionics d10
  • Stealth d4
Sentient Wood Golems
Are created by transferring a living soul into a prepared plant based elemental body. They come in a variety of forms, however usually humanoid forms are preferred. Once inhabited the plants retain their living nature, but are able to animate and sustain through the magic in them.

Iconic Abilities
  • Arcane Duality: Two arcane backgrounds do not overlap with edges.
  • Cybernetics: Like all else.
  • Enemies: Lots of people hate the awesome.
  • Higher Standard - Code of Honor: Par is a true believer in what is right and his mother's teachings influence him to his core.
  • Power Activators: Mystics must have hands free and power of speech to use Miracles.
  • Arcane Background (Miracles): 10 PPE, 3 spells and d6 Faith
  • Master of Magic: Access to mega power modifiers for Miracles
  • Power Points (Miracles): +5 PPE
  • Arcane Background (Psionics): 10 ISP, 3 powers, Psionics d6
  • Major Psionic: May spend ISP to enhance Psionics and Doubles ISP
  • Cosmic Confluence: May convert PPE and ISP on a 1 to 1 basis.
  • Mystic Senses - Alertness: +2 to Notice rolls
  • Mystic Sense - Danger Sense: +2 to detect danger, or roll on uncontested danger
  • Spiritual Awareness: May use Detect/Conceal Arcana as innate with the range self and aspect limitations.
  • Spiritual Awareness: Can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
  • Spiritual Channel: May use divination without spending PPE/ISP. But must make a vigor check for this the stupidest of all powers.
Hindrances
  • Vow (minor): To feel his father’s love
  • Pacifist (minor): Will only harm in self defence
  • Heroic (Major): Par is a true believer and will help those in need whenever he can.
  • Loyal (minor): He loyal to his allies and friends
Selected Edges & Source
  • New Powers (Racial Adaptable): The character gains two new powers
  • Master Psionic (Hindrance): Gains access to mega modifiers for Psionics. Mind reading and elemental manipulation added to the available power list.
  • Sixth Sense (Hindrance): Enhanced Danger Sense, normal success starts on hold and on a raise may perform immediate defensive action.
  • Zen - (Hero’s Journey, retrapped Jack of All Trades): May make a smarts roll success gains d4 skill, raise gains d6.
  • Adept (Hero’s Journey): May activate select miracles as an innate self only ability.
  • Power Points (Nov 1): +10 ISP

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Venatus Vinco
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Re: Chapter 5: The Valley of Frozen Tears

Post by Venatus Vinco »

Into the Darkness
It doesn't take long for the group to find more markings from Angelo's people. They are cleverly hidden but once you know what to look for it is much easier. The temperature warms as the group descends further into the massive cave. There is some sort of geothermal heating going on. The massive vehicles scrape along the sidewalls and navigate the steep inclines.

After a long while in pitch blackness a massive cavern opens up to reveal an underground shanty town. It's warm and lit by any number of torches and modern lights, casting long eerie shadows. Angelo is quickly able to talk his way past the guards, whom he seems to know, and the group is allowed to enter on foot.

Image

"Welcome to my home. It isn't much but it is warm and hidden from the warlords. We will find babushka and ask about your thief but first, perhaps some eating and dancing!"

OOC: The cavern is your oyster. What would you like to do?
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Makenna Griggs
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Re: Chapter 5: The Valley of Frozen Tears

Post by Makenna Griggs »

OOC Comments
Holding this spot for any rolls.
Makenna considers Angelo's question, then takes a look at her party members and takes note of a few of them. Steelbrok, Par, Thursday... They all have amazing abilities, and probably more than one way to see farther than her normal eyes could. Considering the vast terrain they had to travel to get here, she considers how likely it would be for enemies to find them before she ever saw them coming. "Does this place sell any cybernetics?" She asks.
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3

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Par
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Re: Chapter 5: The Valley of Frozen Tears

Post by Par »

Parlux around fascinated by the display. That something like this could exist hidden away is exactly the reason why he wanted to be able to travel. Although he always wanted to follow in his father's footsteps and to impress his father. Being so atracted to exploration and such a strong wanderlust was something that he had inherited and it remained long after he died. Looking over at Angelo Par says. "I would love to dance and eat and join your friends this is amazing."

His heart set on learning all he could Par heads down into the cavern to learn all he could of these wonderful people.
Partum Artifex
Bennies: 1
-1 reroll scouting
-1 reroll lower driving

PPE: 11 / 35
ISP: 10 / 20
STAFF: 10/10


Partum Artifex
Rank: 1 Advances Left: 0
Race: Wood Golem
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Pace: 6; Parry: 2; Toughness: 14 (7)
Skills:
  • Athletics d4
  • Common Knowledge d4
  • Faith d10
  • Notice d10+2/+4 (Danger Sense, Sixth Sense, Ignore illumination)
  • Occult d10
  • Persuasion d10
  • Psionics d10
  • Stealth d4
Sentient Wood Golems
Are created by transferring a living soul into a prepared plant based elemental body. They come in a variety of forms, however usually humanoid forms are preferred. Once inhabited the plants retain their living nature, but are able to animate and sustain through the magic in them.

Iconic Abilities
  • Arcane Duality: Two arcane backgrounds do not overlap with edges.
  • Cybernetics: Like all else.
  • Enemies: Lots of people hate the awesome.
  • Higher Standard - Code of Honor: Par is a true believer in what is right and his mother's teachings influence him to his core.
  • Power Activators: Mystics must have hands free and power of speech to use Miracles.
  • Arcane Background (Miracles): 10 PPE, 3 spells and d6 Faith
  • Master of Magic: Access to mega power modifiers for Miracles
  • Power Points (Miracles): +5 PPE
  • Arcane Background (Psionics): 10 ISP, 3 powers, Psionics d6
  • Major Psionic: May spend ISP to enhance Psionics and Doubles ISP
  • Cosmic Confluence: May convert PPE and ISP on a 1 to 1 basis.
  • Mystic Senses - Alertness: +2 to Notice rolls
  • Mystic Sense - Danger Sense: +2 to detect danger, or roll on uncontested danger
  • Spiritual Awareness: May use Detect/Conceal Arcana as innate with the range self and aspect limitations.
  • Spiritual Awareness: Can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
  • Spiritual Channel: May use divination without spending PPE/ISP. But must make a vigor check for this the stupidest of all powers.
Hindrances
  • Vow (minor): To feel his father’s love
  • Pacifist (minor): Will only harm in self defence
  • Heroic (Major): Par is a true believer and will help those in need whenever he can.
  • Loyal (minor): He loyal to his allies and friends
Selected Edges & Source
  • New Powers (Racial Adaptable): The character gains two new powers
  • Master Psionic (Hindrance): Gains access to mega modifiers for Psionics. Mind reading and elemental manipulation added to the available power list.
  • Sixth Sense (Hindrance): Enhanced Danger Sense, normal success starts on hold and on a raise may perform immediate defensive action.
  • Zen - (Hero’s Journey, retrapped Jack of All Trades): May make a smarts roll success gains d4 skill, raise gains d6.
  • Adept (Hero’s Journey): May activate select miracles as an innate self only ability.
  • Power Points (Nov 1): +10 ISP

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steelbrok
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Re: Chapter 5: The Valley of Frozen Tears

Post by steelbrok »

Looks around, fascinating place. He can't help thinking it reminds him of somewhere.

With a few hand gestures and some miming he is invited to eat. He's quite happy to
immune to poisons but only needs 1/5 nutrition
whatever is placed in front of him but quickly fills up.

And then there is
Performance d4!!-2: [10!!]-2 = 8 , Wild die 1d6!!-2: [5]-2 = 3
. Turns out this cyborg can be pretty groovy and he thoroughly enjoys showing off his moves!
Steelbrok
Steel's Vital Statistics
Bennies 7 (5+1 from VV post 23/10/20 +1 for Interlude)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour
Credits 1300
Valuable nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)

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Thursday
Posts: 36
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Chapter 5: The Valley of Frozen Tears

Post by Thursday »

Thursday peers around, amazed that there are hidden underground cities sprawling with people.

"It's like a hoard, but with a bunch of people instead of a dragon."

Thursday sniffs around and hears the word 'eat.'

"Eat? Now that you mention it, it has been a while since I've last eaten. I'm hungry!"

I don't need food, I just want to eat for the simple fact of wanting to taste things. None of these creatures would know about that, though... right? I don't see any dragon experts in the group... unless one's undercover!

Thursday finds something to munch on (
Don't need to eat, but eat for the pleasure of tasting food. Also, immune to the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation
). Thursday follows the walking metal man, Steelbrok to eat with him. When Steelbrok grooves, Thursday looks very concerned while watching him and then

Performance: 1d4-2!!: [4]-2 = 2
Explosion! : 1d4!!: [3] = 3
A total of (4+3-2=) 5
Wild Die: 1d6!!: [2] = 2
along with him.

How does he eat? Does he need to eat? What is he even doing? Is this a battle stance? I don't know, but it's a bit neat. I'll give it a try.

Thursday is not sure about dancing, or even what he is doing, but he's vibin' and going through the motions.
Thursday is always on vacation trips
Thursday the Unique Dragon
Thursday

Bennies: 9

Wounds: 0/4 Fatigue: 0/2

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10

Pace: 6 Walk / 12 Fly; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0

PPE: 30/30 ISP: 20/20

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steelbrok
Posts: 77
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Re: Chapter 5: The Valley of Frozen Tears

Post by steelbrok »

Emboldened by the positive reception of his killer dance moves, Steelbrok is moved to song:

Friday night and the lights are low
Found a real nice place to go
Where they play the right music
Getting in the swing
You looking at a king
No-one else can be this borg
Night is young and the music's high
With a bit of rock music
Everything is fine
I'm in the mood to dance
And when I get my chance

I am the dancing borg,
sleek and steel
Only Seasoned 1
Dancing borg
Feel the beat from the tambourine, oh yeah
I can dance
I can jive
Having the time of my life
Ooh, see this borg
Watch this scene
Digging the dancing borg .
Digging the dancing borg ..
Digging the dancing borg ...
Steelbrok
Steel's Vital Statistics
Bennies 7 (5+1 from VV post 23/10/20 +1 for Interlude)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour
Credits 1300
Valuable nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)

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Venatus Vinco
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Re: Chapter 5: The Valley of Frozen Tears

Post by Venatus Vinco »

Eat, Drink, and be Merry

This Romani enclave is the first quasi-safe place the team has been since arriving in the frozen wastes of Russia. The caves are warmed by deep geothermal currents and the glow of torches bathes everything in a soft light. It is an oasis in a desert of ice and snow.

Thanks to Thursday and Steelbrok the group is well received! The pair put on a show never before seen in these parts, one measure dancing and five measures of enthusiasm. Their gusto makes up for any deficiency in skill. Soon, dancing, singing, and eating breaks out all over the camp. It is a joyous moment.

Then, Angelo stands on a box and begins to tell the story of the 1st SET-their unexpected arrival, their showdown with Sokolov, their chase across the ice fields, and their terrible mission to save the world. Angelo is quite the orator and the story stirs the hearts of everyone listening. For a brief moment the group forgets they are far from home.
Interlude

Makenna can write a story about getting cybernetics
Par can talk about how he explores the new culture but deals with lack of Sunlight
Everyone else can roll a d4: 1- Hearts, 2 - Diamonds, 3 - Clubs, 4 - Spades and write an interlude using the rules in Savage Worlds

Everyone take a Benny, and one more when you finish your interlude.
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steelbrok
Posts: 77
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Re: Chapter 5: The Valley of Frozen Tears

Post by steelbrok »

(post pending, just rolling my interlude/card)

1d4: [4] = 4


Club Card – A Great Victory!!

2095 (three years before the Cataclysm)

I’m pretty good at sneaking around, getting into places, you know? But these blokes from Special Reconnaissance? They’re very good. Very, very good.

When I first started hacking you could sit somewhere comfy, feet up with a drink handy. As long as you has a decent signal you could make your hack. Then I started getting some of the more…interesting… jobs. You had to physically connect to electronic locks, break into buildings to rip data from systems isolated from the net. That’s how I ended up in the Army. They plucked me out of court before my open and shut case was heard and after basic training I was hacking for the army, just improving their ICE at first, back to the small jobs. That was five years ago. Now I’m trusted, back on the important stuff. I like the Army, you get military grade hardware and the right cyber, though the QM can get a bit shirty about unauthorised rebuilds of computers and comms equipment.

And that’s how I ended up on this mission. Sneaking into a Northern Eagle base and hoping none of those mutant dogs the Americans are so fond of pick up our scent.

The NE bases in England were too difficult to crack. The Spec-Recce guys let slip that there’d been a couple of attempts to get into the base in East Anglia. Unsuccessful attempts. Apparently the big gun on those G10 powered armours doesn’t leave much behind when it hits someone. In fact rumour control says that the General Staff are conducting an urgent review of our Robot Vehicles. Are they still viable with guns like that on the battlefield?

So, here we are in Iceland. Did you know they’re having lots of earthquakes? And for some reason they are more likely around the solstices. And the summer one is….just about now…
The quakes should trigger a small eruption on a nearby volcano. Not too serious (hopefully) but enough to disrupt the base’s sensor net.

Another good thing about solstice in Iceland? Never really gets dark. So, those doggies lose the advantage of their night vision and have lots of nice low sun in their sensitive eyes! Now the psychic corps boys reckon that those mutant dogs have some extra senses. Which is why we had Bernie along. Bernie with the studs from a Mind Over Matter conversion. But Bernie’s is special., Bernie’s is supposed to enhance his psychic abilities. Apparently he’ll be able to screen us from the mutie doggies.

We’d spent two days slowly moving through this boulder field, away from Keflavik, the Icelandic town, getting as close as we could to this base. My back was still sore even though we’d been resting up for ten hours now. Ten hours of waiting for just this moment.

There was a sense of vibration in my feet. Then a rumbling and the ground began to shake. Pebbles vibrated away from my boots. I steadied myself against one of the boulders. It was warm from the twenty-three odd hours of sunshine, Warm and shifting ever so slightly. The MOM guy was concentrating, his forehead beaded in sweat that pooled around his implants. It seemed like the sun got ever so slightly dimmer and he nodded to us. It was time to go

We ran. We ran quietly. Every piece of equipment secured, nothing flapping and brushing against something. Even our water bottles left behind to avoid sloshing sounds. Boots with sound dampening soles, uniforms designed specifically to blend onto the rocks around us.
We still stayed low, rifle in one hand, the other free to help us over or round obstacles. The two SR guys went in front with me and the MOM following. We could hear activity from the base, extra patrols, some confusion.
At a hand signal from our leader we went to ground and waited. Ten feet of glittering powered armour passed in front of us. That armour might be good against lasers but they’re very easy to see. But they’d followed their SOP when the base’s sensor grid was affected. Set out a perimeter guard. We could hear the whine of motors and grinding of rock as the colossal power armour anchored itself. The Chrome Guardsman’s big, nasty gun was active now. But only to its front arc….

We waited to see it had support. Nothing…. Dear, oh dear.

Now was the time to be truly careful. We inched our way around it, keeping out of sight, straining our senses for any signs of an infantry patrol. Once behind the big bugger, we all breathed an almost, but not quite, silent sigh of relief. My moment now.

The Special Reconnaissance blokes went to either side and Bernie the MOM went up close to the back of the gleaming power armour and went to one knee, hands up to form a step. Five running steps and a boost from the MOM. I was up, the Guardsman was trying to turn his (her? It’s?) head to see but I’d landed on the rear ammo hopper. And before it could sweep me with an arm I’d got the dataport open and inserted my Link.

My HUD let me track and guide the intrusion software. The suit’s dataport was designed to accept software upgrades, it’s designers hadn’t thought anyone would be mad enough to try this stunt. A massive arm flailed, trying to dislodge me, but I’d spent days scrambling over a mock up of the armour while people tried to push me off, I kept clear. I could faintly hear the pilot calling for help. She, turns out it was a she, must have been really yelling into her radio for me to hear through all that armour. Not much use though. Her comm system thought it was upgrading but kept getting looped back to the same false upgrade. Pretty nice program if I do say so myself. In the meantime the core operating system was being copied – and one or two little glitches added!

It didn’t take long, which was just as well as the sight of a ten foot tall light reflecting power armour trying to scratch its back had caught the attention of a Yank patrol.

There were six of them, three humans and three doggies. Doggies with guns! Can you believe it? I suppose the sight of some nutter sliding from one shoulder to another of the world’s premier power armour made them pause. Bad luck for them. The rest of my team put two of the handlers down before they realised I wasn’t alone. I just had time to load a patch into the software running the Guardsman only comm channel. Luckily for me the programs had finished running and I dropped onto a rock and then the ground as the fire fight erupted. The Spec-Recce types and I managed to hold the rest of the patrol off but we knew we had to break contact before they got help. I couldn’t see our MOM and wondered if the stories about them wigging out in combat were true.

But then I saw something incredible. Bernie just leaped into the air, banged one foot of the Guardsman to twist in mid-air, shooting down at the Yanks before landing in the middle of them. Contact over. Good night doggies and handlers. It’s fair to say my jaw dropped. But we didn’t have time to be amazed. We ran. Ran hard through the boulder field. And, soon, ran with the hounds of DC chasing us. Hounds that reported back to more of the glittering monster power armour suits. They fired those big guns just to scare us and let us know they were chasing. Damn, they are loud! As we ran we tossed out gear, we all had civvies under our coveralls, once at the town we’d be safe. They wouldn’t want to fire into the crowds.

Then we hit trouble. Three of the suits had got ahead of us. They were closing up, coming from our right-front. They must have wanted us alive to see exactly what we’d done because they didn’t try to fire. Just aiming to get in front of us so their foot patrols could catch up.

“Keep going,” I yelled, “Straight at them!”

Remember that little bit of code that went into the Guardsman comm channel? Didn’t I explain? Ah, well, as we raced forward the power armours raised their weapons - and suddenly it looked like they were trying to do 1,000 metre steps! Not even the most agile powered armour can do that and suddenly we were racing past them into the town. I couldn’t resist, I ran OVER one of the suits.

A couple of days later we were in the mess having a wet debrief, Bernie pointed at me, “Come on, what did you do to those suits?”

“Ah,” I paused for effect, “It appears that those super duper powered armour suits don’t like it when they get an upgrade that swaps the feeds between their weapon targeting systems and their mobility software. When they put us in their sights the guns kept saying the target was only a metre away and wouldn’t fire. And their legs tried to step 200 metres and…”

I grinned and raised my glass, “The glittery armour did the splits!”
Steelbrok
Steel's Vital Statistics
Bennies 7 (5+1 from VV post 23/10/20 +1 for Interlude)
Wounds 0 (ignore 1 point of penalties)
Parry 5, Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2!
'Velma' the Vibro Longsword d12+d10+2 AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 3 bursts each Ignore Sloped Armour
Credits 1300
Valuable nil
Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)

User avatar
Thursday
Posts: 36
Joined: Sun Mar 29, 2020 4:55 pm
Location: OH

Re: Chapter 5: The Valley of Frozen Tears

Post by Thursday »

Thursdays Interlude

"So far on my trip, I've met up with a few interesting figures. They treated me better than most of the others back at base. They're a bit strange, but they have their uses. They have more uses than being just meat shields and they give me a good bit of freedom. Back at the base, most people seemed to not care much for me. I wasn't really allowed to go anywhere either. I'd try to disguise myself and use magic to wander around the base, but they eventually found out it was me and got mad. They gave me a place to stay and entertainment every now and again so I decided to let them live. I had a few that I preferred over there. Some would read me stories and teach me about the world. However, only so much could be taught in a short time-span. It didn't take long until they took me out with these other people and suddenly we are in this strange land. However, now that I am given new opportunities and new subjects, I could work on building my hoard and increase my subjects. So far I prefer these people more than those back at my original base, but now I have to rebuild my collection."

(Steelbrok) "We have the metal man... Steel-guy or something like that. He's made of some durable metal and is quite strong. He often wields big weapons that quickly make minced meat (or metal) of our opponents. He also taught me this thing called "dancing." I don't know what it is but the other people here like it, so I guess it's good. He also likes to talk. Other than that, he is definitely a capable fighter and an amazing minion. He's also shiny."

(Par) "Then there's the walking tree. He has some powers similar to mine, however, it appears that he dislikes using them. It's kind of odd, if I remembered to use magic more I'd use them more often. Some kind of conflicting ideals - those will just get in the way. If he was less hesitant, he'd make an excellent minion."

(Bryan) "Fly-guy is also an interesting one, he wears something that gives him similar abilities to me and my flight. I don't know much about him, which makes me a bit cautious, but I have not seen many humanoids fly so I guess he's unique. Potential minion material."

(Makenna) "The lady with the rifle is scary. I don't know much about her either, but it appears she too may be looking for minions. I'll have to be careful, she seems too smart to easily be a minion. I'll need to watch myself and make sure I don't end up the minion."

(Damien) "That one guy... the uh... Moomoo Hunter? I don't remember, but he seems a bit off from the others, he has weird capabilities but seems mostly normal. Not sure about him, but he hasn't caused any problems. He could make a good minion."

(Angelo) "One of the more recent members. I have to see more of what we can get out of him, but so far he has decent skills. Nothing too crazy like being mostly made of metal or controlling others minds, a bit more subtle - which might be good. I'll need to learn more about him before I decide if he can be a good minion."

(Palach)"He talks a bit different than the others, I guess it's because he's a native here. He's a shoot first, ask questions later - makes for a good minion at times. He also shares an enemy with us, so hopefully he remains when that is all done."


"If I wish to grow a substantial hoard I must have more minons - and a dead minion is not at all a good minion, so I must try my best to ensure their survival as well if I wish to continue my goal. I should also find a place to store my hoard since I don't know where my old home is. First the hoard-room, then the hoard. I shall have all the shiny things."
Thursday the Unique Dragon
Thursday

Bennies: 9

Wounds: 0/4 Fatigue: 0/2

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, Vigor d10

Pace: 6 Walk / 12 Fly; Parry: 7; Toughness: 35 (16 of which is Armor); Strain: 0

PPE: 30/30 ISP: 20/20

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