Chapter 8: Split the Party

Adventures of the Legion's 32nd Special Exploratory Team.
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Pursuit
Game Master
Posts: 1217
Joined: Thu Jan 04, 2018 9:21 am

Chapter 8: Split the Party

Post by Pursuit »

A Call to Chambers

After about a week or so of downtime, you each receive a summons to report back to the Halls of Government at a specified time. When you arrive, you find the entire SET has been summoned, and you are ushered through the grand, marbled halls of Psyscape's seat of government and back into a richly upholstered conference room that looks like it may have been at home in a classical victorian mansion.

You aren't left waiting for long, and the three judges, Judge Iasus, the human Psi-Warrior and champion of the last war with Nyxla, Judge Yanchang, the young human Mystic, and Judge Iidu, the D'norr merchant, walk into the room together. As is her style, Judge Iasus takes the lead and, without preamble, says, "We have been in communication with your Castle Refuge, and we have decided that it is in the best interests of all parties that we strengthen the diplomatic ties between your organization and our city. To that end, Hedge and Squidge, you are both to consider yourselves on permanent loan to the Tomorrow Legion for the duration of this conflict. You will receive ranks within the Legion and will be folded into their existing command structure."

She continues, "Furthermore, your entire team will likewise be assigned as special liasons to the Psi-Warriors here in the city. You will have permanent access to their training and other facilities, including the armory, infirmary, and PX. Should you so choose, you may also leave the Consulate and stay in the barracks. It's not as comfortable, obviously, but I know the Consulate can be a bit too plush for some folks."

"With that out of the way, we need your help with a couple of tasks. First, we need to set up some official representatives at Castle Refuge. We're going to send a small contingent of Psi-Warriors, we are looking at 2 or 3 at the moment, to serve as wartime ambassadors with the Tomorrow Legion, and we'd like you to escort them. As you are already aware, it's a bit of a trek from here back to your base of operations, and there are plenty of dangers that can arise along the trail. We don't want to commit a large force to make the travel safe, so we're counting on you to help get them there."

With that, Judge Yanchang clears his throat and pulls Iasus gently back. "At the same time, we have received word that a community of magic users of interest may be targeted by the enemy's Harvesters for recruitment in the near future. Given that our people are relatively new to the area, and given that we have a bit of a reputation, we think it would be more worthwhile if you were to go on our behalf and try to convince them not to join with Nxla. This will be a... delicate negotiation, and I am sure some of you will be less than comfortable with the inhabitants of this particular community."

He takes a steadying breath before continuing, "The town is called Clavicle, and it is a haven for some of the most vehemant Death Cultists in the area. It is located in the Dark Woods, which, as you may be aware, or may otherwise just guess by its name, is full of hazards of its own. We have been pursuing a campaign of diplomacy in the Magic Zone, trying to convince otherwise likely allies of Nyxla that they should go their own way. We do not have the manpower to wage war on all practitioners of dark magic, so, for the time being, we are instead trying to convince them to simply not join with Nxla. The problem is that we have now garnered something of a reputation for killing or capturing necromancers; it turns out that most people don't understand the difference between Xombies and zombies." You hear no difference between the two words. "We need a team of you to go there and persuade the people of Clavicle not to join the Harvesters, and you may well encounter fierce opposition. The Dark Woods are practically impassible by vehicle, even by good ATVs, so you will have to proceed on foot or horseback. I suppose your power armor would work, too, should your Glitter Girl pilot choose to help in this mission."

Iasus speaks back up, "So we leave it to you all to decide how you want to do this. Some of you will need to go to Castle Refuge, and some of you will need to go to this Clavicle" (the way she says "Clavicle" tells you all you need to know about her feelings on the subject of diplomacy towards dark magicians). "You should decide which of you will do which and let us know by tomorrow at 0800. We can get you equipped, you can meet the Psi-Warriors you'll be escorting, and we can get you on the move. If you have any questions, now is the time, or you can ask any of our assistants later."

Judge Iidu stays mostly quiet through all of this, just watching the group.

Divide and Conquer

Okay, it's time to pick teams!

We will need one team to go to Castle Refuge with a group of Psi-Warriors. I would like there to be at least two Psi-Warriors who go with you, and ideally they would be controlled by one or two of you in the event a combat were to arise. If more than two of you would like a temporary Psi-Warrior sidekick, we can have more of them join the group.

We will need another team to go to Clavicle and convince a bunch of necromancers that it's a bad idea to lend their talents to the Dark Harvest. This one will be tricky and will require some social skills (and the ability to look a necromancer in the eye without immediately trying to kill them). If your character is more comfortable with the morally gray, this may be the mission for you.

Please divvy yourselves up. Ideally we would end up with two teams of 4, but I will also happily accept one team of 5 and another team of 3.

This would also be an opportune time to replace a character you currently have in play, if you've a mind to try something new.

If you have any questions, feel free to ask here or on Discord, as I'm sure I forgot to explain or consider something.
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Falderol Grelemis
Posts: 80
Joined: Wed Mar 04, 2020 10:02 am

Re: Chapter 8: Split the Party

Post by Falderol Grelemis »

Billy scratches his head. "Well, I ain't the best at peacably trying to convince some'n ta do somet'n. I usually just threat'n 'em. Or shoot 'em. It may be best ifn I was to escort back to the castle."
Full Sheet
Parry: 7
Toughness: 9(3)
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Goswin Aigner
Posts: 64
Joined: Fri Aug 09, 2019 10:00 pm

Re: Chapter 8: Split the Party

Post by Goswin Aigner »

Goswin listens to the available assignments and considers them briefly before speaking up, "Well, I know the Magic Zone better than most. I'm good in a fight and can navigate the wilds. I'm more suited for this diplomatic mission to Clavicle, no matter how distasteful it might be. I'll go where ordered, of course, but I volunteer for Clavicle."
Goswin Aigner, Elemental Fusionist
Goswin, Elemental Fusionist
Pace: 6(d6); Parry: 6; Toughness: 15(7)
Combat-Relevant Edges & Abilities:
  • All Thumbs: –2 to use mechanical or electrical devices.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Elemental Brotherhood: See/converse with all elemental entities (including spirits of dark/light). Such beings see Goswin as a brother and will offer/request aid if needed.
  • Fusion Synergy: Powers activated using the fusion Trapping gain a free reroll on all related Trait checks. They also gain a +2 Toughness bonus to barrier, entangle, and protection.
  • Life Sign Harmony: Environmental protection makes him immune to all negative effects or damage from his life sign, and elemental manipulation Trait checks are made at +4 when using his life sign's Trappings.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Primordial Bond: While in nature, Fusionists have Danger Sense.
    • Danger Sense: Notice roll at +2 to sense ambushes or similar events.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Variable Trappings: When activating powers, may choose between Air, Earth and Lightning Fusion trappings.
Wounds: 0/3; Fatigue: 0/2; PP: 0/30; PP: 20/20
Bennies: 4/3; Conviction: 1/1
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Dazzle
Posts: 65
Joined: Sat Mar 07, 2020 2:50 am

Re: Chapter 8: Split the Party

Post by Dazzle »

Psyscape
Morning
Round 0

Dazzle walked into the meeting with a large coffee. Living in Psyscape was amazing. Fresh, hot coffee that wasn’t half burned over a campfire, with all kinds of pretentious flavors to put in it. She swore there was a Psybucks on every corner. She munched on an overpriced breakfast sandwich and yawned, but it wasn’t the yawn of someone who was tired, but one who had slept too much in the last week. And in a comfortable bed, not her armor.

Dazzle listened to the situation and the new assignments and sighed. “Well, I suppose the vacation couldn’t last,” she said. “Who the hell names their town Clavicle?” she asked. “I’m willing to go talk to the necrophiliacs. I figure they see my armor, they might think twice about picking a fight and actually listen. Maybe they just need a party.” She grinned. Then she considered. “Think I can get a big gun in case it’s too crowded to use Princess?” she asked.

Persuasion for antipersonnel laser 6
-4 difficulty, +1 Glitter Boy, +2 Very Attractive, +1 Fame
Persuasion 1d6: [2] = 2
Wild 1d6: [6] = 6
***
Current Loadout
Party Loot
TW Longsword
Black market light body armor x2
Vibro-knife x2
Laser pistol x2
Character Tracker
Dazzle Character Sheet
Pace: 14; Run d8 (60 mph); Swim 6/6; Run d6; Parry: 6 (GG 7); Toughness: 40 (25 MDC)/11 (5)
Bennies: 3/3
Conviction: Y
Credits: d6 (19,000)
Boom Gun: 98/100; 2 reloads (100 each)
Ghost Blades: 1/24 hours
Pistol: 24/24; 2 reloads (24 each)
Rifle: 20/20
Encumbrance: 53/40 (33/40 without pack)
First aid kit: 3/3
Laser Resistant (Armor): Half damage and AP from lasers
Quick: Redraw initiative 5 and under.
Fame: Make double pay with Performance
Hindrances: Impulsive, Driven, Loyal
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Squidge
Posts: 53
Joined: Fri Jul 12, 2019 7:16 am

Re: Chapter 8: Split the Party

Post by Squidge »

"I could do either one," decides Squidge. "On the one hand, I can be pretty persuasive and I'm pretty sure I can deal with necromancers. On the other...if Psyscape has a reputation, some of that might scrape off on me."

She shrugged.

"I figure I'll wait and see which team needs me most, based on who all goes where."
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Vargan Orok
Posts: 80
Joined: Mon May 27, 2019 7:04 pm

Re: Chapter 8: Split the Party

Post by Vargan Orok »

Hedge bristles, "The only good death cultist is a permanently dead one. If you are looking to avoid diplomacy from the end of a psi-sword don't send me."

With that, and with no regard to the preference of the Judges, Hedge lights a cigarette and blows out smoke.

"The enemy of the enemy is not our friend."
Vargan Orok (Ranger)
Bennies 3/3, Conviction 2/2
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Sis
Posts: 54
Joined: Mon Mar 16, 2020 10:00 am

Re: Chapter 8: Split the Party

Post by Sis »

"Negotiating with Necromancer's or a routine escort huh? One of those sounds a lot more interesting the the other. That said, I've had my share of interesting in giant fiends trying to grind my bones into powder." Sis rolls her shoulder as she massages a phantom pain. Truth is, the pain was all gone. She had known it would heal up eventually, but this was exceptionally fast, especially considering how badly beaten her body had been. Hell if she knew why, but she wasn't about to complain about it.

Speaking to the rest of the set she says, "I'll take routine this go around. Besides, doesn't sound like the ATV can go to Clavicle, which means it'll be heading to Castle Refuge, and you'll need someone to drive that damned thing. Speaking of which, She turns to the judges "I dont suppose anyone in your city would be able to retrofit that monstrosity to be better suited for the....visually impaired?" The corner of Sis's mouth raises in a smirk. "You know, as a sign of good will to the Tomorrow Legion and all."

Shy of that, Sis will seek to requisition a personal weapon with a
TW Starfire Pistol (2d12 AP 4 ROF 1)
TW Storm Rifle (4d6+2 AP 4 ROF 1)
NG-IP7 Ion Pulse Rifle (1-3d10 AP 0 ROF 3)
NG-P7 Particle Beam Rifle (4d8, 8AP ROF 1)
Wilk’s 457 Pulse Rifle (4d6 AP 3 ROF 3)
NG-303 Rail Gun (2d10+2 AP6 ROF 3) - My preference
TK Machine Gun (4d6 AP 3 ROF 4)
Sis - Nega Psychic
Details
Bennies: 2/3
-1 for Fear Reroll


Conviction: Yes

ISP: 18/20
-1 armor
-1 smite
Wounds: 0/4
Fatigue: 0/3
Parry: 5
Pace: 6
Toughness: 15 (6)

Active Powers:

Active Effects:

Notable Edges:
Alertness: +2 to Notice rolls
Attractive: +1 to Performance and Persuasion
Brave: +2 to Fear checks
Strong Willed: +2 to resist Tests
Command: +1 to alles to unshake

Notable Hindrances:
Bad Rep: (Racial) Uncooperative reaction of known to be altara
Blind (Racial): Can’t read or see purely visual info
Instilled Ignorance (Racial): No core Common Knowledge, plus -2 to CK rolls
Storm Fouled Senses (Racial): Inclement weather (Sand Storms, Fires with lots of smoke) -2 to notice, fighting, shooting, etc

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White Castle
Posts: 147
Joined: Sun Apr 07, 2019 10:13 am

Re: Chapter 8: Split the Party

Post by White Castle »

Castle kind of smiles at the talk of ambassadors between Refuge and Psyscape. He himself was sort of an ambassador to Refuge from the White Castle Enclave in former New York State, now the Magic Zone. If one were to list his "former" employers, it would be quite a list.

"I myself, welcome the chance to be in the Magic Zone."

"Necromancy is a new area of study for me."

"I welcome the chance to persuade anyone NOT to join with Nyxla."
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